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[Discussion]Spawning degraded by damage to Synapse http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=9048 |
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Author: | Chroma [ Thu Mar 29, 2007 2:29 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
So I've been think about this a bit lately, some people complain that spawing is "too good", particularly when a single Tyranid Warrior respawns 9 Gargoyles! *laugh* What are people's thoughts on the idea that the spawning roll would be modified by -1 for each Synapse Creature the Synapse Group had lost? This would slightly tone down Assault Groups (3 Tyranid Warriors) and make the Nexus (1 Hive Tyrant, 2 Tyranid Warriors) more attractive. As an additional possiblity, though I hate making WE Synapse "weaker", they would suffer a modifier based on lost DC, so a savaged Dominatrix at 1DC wouldn't be able to spawn much at all if She was in the thick of things. Thoughts and comments welcome! |
Author: | Ilushia [ Thu Mar 29, 2007 3:30 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
I think this would probably be a good idea. It'd help make some things more attractive to players, and mitigate the likelyhood of seeing all-infantry all-warrior centered armies if they degrade in abilities as they lose warriors. -1 per lost Synapse is probably more then sufficient for the most part. |
Author: | Markconz [ Thu Mar 29, 2007 5:49 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
Don't think it is a problem myself... |
Author: | Dobbsy [ Thu Mar 29, 2007 7:17 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
From what I saw in our games Chroma, if you start reducing the spawning rates any more then you may as well stop taking the bigger bugs like haruspex etc. It was damned hard to respawn one of those when we duked it out. |
Author: | Lightbringer [ Thu Mar 29, 2007 9:28 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
The current spawning values work fine in my opinion - this suggestion overcomplicates something that currently does not need changing. That said, I think there may be some mileage in considering the suggested change for the Nexus Group. At 175 points it is now a serious option (one I have used against Tau and will be taking again when I fight Bobskull's boyz next month). Lightbringer ![]() |
Author: | Charad [ Thu Mar 29, 2007 9:36 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
spawning rates are such good now, so no fixing is really needed. Only thing I would like to change is when casualties come to warriors/nexus groups. I'd leave WE synapses normal. Just my personal view.. |
Author: | Soren [ Thu Mar 29, 2007 9:42 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
Keep it simple and easy. if it works, don?t fix fix it. |
Author: | Pulsar [ Thu Mar 29, 2007 10:29 am ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
i think that spawning is fine as it is, mainly because it needs an activation test which in most of the games i've played against them when they really need it to do well it fails! |
Author: | nealhunt [ Thu Mar 29, 2007 1:37 pm ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
I think it would add quite a bit of fiddliness for not much return in game experience. |
Author: | Chroma [ Thu Mar 29, 2007 1:57 pm ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
(nealhunt @ Mar. 29 2007,13:37) QUOTE I think it would add quite a bit of fiddliness for not much return in game experience. So has no one had the game experience of an opponent's negative reaction to a single Tyranid Warrior spawning up six or so new playmates? How is it any more fiddly than rolling D3s and figuring out what to buy with the spawning points? ?If anything, it makes it less fiddly as there's times you won't spawn anything! ?*laugh* If anything, it makes Tyranid reactions to attacks more plausible, as they withdraw from [Professer Frink]"the hurting!"[/Professor Frink] to nest and respawn else where, eg, a Dom with 3DC damage from an assault would want to back off to respawn (and hopefully heal) away from the enemy. ?With fearless people tend to keep on heading for the enemy, and Spore up. |
Author: | Evil and Chaos [ Thu Mar 29, 2007 2:05 pm ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
I think spawning should be removed entirely, points costs dropped slightly, and the army would be much better for it. That aside, decreasing returns as you lose creatures seems sensible to me. |
Author: | Evil and Chaos [ Thu Mar 29, 2007 2:23 pm ] |
Post subject: | [Discussion]Spawning degraded by damage to Synapse |
I know what it's supposed to represent, I just think it's unnessesary and in some cases overpowered and/or unrealistic (Spawning Hierodules?! How on earth did it manage to 'go to ground'!). But yeah, I accept that it's highly unlikely that Spawning will go from the list... doesn't mean I like it as a mechanic. ![]() |
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