Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 151 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 11  Next

Merge Mechanics

 Post subject: Re: Merge Mechanics
PostPosted: Sat Feb 19, 2011 8:25 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Can't say I'm hugely keen on the idea of uncontrolled nids rampaging around the board in a predetermined fashion. It seems like it takes a lot of the tacical side of the game out, as well as not being hugely background representative, as most nids are more likely to stay in one place rather than charge. It would also require a huge amount of wording in a list that's already very overstuffed with special rules.

As a wild idea, how about something like "Formations without synapse creatures may only take the Engage or Hold order". It's essentially an extreme version of the initiative penalty, and gets rid of that tactical flexability you were worried about.


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sat Feb 19, 2011 9:18 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 14, 2008 4:38 am
Posts: 303
Location: Utah, Texas, or some Pacific Island
Quote:
It would also require a huge amount of wording in a list that's already very overstuffed with special rules.


That is part of the reason I took the job of AC, to fix this. The special rules have gotten way out of hand and must be reigned in with something easier to both write and impliment on the gaming table.

Quote:
"Formations without synapse creatures may only take the Engage or Hold order".


An excellent suggestion. Maybe an Engage order toward the nearest enemy, or if that is not possible, a Double Move toward the nearest enemy?

Quote:
It seems like it takes a lot of the tacical side of the game out, as well as not being hugely background representative


I do not know if I would agree with this statement, having already used the idea on the gaming table. The tactical issues aren't lost, nor do they go away, they simply change. Yes the out of control formation is pretty much fixed into what it is going to do, but the rest of the Nid Army now has to change their tactics to take that into account. Tactical imperatives wouldn't change because of the fixed action swarm, instead a smart Nid player would build the rest of the armies tactics around what it is going to do. Like I had said it can become both good or bad.

As to the background, well depends on which codex you read really. Some say the Gaunts become mindless killers who continue to destroy and reak havoc, while others say they go to ground attacking only what comes near them. Some turn the bio-artillery into nesting platforms that fire at anything near them, while later versions have them moving to engage targets with fire. Depends really. Myself I want one mechanic to cover everything.

What I want is for the Nids to suffer some punishment for loss of synapse, but not to the extreme of losing the entire swarm outright. I also want Nid opponents to gain some reward for taking the synapse out, but it has to be worth the effort and another swarm simply pulling them back into control doesn't make the effort worth it.

As a side note Zombocom, I have a tendency to write very 'wordy' rules form the start in an attempt to make sure my intent gets across to the playtesters. In the end they always get paired down to something more reasonable.

Again very good suggestion Zombocom I like it, cheers
Jaldon

_________________
I know a dead parrot when I see one and I'm looking at one right now.
Tyranid AC


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sat Feb 19, 2011 11:04 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
I like the instinctive behaviour thingy. But i would use it in addition to the initiative penalty and not allow an auto-pass of the action test.
This would represent somekindof Herd Instinct. Sometimes the more agressive creatures run towards some food (Engage, Double, March) and the shooty creatures are inclined to follow them. Sometimes the shooty creatures stay where they are and the other creatures continue to just stay around near them (Advance, Sustain).
Sometimes there is an equilibrium between them and they just stay where they are or wander slowly in some common direction without actually attacking anything (Hold, Marshal).



Edit: See below

_________________
We are returned!
http://www.epic-wargaming.de/


Last edited by BlackLegion on Sun Feb 20, 2011 10:20 am, edited 1 time in total.

Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sat Feb 19, 2011 11:06 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
Huh........

It looks and feel just like BFG Nids Behavior, which IMHO sucks and doesn't hinder the Nid player. I mean what is a Nid Swarm meant to do? Run at the enemy and Engage. Which one? Does it matter that much? How about the closest so I don't die on the way? And do they stop and hide and shoot? No they charge because most likely they have no guns. I mean sure I would like to tell the Swarm to go maybe a certain direction but if it just attacks the nearest enemy that's ok too. I'll move my other swarms to help it. Seriously what's the downside? Not much. Plus lets spawn some more creatures into the Synapse-less formation, why not? Its not like the formation is really hindered, I mean is probably 90% effective as a Synapse led formation.

To sum up, I think its a bad idea and I bet most people will think so too. Please reconsider.


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sat Feb 19, 2011 11:07 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
BlackLegion wrote:
I like the instinctive behaviour thingy. But i would use it in addition to the initiative penalty and not allow an auto-pass of the action test.
This would represent somekindof Herd Instinct. Sometimes the more agressive creatures run towards some food (Engage, Double, March) and the shooty creatures are inclined to follow them. Sometimes the shooty creatures stay where they are and the other creatures continue to just stay around near them (Advance, Sustain).
Sometimes there is an equilibrium between them and they just stay where they are or wander slowly in some common direction without actually attacking anything (Hold, Marshal).

But then the rules get more complicated. Wasn't that one of reason for this rule? Counter Productive.


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 12:20 am 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA
I think the direction the community would like to see the list taking with regards to merge mechanics and other special rules is clear from the polls, just divided on what implementation to use in most cases.

The proverbial cage has already been turned upside down with the special rule tweaks from the variant lists, I don't think we need to do it again to vet another round of ideas. The reason being that the variants have already seen some form of playtesting and if we are to start anew it seems all the earlier shaking was for naught.

I'd rather a mechanic be chosen from one of the variant lists or 9.2.1 where the polls were divided then start trying to implement something completely new that hasn't seen any testing.

I can't answer for the others but Onachus has seen over 25 playtests at this point with its flavor of the special rules. They're not perfect but a lot of the loop holes have been noted in the past two/three weeks thanks to all this discussion and can be addressed. I'm sure Z and A feel the same way about their lists.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 10:18 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
@AoC: Hmph. I got the examples a bit mixed up. I shouldn't write while i want to got to bed.

Here the correct posting:

I like the instinctive behaviour thingy. But i would use it in addition to the initiative penalty and not allow an auto-pass of the action test.
This would represent somekind of Herd Instinct. Sometimes the more agressive creatures run towards some food (successful Action Test: Engage, Double) and the shooty creatures are inclined to follow them possibly causing some confusing (failed Action Test: Hold with Move). Sometimes the shooty creatures stay where they are which would confuse the more agressive creatures but the Herd Instinct would keep them around (failed Action Test: Hold with Shooting).
Sometimes there is an equilibrium between them and they just stay where they are without actually attacking anything (failed Action Test: Hold with removing Blastmarker).

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 10:36 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
Its ok BL ;) Sleep can be annoying :P

Either way BL I don't like the new idea Jaldon threw out and I don't think most others do either(guessing). I can understand the need for the AC to cut through the mixed opinions but when choosing something opposite of what everyone seemed to agree on is rather odd to me. I mean 70% of the poll showed that Merging was wanted even in the most simplest form.


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 10:42 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Welli don't know what Instinctive Behaviour would have to do with Merging as it is a totally different subject.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 10:45 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
BlackLegion wrote:
Well I don't know what Instinctive Behavior would have to do with Merging as it is a totally different subject.

Might be a different subject but Jaldon is (I believe anyways) purposing it over being able to merge. In others words why allow merging when we can just make the bugs be Instinctive.

Plus this is a merging thread BL ::) ;D ;)


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 10:49 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
I would like to see Instinctive Behaviour together with Merge (wich should be part of a Marshal action of a Synapse-led Swarm).

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 10:56 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
BlackLegion wrote:
I would like to see Instinctive Behaviour together with Merge (wich should be part of a Marshal action of a Synapse-led Swarm).

Your saying that we should have Synapse-less swarms running around with IB AND the ability to merge with a Synapse group as part of a Marshal action? If so then "oh" I think that would be over the top? maybe not? But at least we all agree (I think) that merging should be allowed in some fashion. Eh?


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 10:59 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
No. The Swarm with Synapses has to carry out the Marshal action in order to pick up the Instictive Swarm.
The Instinctive Swarm can do nothing than trying to Engage or Double if nothing is in range.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 11:08 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
BlackLegion wrote:
No. The Swarm with Synapses has to carry out the Marshal action in order to pick up the Instictive Swarm.
The Instinctive Swarm can do nothing than trying to Engage or Double if nothing is in range.

I might have mis typed it but I was on the same page as you BL ;)

If merging was during the action phase I would be ok with that, but I rather see it in the End phase. So would the Synapse-less behave any penalties to activate? Or No? I would like to see Int 4+ with only being able to take Engage and if unable to then Advance(or make it Double just seems to much of a boost).

Would the Marshal action change at all? Would is be Marshal plus the merge? Maybe just have a Merge Action. Where you add the new units and either Move or Rally BM? Shows that its a defensive action. So they grab the kids and run or grab the kids and bolster.

This is all assuming Jaldon allows Merging.


Top
 Profile Send private message  
 
 Post subject: Re: Merge Mechanics
PostPosted: Sun Feb 20, 2011 11:10 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
I would say: pass action test for Marshal -> Move/Shoot -> Merge -> Remove Blastmarkers

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 151 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 11  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net