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 2.0 Beta: Scenarios 
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Denizen
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Joined: August 27th, 2012, 5:11 am
Posts: 253
Another thread got me thinking about the scenario combinations, and while there is nothing wrong with the scenarios themselves, I do see a problem with the current scenario distribution.

Corruption Primary and Entropy Secondary conditions overlap, and it is possible to pull said combination (1/14 flips, to be exact). Now, with both players working toward the same goals, this isn't much of an issue on its face, but it does lead to a boring game - both players mob the nearest enemy objective(s) and race to see who gets the better flips for victory points as sabotage tokens are dropped with every activation. This is actually a case where combat is currently a worse choice than attempting the scenario, but not in an interesting way. (In fact, it favors the first player to act, all other things being equal, since the the conditions are known during game set up. There's possibly a quick exchange of fire as cadres move into postilion, but I personally wouldn't risk Engagement while moving to an objective.)

The only real solution I see to this (if the scenario generation rules remain the same) is to change one or both of the Objectives in question.


March 22nd, 2017, 9:10 pm
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Bottle Cap

Joined: March 21st, 2017, 9:46 pm
Posts: 4
Major Glitch wrote:
(In fact, it favors the first player to act, all other things being equal, since the the conditions are known during game set up.)

The only real solution I see to this (if the scenario generation rules remain the same) is to change one or both of the Objectives in question.


Another solution is giving players option to destroy the equality. My suggestion in another thread, that not all units are equally good with objectives could help with this.
If you can take out the objective specialist of the other side, you may able to slow him down significantly, so that may be a viable option. That also means you have to decide how you use your own specialist, being too reckless may give your enemy some good chances to remove him from play, being too carefull may slow you down too much. At least in theory it sounds good, but maybe i missed something.


March 22nd, 2017, 10:08 pm
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Minion
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Joined: July 11th, 2015, 10:54 am
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Entropy secondary is Carnage, the secondary that involves sabotage tokens is Anarchy, which is Chaos. As written you can't flip a Corruption primary and Chaos secondary so it's a non-issue.

I had exactly the same thought the other day, which is when I first noticed that only the colours next to the primary colour appear as secondary esper types. Felt kind of stupid for never figuring that out before.


March 22nd, 2017, 11:16 pm
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Denizen
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Joined: August 27th, 2012, 5:11 am
Posts: 253
Ah, I see I did mistake the two.

Carry on, then.


March 22nd, 2017, 11:46 pm
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Bottle Cap

Joined: March 16th, 2017, 12:17 pm
Posts: 4
Something I'm still confused about is the infatuation with the Flip aspect of ALL the scenarios. Is it necessary in every one? Does it balance the factions out? Any enlightenment for this confused player?


March 23rd, 2017, 11:12 am
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Denizen
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Joined: August 27th, 2012, 5:11 am
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If you're referring to how Victory Points are scored, there are a handful that will grant points when you complete a non-repeatable objective (Corruption's Assassination Secondary, for example).

The stated reasoning for scoring via a flip is introduce randomness to the game; In 1e, situations could arise where one player could look at the ready queue, board positions, and score, and declare "I win in X turns". With the addition of flips that is no longer really possible (outside of the case of the Entropy Primary, and possibly the Corruption Secondary).

Now, many players feel that flips negatively impact the game in terms of length of play time and putting a greater focus on combat. It's also possible that the Engagement mechanic could have enough of an impact on ability to complete objectives that flips could be reconsidered. I do think that the 2.0 scenarios are generally more forgiving than previous iterations, since they've removed time limits (Do X before you activate a unit for the second time, or before you draw through your deck, etc.)

As for faction balance, a couple of factions will have an easier or harder time with specific conditions, but that comes down to your cadre as much as it does to any inherent strengths or weaknesses.


March 23rd, 2017, 2:33 pm
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Bottle Cap

Joined: March 16th, 2017, 12:17 pm
Posts: 4
What happens if during the Defense of Life scenario I am able to deliver the life token successfully to the board edge but fail to flip the necessary Creation esper? Do I lose out on that potential 1 VP? Or does the model retain the token to try again on a consecutive turn?


March 25th, 2017, 10:43 pm
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Minion
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Joined: September 9th, 2012, 1:25 am
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Location: Australia
You loose out on the VP and loose the token and must run the whole thing again. So yes Defence of Life is useless and feedback should be provided.

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March 26th, 2017, 1:53 am
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