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Development Plan

 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 12:29 am 
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Current discussion is not progressing as fast as I would like, and I take responsibility for this. Therefore, there will be a few changes regarding EA Tau discussion and development.

The first change is that I am going to take a much tighter grip on discussion - topics and themes. Simply having discussion bouncing between a variety of topics, I think, is not productive. So, I will be focussing discussion on a set of aspects of the list. I have placed a list of aspects for discussion here:

http://www.tacticalwargames.net/forums/ ... 23;t=13652

I have also disabled the creation of any new threads on this board, although people will be freely able to respond to threads which already exist. Please note that posts which are not on the current topic may be removed or 'archived' by me for future discussion.

The idea is that we, as a development community, will channel development by:

1. Formulate a list of aspects of the force for discussion. The above link outlines the aspects lined up, in order. (The feeling is that the larger issues which impact on a greater number of units are discussed first, since if they are discussed later then they will impact on already discussed issues.) Please reply to this post (or PM me) to suggest any other aspects to the list that you would like discussed. Anything is open for discussion at this stage. Current active threads can continue to be discussed at the same time, until they have reached some stable point, when I will close them.

2. I will then open one or more threads regarding the top aspect on this list, and invite members to comment and make suggestions. Please confine comments to this topic. While I am happy to show a bit of latitude, for example discussing units which are affected by the current discussion topic, I really want to keep development focussed onto just a couple of threads and one topic, to get it resolved.

3 I will then make decisions based on the feedback gathered for this aspect.

4. Rinse and repeat.

New versions of the Tau list may appear fairly quickly and with relatively minor alterations.

The idea of this structure is to allow everyone to discuss what they want to and be heard. However, once a decision has been made, we move on and each aspect of the list is only discussed once.

There will be times when you simply dont agree with the conclusion and decision reached. However, I do ask that you accept it, and that we build on decisions rather than constantly review and argue them. In addition, while the number of playtest reports has been far below what I would like to see, any opinions backed up by reports will be taken very seriously, so please do try to get playing. Even if you cant, describing a hypothetical scenario or some game activations to illustrate your point will probably help a lot.

Currently, November is scheduled as 'Tau month' by the NetERC. It is my goal that we use these two months to produce a single, (broadly) agreed list. Shortly after the end of November, I will release version 5.0 of the Tau list. This version will remain static for a period of time - initially I feel that 6-12 months unchanged is reasonable.

Thank you. I welcome comments on this new structure for development. I am sure that, following this, we will need a short 'general' discussion period to iron out stats for a couple of isolated units, etc.

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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 1:32 am 
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By your comments, we can assume that the NetEA Tau list will continue to be all inclusive (Ie: Armoured, Infantry, Mechanised, War-Engine-themed, and Aux-themed, all available with a possibly superior level of customisation to any other army* in one list)?


It'd also be nice if you set out your beliefs as to where you think the Tau list(s) development could go in the future (Both short and long term), and listed the issues that you consider to be a problem, rather than remaining enigmatic, as TRC has notably been asking for... so that we're all looking at the same page, if not singing the same hymn, as it were.



As for my issues for discussion:

- Should the list be split into 2 or more sub lists which have more distinct themes, rather than remain as the current all-inclusive list? (I say yes... having done a similar painful thing with a list that I developed, and having seen how after being split into 'infantry with backup' and 'armour/SHT's with backup' both lists later prospered).

- The Support Craft rule concerns me as it is yet another way in which the Tau can stand off at absolutely maximum range for few drawbacks (Always Popped Up being the proposed alteration to the rule, meaning that the Tau Support Craft would have to at least manuever a bit if they wanted to blast something in your backfield on turn 1).

- I think the style of the NetEA list in general is abrasive to play against (And I've played multiple dozens of games against it), with the FW version being less-so due to less powerful Guided Missiles, and the removal of the various underpriced/overpowered (And entirely coincidentally non-canon) unit types, which combine to produce an army list that places more reliance on manuever and offensive tactics, rather than sustaining fire and dodging engagements.

- Probably some other stuff to do with the aircraft being the best in the game.



If I can say anything at this point, it's that please could you (CS) find the time to accept a few challenges from the gamers in London?

We'd love to see you push a few models around the table now and then!



*I think I'm right on that; Steel Legion, who come close in the customisation stakes in some ways, can do Infantry-themed or Mechanised-themed very well, but the armoured-themed list is stuck with one type of not-too-flexiable core formation that eats huge chunks of your points and no SC, and the WE themed (SHT's) list is rubbish, etc.




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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 11:43 am 
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Couple of questions CS

First off how do you intend to 'sepeate out' the various cross cutting issues in the first three discussion points

- variety of units
- force list structure and options
- special rules and tech (background, intention)


The first two certainly and to a lesser extent the third are interlinked. The units included in a list point to its force structure and options. Indeed would it not be better to have the force structure and options considered first (bearing in mind the 'core' available Tau units) then bring in the variety angle to ensure all those options are fleshed out? Of course the special rules interact at various stages throughout this.

So if you had a list - say awful CC, poor FF, excellent short range fire, harassing long range fire, core types x, supporting types y, core special rules z - you would then be able to see what units to bring in to match that and to avoid pointless types and so on.

Going with 'we want the following units' then shoehorning a list around them means everything is tied into how those units pan out in practice - and as we know once stuff is in its near impossible to get out :) Its a bit like the old way of designing tanks - specify the gun, size, weight etc, build it then try and find an engine that fitted in the chassis (I kid you not, one tank was so heavy and so cramped the radiator had to be put in the crew compartment, achieving what one critic pointed out was 'the dual aim of cooling the engine and cooking the crew')

40K
The Tau in 40K are able to play in a wide variety of styles

I'm sure you are bearing in mind those are all close quarter battle styles. 40k styles don't always transfer over to epic as people expect, the best example being space marines being very different tot eh stand, shoot, assault chaps they are in 40k!

My outlook on the Tau in EA can be summarised in one word - synergy.

Other than the obvious Marker lights any examples you can think of?

One thing that has been on my mind from the very beginning is a desire to differentiate the Tau from the Eldar. This force list should never simply be a variant Eldar force list with different miniatures. The Tau in EA are not the Eldar.

I don't think the Tau have ever really been in danger of becoming the Eldar, if nothing else because of the lack of assault options, greater number of models and tougher armour. Rather they seem to flirt with being Imperial Guard with knobs on, with every disadvantage being mitigated. An exaggeration I know but stuff like weaker armour than Guard tanks and awful CC ability mitigated or ignored by being skimmers, short range AP fire on infantry mitigated by drones and high armour, ML risk mitigated by turrets etc. looks like taking a guard army, putting it in the air then thinking of ways round how to hobble it.

Or am I reading this wrong, is this what we should be aiming for as they are a type of synergy, or more accurately aiming for in the formations. So firewarrior formations should include integral skimmers out in front to 'soak' cc troops and stop them using their higher ability etc?

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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 11:56 am 
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On synergy and stopgaps.

There are two obvious "synergy" features in the current Tau list:

1) Markerlights + GMs.

2) Coordinated Fire + Crossfire.

Then there are "stopgap" features, like

3) Tau Jetpacks + Drones to help defend against assaults.

4) Kroots and independent Drones to form picket lines, again to help against assaults.

5) The heavy railguns on the A-X-10 and Moray to deal with big war engines.

We want the synergy features to dominate. They should provide most of the character for the army. The stopgaps are just there in order to keep the thing playable with all its weaknesses. Put this way, we should nerf the Kroot, drones, jetpacks and big railguns so that they will not be desirable on their own, but so that people will e.g. only ever take a Moray if they feel they'll otherwise simply get pwned by some big WE.

Currently, some of the stopgap features are dominant. The Moray is too good. Independent drones are too good. Some people hate the jetpack rules we have. It'd be better if people complained about Coord. Fire being too powerful. Once that happens, we are on the right track.

Do we agree on the principles here?


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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 12:37 pm 
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Hey CS,

I am reluctantly putting my feet back in the Tau waters with your posting commitments to developing the list.  It is an approach that I think/hope will be good.

Your first two subjects are"
- variety of units
- force list structure and options

My suggestion would be to cover Force List Structure first because it will largely dictate the Unit Variety rather than the other way around.  Example: if you say your list is going to have 58 unit types (exaggeration here) then there is no point in discussing the Force List Structure... It's already been determined to be all-inclusive.

So I am going to echo what E&C posted.  I am curious as to how open the discussion will be to splitting the list up into themed tournament lists.

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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 1:18 pm 
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Something else to consider - how GW should it be? Should we be looking for model ranges for things like Vespids and then including them using those lines? Or stick to forge world, SG and scratch building.

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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 1:35 pm 
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To more greatly signify the change in development and design, I strongly recommend you release any new updaes under a "v5.x" descriptor, and end v4.x.

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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 1:49 pm 
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Quote: (The_Real_Chris @ 01 Oct. 2008, 08:18 )

Something else to consider - how GW should it be? Should we be looking for model ranges for things like Vespids and then including them using those lines? Or stick to forge world, SG and scratch building.

I think this would fall under the unit type discussion.

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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 2:11 pm 
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Apart from echoing TRC's comments as well, in going down this path we do need to build in viable weaknesses as much as strengths, to give people choices both in their army list selections and during the game (or indeed to permit the opponent to 'impose' some of these choices).

For example regarding 'synergy', IMHO the player should be able to vary the quality and quantity of the things forming this 'synergy', and the quality of both individual formations and the army ought to degrade during the game as the relevant elements become separated or destroyed.

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 Post subject: Development Plan
PostPosted: Wed Oct 01, 2008 10:09 pm 
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CS, please post an answer about how you see/want the Tau list to behave, at least more than The following aspects to the Tau list in EA will not be discussed and are set:

- Tau firefight values


This implies to me that you want to stick with the 3e 'feel' of Tau (Please, Aun'O, don't let them get close), as opposed to the 4e Tau 'feel' of "In yer face, killin' yer dudes", when about half of the list was discussed around the 4e feel.

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 Post subject: Development Plan
PostPosted: Thu Oct 02, 2008 10:26 pm 
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CS,

I applaud your approach. As far as where to start, I don't think it is necessary to wipe the slate clean and start all over. I think v4.4.0 was close enough to a wrap that it could serve as the foundation to build on.

It's still the version I play.

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 Post subject: Development Plan
PostPosted: Tue Oct 07, 2008 9:30 am 
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To deal with a few comments - and thanks for your feedback on this -

The all inclusive nature of the list is the subject of the 'structure' aspect. However, I should point out that my belief is that this is the best way forwards.

My views on the current list are that it is possibly further along the road than some of your believe. Yes, there are issues in the list, but these are relatively minor in comparrison to 12 months ago. My driving force is balance, above everything (including background, where necessary). I do think that we could work to make the list more fluid. I would like to get this list to a stage where it is as balanced as reasonably possible (nothing is totally balanced), and let it settle. Long term directions would be for variant lists, and possibly adding units after the initial settle period.

As for seperating out the issues, there are times where this will not be possible, and times when discussion will overlap. I can live with that. The rteasoning behind this move is to get the community here on the same set of rails for this list. Lets discuss the issues that need discussing, I will make some decisions and we can then all get behind that list. This will not be a list that everyone likes, and there will probably be an aspect that each member disagrees with. There is not much we can do about that, and if people are expecting 'their list' to surface then they will be disappointed. I just want to set some things in stone, and use that for the next round to minor modifications. There is no point discussing unit stats if we change the special rules later and it throws the list out of balance. By continuing to be active here, everyone has to accept that the list as it emerges will be the one that we use, and not have the same half a dozen discussions every six months.

My use of 'synergy' is the interaction between formations, not necessarily a mix of units within a single formation. I mean the way that the abilities of individual units can be combined to work in interesting ways together.

A word on 'mutliple lists' and number of units. We should assume that we are working on a single list, which is a 'general' tau force with many of the current options available. So, when we discuss which units should be 'dropped', please bear this in mind and perhaps some units should be relegated in order to make an appearance in a later, variant list. Again, this will be open to discussion, but I am currently in favour of a single list, and it will be difficult to change my mind on this.

In terms of minis. I chatted with Jervis about this specifically. We should attempt to keep units which are available as minis, or which are easy to scratch build. More importantly, to me, is that the units should be clear - in terms of representation and model. This means that it is OK to have something like a Scorpionfish which is different from an Orca, because it means that the model will be different - no matter how it is represented if it is true to the stats. However, this is one reason for my change of heart on the Sniper Drone team. Representing them on the table will require some kind of drone and maybe a Fire Warrior. Even if models were available for this, it may be less appropriate for the game than a Swordfish which doesnt have a model but which can easily be identified as all models will have two honking great guns (Tau technical term!).

Releases will be numbered v4.5.x. The final version after the end of November will be v5.0. Version 4.4.3 will continue to be recommend for competetitive and tournament play.

I agree that the force should 'fall apart' as formations disappear. This is something that will, up to a point, naturally occur with a synergy based force. It is also something that stays close to the background of the Tau. Any suggestings on strengthening this would be welcomed.

Firefight - I am not actively aligning myself with any particular version. My view is simply that the community is split by this issue. I do not agree that the tau should have increased firefight values. I like the current system, I think that it works, and the current list has been based on this for generations. Changing this would be something that I disaggree with, and which would undermine the current ethos of design. I can see the various argument and reasons for peoples opinions on this... I just dont necessarily agree.  :no:  My comment regarding this was simply to hold this up as an example of an issue which some people will disagree with, but which a decision has been made of and which I hope that people will now get behind as a 'I dont agree with this call, but accepting as a basis for decisions...'. I also feel that the hold them off as far as possible approach is more in keeping with the spirit of the background and makes for a more interesting force.

As for wiping the slate clean, that is not my intention. All comments and changes will be based on version 4.4.3 as a starting point.

Thanks all.

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 Post subject: Development Plan
PostPosted: Tue Oct 07, 2008 12:32 pm 
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Quote: (CyberShadow @ 07 Oct. 2008, 09:30 )

Version 4.4.3 will continue to be recommend for competetitive and tournament play.

Its probably a mistake to recommend the Tau list for tounies currently, unless you trust those who will take it not to abuse it. Being beaten by a powergamed army is zero fun and one of the reasons some people play Epic at tournies as opposed to other systems.

Incidentally could we have a thread for rules questions? Two that came up last game-

Do turrets modify rally rolls? (Proximity of enemy units.)
When you light part of a formation and fire gm's, can they 'carry over' into other units in the formation like when firing weapons with different range bands, or can they only hit the units that are marked as with say units not in cover and ones that are?

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 Post subject: Development Plan
PostPosted: Tue Oct 07, 2008 3:16 pm 
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Thanks for posting your Tau reasoning CyberShadow.

More power to you as you work through this mate (a most unenviable task).

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