by coopasonic » Thu Sep 22, 2016 9:10 pm
by Lordnine » Fri Sep 23, 2016 12:11 pm
by LordMortis » Fri Sep 23, 2016 1:51 pm
by AWS260 » Fri Sep 23, 2016 7:30 pm
"We had Tom come out first," Cantrell said. "At the end he said, ‘I don’t know why you’re worried. I think you’ve got a great game!’ We were doing high-fives. And I remember somebody even asking, ‘Well, do we still even want Quintin to come out?’ But he already had his flight, so we might as well.
"Quintin came and he played it, and he said, ‘I’ll be honest. I loved it. ... But frankly I don’t think I’d ever play it again.’" Smith declined to be interviewed for this article.
Cantrell says that during the second day of his visit, Smith's input helped to change the creative direction for the entire game. He was the one who recommended modular game boards so that each session could be different, and brought up the idea of an ongoing campaign that would build a story arc over time.
by coopasonic » Mon Sep 26, 2016 10:45 am
LordMortis wrote:coopasonic wrote:If you aren't LM (and like programming games), you might want to take a look.
LordMortis wrote:A boardgame with a soundtrack?
by coopasonic » Wed Oct 12, 2016 9:38 am
by Lordnine » Wed Oct 12, 2016 12:19 pm
by Chrisoc13 » Wed Oct 12, 2016 12:20 pm
by coopasonic » Wed Oct 12, 2016 12:24 pm
by hepcat » Wed Oct 12, 2016 12:29 pm
LordMortis wrote:A boardgame with a soundtrack?
by Chrisoc13 » Wed Oct 12, 2016 9:50 pm
hepcat wrote:LordMortis wrote:A boardgame with a soundtrack?
See almost every game from Flying Frog Games.
by hepcat » Thu Oct 13, 2016 8:49 am
by coopasonic » Thu Oct 13, 2016 9:04 am
hepcat wrote:80 bucks is a lot, and I've got way too many 2 player games now that I don't get to the table enough.
by hepcat » Thu Oct 13, 2016 9:06 am
by coopasonic » Thu Oct 13, 2016 9:20 am
hepcat wrote:Hmmm...solitaire capable, you say? Go on.
It's definitely possible to solitaire the game, but I wouldn't recommend it. Part of the interest comes from working with others and I don't know how much fun the puzzle nature of some missions would be to solve solo. It's possible, but your results may vary.
We playtested the entire game with 2, 3, and 4 players. Here are some major takeaways:
1. Mech power comes directly from command cards. The more cards you have slotted, the more power you have. Because each turn, you're drafting 4 cards total, your power level stays the same regardless of the number of players you have.
2. The game plays much more quickly and "arcadey" with 2 players compared to 4. 4 Is more about "Who can do this thing?" whereas 2 player mode is more about "I can do these things, what can you do?" The ramp of danger escalates faster in 4 players because you're unable to cut it off (lower per mech power level) whereas in 2 player mode, you have much more agency, but any mistake is punished much harder because there's only 2 of you.
3. 3 Player mode forces more coordination around who has the next major power spike as one player is drafting 2 cards each turn. It's a different but still cool experience, as drafting 2 cards feels really good.
4. Schematics lead to really spiky and interesting moments. One shots can be game changers (In one playtest I watched a corki destroy 25 minions in one turn. It was bananas) While persistent schematics create freedom in terms of you longer term planning and decision making. In hindsight, it may have been worth it to say 2 schematics per player per mission in 4 player games, 3 per player per mission in 3 player games, and 4 per player per mission in 2 player games, but that literally just occurred to me right now as I'm writing this post, and would have taken a long time to test. Maybe worth trying out on your own?
When we first began playtesting 2 player mode, we were pleasantly surprised that the game felt balanced and fun. We were expecting to design an entire separate set of 2 player rules, and due to the above takeways, it wasn't actually necessary for a good experience.
That's my 2 cents, hope it helps
by Chaz » Thu Oct 13, 2016 9:49 am
by hepcat » Thu Oct 13, 2016 10:02 am
by coopasonic » Thu Oct 13, 2016 10:12 am
Chaz wrote:The SU&SD review makes it sound pretty good. I might pick up a copy down the line. If that's even possible.
by hepcat » Thu Oct 13, 2016 10:20 am
by Ralph-Wiggum » Thu Oct 13, 2016 10:22 am
by coopasonic » Thu Oct 13, 2016 10:24 am
by hepcat » Thu Oct 13, 2016 10:32 am
Ralph-Wiggum wrote:Looks like a cool game. Unfortunately, I'm not sure I would be able to play it often enough to justify the $75. So instead, I'll try to convince one of my friends to get it...
by Isgrimnur » Thu Oct 13, 2016 10:37 am
by Harkonis » Thu Oct 13, 2016 11:25 am
by LordMortis » Thu Oct 13, 2016 12:26 pm
coopasonic wrote: Especially when you add a timer to the drafting.
by Isgrimnur » Thu Oct 13, 2016 12:35 pm
by hepcat » Thu Oct 13, 2016 12:38 pm
Harkonis wrote:I'm not that far away hep
by Harkonis » Thu Oct 13, 2016 1:48 pm
by hepcat » Thu Oct 13, 2016 1:50 pm
by coopasonic » Thu Oct 13, 2016 1:59 pm
by Harkonis » Thu Oct 13, 2016 2:00 pm
by Chrisoc13 » Thu Oct 13, 2016 2:16 pm
by Harkonis » Thu Oct 13, 2016 2:20 pm
by Chaz » Thu Oct 13, 2016 2:34 pm
by Lordnine » Thu Oct 13, 2016 2:35 pm
Harkonis wrote:I really didn't expect this type of issue from Riot considering the numbers they deal with for LoL all the time.
by Chrisoc13 » Thu Oct 13, 2016 2:59 pm
by coopasonic » Thu Oct 13, 2016 3:01 pm
by Chrisoc13 » Thu Oct 13, 2016 3:06 pm
I'm more annoyed at the waste of time so I might just pass for now.coopasonic wrote:Riot says they are selling through at about 40/min so they aren't sold out yet.
by Harkonis » Thu Oct 13, 2016 3:32 pm
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