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ianlippert

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  1. Trade was one the most undercooked mechanics from TI3 and it looks to be one of the bigger changes in TI4. After reading the rules explanation I am still a little confused though. From the release Trade - Trade contracts do not exist in Twilight Imperium Fourth Edition. Instead, commodities are traded between factions who have ships in adjacent systems. Every time the trade strategy card is used, its primary ability allows a faction to “refresh” their commodities. Then, that faction may choose to let any other factions refresh their commodities for free. Other factions may then use trade’s secondary ability to spend a token from their strategy pool to refresh their commodities. Commodities do nothing on their own, but become traditional trade goods when given to another faction. First off, you can only trade commodities with your neighbours but allow any player to refresh their commodities. Why would you allow anyone but your neighbours refresh their commodities? Second, what does it mean to refresh your commodities? Are the commodities those new symbols on the planet cards? All-in-all I'm happy to see them trying something new with trade but I'm wondering how it's going to play out. If trading is a one off event instead of an ongoing contract what stops me from making and breaking trade alliances on a whim? In TI3 breaking a contract was a big deal because it took so long to get them back up and running. Also not sure how it's going to affect the metagame. Are we now incentivized to team up with our neighbours? TI3 was usually team with one neighbour attack the other but this seems like I want to befriend both neighbours and at the very least it's going to cool conflict with any player you come in contact with. I find this the most interesting mechanic, so let's speculate!
  2. I just did some math and I think we really just had a game with a low amount of basestars. I estimated the average should be a little over 6 of the combat crisis cards per game. Not including super crises cards. We basically got none until I jumped the fleet into the surprise attack and drew one of the crisis ones a little later. This was probably around the 4th time on the jump track. Just a general feel question, Basestars are usually a significant threat to the humans?
  3. So we just finished our first play thorugh of the game and it was a lot of fun. But it seemed like there was a lack of space combat. Now maybe it was just variance but the only other basestar we faced other than the initial one was when the cylon admiral (me) flew the fleet into a cylon ambush. Is the only way for a basestar to come into play is through the combat crisis cards? It also seemed like if a base star showed up late on the jump track it had bery little time to do anything as the humans could just hold it off until they jumped. How many basestars typically show up in a game, it seems like it should be more than two or else the nukes should just be used immediately. Am I doing something wrong I couldnt find anything in the manual?
  4. Is it worth it for anyone else to get nano tech? We havent played without simulated early turns for a while so im not sure if it would be worth it for other races to get.
  5. lol, thats cool im gonna try that next time i play universities
  6. Probably the best thing I ever did for our game group was make a sheet that keeps track of the player turns. It has 8 sections in order from 1 to 8 colored to represent the strategy card, I also have a counter with each of the players names on it but in two different colors. At the beginning of the game round organize the names as the players pick the strategy cards and then you have the turn order on the sheet. Call out names and when they take their turn flip their name over to the alternate color. Keep going around and as people pass take their name off which automatically gives you the new turn order. This really cuts down on a lot of down time, not only does the dynamic turn order becomes less of a pain to track, you can often let players that are on opposite sides go at the same time. It cut our play time from 8-9 hours to 6-7. Its so fast people are surprised when it gets back to their turn so often. Simulated extra turns slows the game down, not only are your early turns more complicated you have more time to build up large fleets which leads to more epic late game battles. More fun, but also more time consuming. btw, whats the Nano Tech trick
  7. Tried the search but couldnt find much. So last night we finished a game of twilight and it got me thinking that not many people in our game group have completed the secret objectives that require you to capture mecatol rex. Our game last night was a perfect example why. One player had two warsuns leading a pretty big fleet and he took mecatol rex. When it was obvious that he had some objectives the discussion quickly turned to how we could stop this player since he was in a 3 way tie for the lead already. The other players then proceeded to gang up on him and almost completely aanihilate him to the point that he withdrew his warsuns and went on to do other things. It just got me thinking how one would go about completing the secret objectives that require you to hold mecatol rex. Not only do you have to take it, you have to hold it for a turn so that you can build a space dock on it. It just seems that if a couple of players are determined to stop you wont be able to hold out long enough to get the points. Just wondering what everyone's general strategy entails for this situation. I usually just focus on other things, but I'd really like to patch this hole in my game.
  8. They need to make this into a video game and release it on xbox live or steam for like $40
  9. magicoctopus said: One of the strongest features in TI for me are the dynamics of any game compared to another. Each race is unique in play style and strategy. Compare Jol-Nar to Sardakk N'orr, for instance. As each player is different, and playing a different race in a different position each game, this creates a very dynamic gaming experienc. This is exactly right and why those other 4x games never satisfy me like TI does. Those games are mostly about combat and conquering, even the tech or diplomacy wins usually rely on taking large amount of territory. TI is a much more tactical game than a war game. You are constantly evaluating the values of your different actions as they change in the face of what the other players are doing. So one turn you need to be a warmonger get the victory points then retreat and concentrate on tech VPs. What strategy cards to take, where to place you command counters, and what VPs you should be working towards all add together to produce this very original and dynamic strategy game. Civ type games almost always come down to simply being better and more efficient at production than your opponents. I've never found a computer game that is similar to TI and the only board game that I've played that hits the same mark is the original Avalon Hill Civ board game.
  10. Ya I'm mostly just talking about a straight port of the rules exactly into a video game version. I'm sure they could figure out the timing issues and it would be easy to implement some voip or chat channel so players could communicate with each other. Even if they changed it a bit. I guess my big complaint is more about the state of turn based strategy games on the PC. They arent really made to be played in a couple of hours and they are mostly all war games. The thing I love about twilight is how tactical the combat is and how you really have to economize all your plays, there are so many real ways to victory unlike Civ where all the victory conditions are simply window dressing for combat wins. we can always dream though
  11. Considering that we are getting Blood Bowl in the summer, the board game elements of Civilization Revolutions and various other board games to Xbox live (settlers, ticket to ride) wouldnt it be a great if FFG got someone to port TI3 to the PC or Xbox? It seems like the perfect game to port. There is lots of interest in turn based games on the PC but so far it seems the shift to online multiplayer for the classics like Civ have been very difficult. I think the main reason is that the single player of Civ is designed to be a game that takes 10+hours which doesnt transfer over well into the multiplayer realm. TI3 on the other hand is designed to played in under 6 hours and much more feasible for a single online session. It has the depth of strategy of the Civ games without the length. Another benefit would be all the accounting that slows the game down for those that dont play on a regular basis. Some of the players in my TI3 group last week complained about how all the little things tend to drag the game out longer then it should really take. A problem that would be completely eliminated in a PC/Xbox version. Not that I expect this to happen any time soon but an online computer version would be amazing.
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