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Dweomer

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  1. Dweomer

    Entrenched Positions and PDS

    This strategy has started to emerge in our games. I'm oue last game the Jol Nar won with 5 PDS and most PDS tech. The Naalu also built 5 PDS, PDS II, and Graviton. The Creuss did not pursue this strategy but said they will next time. The all-in PDS strategy may not win you the game but it helps you get close and worse acts as a wet blanket on the board. It further disincentivizes combat in a game that already disincentivizes it by passively projecting deadly force without risk across a large area. We have so far removed the two secret objectives that reward PDS use and the public objectives that reward tech turtling. We are considering other incremental changes if the trend continues and creates boring stagnant play.
  2. Dweomer

    Public objectives too easy

    I don't want to join the current discussion, but as an FYI I am going to playtest swapping out the 20% public tech objectives with control objectives as part of my house rules. I dislike tech objectives because I see them as not encouraging player interaction (ie. not fun), don't have a downside (such other spending objectives which give you nothing but VPs), and favor already decent races that start with 2 tech. Swapping out: L1: Diversify Research: Own two techs in each of 2 colors. L1: Develop Weaponry: Own 2 unit upgrade technologies. L2: Revolutionize Warfare: Own 3 unit upgrade technologies L2: Master of Science: Own 2 technologies in each of 4 colors. For these (I'm still brainstorming but these are the draft leading contenders): L1: Aggressive Colonization: Control a planet at least 4 systems from your home system. (ignore wormholes) L1: Forward Borders: Have 1 or more ships in 3 systems containing no planets. L2: Demonstrate Mercy: Have 1 or more ships in 2 (3?) systems containing a planet controlled by another player. L2: Control the Trade Routes: Have at least one ship in a system with a printed A wormhole and at least one ship in a different system with a printed B wormhole. Other ideas: L1: Long Distance Trade: Be neighbors with a player only through a wormhole. (note: likely applicable only with high player counts) L2: Defy the Dangers of Space: Control 6 (or 5?) planets adjacent to or within an anomaly. If anyone has any additional cool ones to suggest please let me know. Thanks!
  3. Dweomer

    Winnu balance and cruiser II

    Iteration 4! StartingTechnology: Choose any 1 technology that has no prerequisites. Racial Abilities: Blood Ties: You do not have to spend influence to remove the custodians token form Mecatol Rex. Focused Research: After another player discards the custodian token from Mecatol Rex: gain one technology they possess ignoring all prerequisites. Lazax Legacy: Invasion: you do not need to commit ground forces to take control of an empty non hazardous planet. Bureaucratic Liaisons: Before voting on an Agenda, ready your home system. Racial Techs : Lazax Quadratic Projector YY - Action: exhaust and place this card face down over a planet you control. Until this card is readied, that planet cannot be invaded or bombarded, and units on it lose PRODUCTION. Lazax Sentient Exosphere RRR - Enemy ships in systems with planets you control lose BOMBARDMENT. Each planet you control has SPACE CANNON 8
  4. Dweomer

    Winnu balance and cruiser II

    When I was brainstorming their racial abilities I did consider something involving the Speaker. One was they always select Strategy card after the Speaker or they start the game as the Speaker. But I quickly moved away from both of them because the selection of strategy cards is often so critical in setting up a victory. I didn't want to mess with it in any way that could weaken that part of the game for other factions. So I like it theme wise but I'm wary of its impact.
  5. Dweomer

    Winnu balance and cruiser II

    Thanks for the suggestions! Very helpful. I love your idea about restricting Focused Research to a tech of the landing player. You are correct in that it was meant only to offset the Winnu not making it to Mecatol first -- not encourage them not to take Mecatol. This is a sound change. Quadratic Projector originally had Mecatol excluded. It was meant more for them to snipe a planet far from their border and keep it cloaked rather than protect Mecatol. It was only when I was wording the tech that it seemed soooo awkward that I reconsidered playtesting it first. The Winnu would not be able to benefit much without taking Imperial and giving everyone a chance to take attack it. And if they cannot gain a VP from Mecatol is it really such a prize for them? The skies over Mecatol can still be taken. But then again, a minor limitation such as you cannot produce on the planet while it is cloaked actually is better design. It will force the Winnu player into making the tough decision of when to cloak. And better design is better Other limitations should be considered but for now I think it should read: Lazax Quadratic Projector YY - Action: exhaust and place this card face down over a planet you control. Until this card is readied, that planet cannot be invaded or bombarded, and units on it lose PRODUCTION.
  6. Dweomer

    Winnu balance and cruiser II

    Iteration 3! Disclaimer: once again, this is meant to be a fun thread. Please do not argue about the design perfection that is the Winnu in TI4. Starting Technology: Choose any 1 technology that has no prerequisites. Racial Abilities: Blood Ties: You do not have to spend influence to remove the custodians token form Mecatol Rex. Focused Research: After another player discards the custodian token from Mecatol Rex: gain one technology ignoring all prerequisites. Lazax Legacy: Invasion: you do not need to commit ground forces to take control of an empty non hazardous planet. Political Pedigree: Before voting on an Agenda, ready all planets you control. Racial Techs : Lazax Quadratic Projector YY - Action: exhaust and place this card face down over a planet you control. That planet cannot be invaded or bombarded until this card is readied. Lazax Sentient Exosphere RRR - Enemy ships in systems with planets you control lose Bombardment. Each planet you control has SPACE CANNON 8. Other Racial Techs Considered: Despotic Mercantilism YY - Action: Exhaust this card to ready every planet in one system. Lazax Flux Dilator YBG - Action: Exhaust two planets you control. Lazax Temporal Entanglement YR - Exhaust this card after an opponent resolves any ability that targets one of your components or planets: resolve the same ability targeting a component of that player. Lazax Transwarp Catapult BB - Exhaust this card after an opponent has activated a system containing one of your ships; move one of your ships from any unactivated system to that system.
  7. Dweomer

    Clan of Saar can move and build?!

    There is only 1 and it's tweaked: Signal Jamming Action: Choose 1 non home system that contains or is adjacent to 1 of your ships. Place a command token from another player's reinforcements in that system.
  8. Since TI4 is so similar to TI3 could you give more specific examples of what you mean by missing the "grandness of ti3 strategy-side"? I like the idea of race specific sculpts but they would make the game extremely confusing to look at. We already have people complaining about mixing up influence and resources. Mixing up ships is deadly.
  9. Dweomer

    Winnu balance and cruiser II

    My second iteration brainstorming of a full redesign. The themes I am trying to push are: Lazax clout - planets remember the Lazax and the Winnu and easily fall under their control. Relatives - the Custodians are biased to them for taking Mecatol Lazax inherited technology - they have some distinct tech advange Mecatol - taking Mecatol early is an option but not forced on you I'm also trying to gameplay wise, play up taking Mecatol (or choosing not to) and maintaining control of planets in general. I also like the idea of threatening with their flagship. And I wanted one really unique ability with the Entanglement. The one problem is I have no idea how good not having to land ground forces on some planets is. It is great for taking Mecatol and early expansion should be fast. But later it would be weak without something like Light Wave Deflector where it suddenly will get much stronger. Tech: You start with any 1 technology ignoring up to two two prerequisites. Racial: Blood Ties: You do not have to spend influence to remove the custodians token form Mecatol Rex. Focused Research: After another player discards the custodian token from Mecatol Rex: gain one technology ignoring all prerequisites. Lazax Legacy: Invasion: you do not need to commit ground forces to take control of an empty non hazardous planet. Racial Techs (2 of the following brainstorming example. Might think up more of them).: Lazax Temporal Entanglement YR - Exhaust this card after an opponent resolves any ability that targets one of your components or planets: resolve the same ability targeting a component of that player. Lazax Sentient Exosphere R - Enemy ships in systems with planets you control lose Bombardment. Every planet you control has SPACE CANNON 9. Lazax Transwarp Catapult BB - Exhaust this card after an opponent has activated a system containing one of your ships; move one of your ships from any unactivated system to that system. Regardless of what people think power wise I'm trying to come up with fun distinctive abilities.
  10. Dweomer

    Winnu balance and cruiser II

    The Lazax have a lot to answer for!
  11. Dweomer

    Winnu balance and cruiser II

    @Ipklevine: I completely agree.
  12. Dweomer

    Winnu balance and cruiser II

    I am currently only brainstorming ideas on how to make the Winnu more fun and viable. Because on paper they look boring and weak. I am doing this from the position of not having played the game yet though. It's possible their design is fine as is. But brainstorming helps pass the time while I wait 🙂 I do not think it is possible to pass judgement on any other faction so early. None stand out to me like the Winnu. Enough of the game has changed that it requires actually playing. As to your specific points, I do not see the Winnu homeworld influence as much of a factor. Resources are critically more important in my opinion for jump starting a faction's economy. Politics is also subjective and determined more by the will of the table. But more importantly changes to system tiles is strictly not possible. I do not want to change any printed components if it can be avoided but system tiles or planets - never.
  13. Dweomer

    Winnu balance and cruiser II

    After a lot of thought, I now believe the Winnu abilities just need reworking. There is no easy fix to their current 'Mecatol or bust!' design which is fragile and not fun. As much as I dislike having to change printed material, I am thus brainstorming changes. Here is the first iteration. And yes this is also partly to keep busy killing time until I get my copy!!!!!!! Additional ability: Lazax Heritage: While you DO NOT control Mecatol Rex; you do not need to commit ground forces to take control of an empty planet. Replacement ability for Reclamation: Abandoned Lazax Outposts: When you spend a command token to resolve the secondary ability of the "Construction" strategy card, you may resolve the primary ability instead. The first ability is intended to give an incentive and open the possibility of the strategic decision to not rush Mecatol (faster expansion). However if they do decide to rush it, it will almost guarantee they can take Mecatol on round 2 before any other race like the JolNar (just a cruiser). One side effect is the increased chance the Winnu could take Mecatol on round one. But it would require them being able to select Warfare or Tech (for Gravity Drive). This is a significant increase from their current highly unlikely perfect start of getting to select Warfare and then hoping for: Trade->move carrier+ begging transaction with neighbor for1TG->Tech(buy Gravity Drive)->Warfare ->Mecatol. Importantly though, they would be unable to select Imperial and take Mecatol first turn (unlike starting with Cruiser II) significantly slowing their early VP rush. And deliberately delaying or completely ignoring taking Mecatol should be a wiser choice to quickly expand their economy or snipe planets off neighbours who do not garrison space or the planet with ground forces. The second ability change is intended to make Reclamation less specific to Mecatol. This is again, an incentive to make the decision of when/if going to Mecatol possible. If they ignore Mecatol they will still have a strong ability to back up their miserable starting position. The one side effect is they may stock pile PDS like no other race can. If they do decide to go to Mecatol the PDS will help defend the homeland. Both their racial techs I think would remain as is to avoid changing any other components. Both these changes might be too good. But whatever just having a thought about how to make them better and more fun
  14. Dweomer

    Winnu balance and cruiser II

    I am eager to read the game reports to help guide the discussion. But I have been disappointed with previous balancing done by FFG. And I will be severally let down that any race is not fun and amazing. After twelve years of the community playtesting the game in all sorts of incarnations (and it is fundamentally the same game) I expect mind blowing exciting game play from every race. Anyway, I restate my points until we have more game data to discuss: they can already possibly take Mecatol first turn. Cruiser II only makes this much more likely. until they win you the game VPs are worthless to your economy and military. Imperial will be taken to claim 2 public objectives in mid to late game. Lazax Gate Folding is fragile and expensive. There are better ways to guarantee a second round landing. choosing your own basic tech is not really a choice when you must get to Mecatol as fast as possible. It will be Antimass Deflectors every time. finally the Winnu are the weakness faction in the game by any objective means Note that their ability to build a free space dock (Reclamation) cannot be used in the same tactical action to build on Mecatol. If it could it would be substantially better. Assuming a round two landing, it will most likely be used on round 3 without Warfare -- again assuming the mighty JolNar don't land on Mecatol first: Reclamation: After you resolve a tactical action during which you gain control of Mecatol Rex, you may place 1 PDS and 1 space dock from your reinforcements on Mecatol Rex.
  15. Dweomer

    Winnu balance and cruiser II

    I would obviously prefer a race redesign. And this is indeed the problem. I faced it when trying to make the Lazax playable from Mecatol in 5 player. They were either too good or too bad. And not fun. Aything that improves the chance of them actually benefiting from their abilities improves their early lead. I am less concerned with this early lead. First it is already possible just less likely. And second they seldom result in long term victory. Especially with the Winnu being so weak in every other way. After the 3rd round Imperial will be a sought after choice as a catch up mechanism for claiming two public objectives per round. I expect a Winnu victory to still be difficult once the table stop them in their tracks. However I am open to more suggestions.
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