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About VirusSixZero

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  1. Not really. Tying up your build queue and resources in a purpose-built unit would just slow down expansion, which is what DS tends to do anyway. Ground units continue to be useful even in the final turns of the game, whereas a scout unit would be obsolete once most of the map is revealed and contested. It also doesn't solve the fact that a radioactive planet is just a delay tactic. You lose your expeditionary force and have to send another one. Knowing a planet is radioactive in advance might make you skip it in the early turns, but the effect is still the same. It is designed to waste an action or two, and an activation, and force a follow-up landing of ground units. I won't even get into probable scenarios of players waiting for an opponent to trigger the radioactive token so they can swoop in themselves and get the planet without the risk.
  2. I agree with BigKahuna. I love the idea of each race having completely unique unit sculpts, but I'd also like to play 4e, period. As the documentary reveals, putting so much design time and production cost into the plastic ships has diminished returns if the game's retail price skyrockets, and manufacturing is drawn out for another few years. If FFG releases a post-launch deluxe edition, or a ship upgrade pack, I'll definitely take a look. I own Eclipse and the first expansion (Rise of the Ancients?), but I do not own the ship upgrade expansion, simply because it costs about the same as a whole other board game. As BK also said though, there are other things that are more practical than making the ships cooler in TI. Most of the upgrades don't even make sense for FFG to officially produce. As an example, I played someone's copy that had clear plastic platforms to hold extra ships on the hexes and it functioned much smoother for organizing the board.
  3. You might find yourself playing a hybrid of 3e and 4e to support more players. As BigKahuna mentioned, at the very least, you'll need to account for more ship components. At least it's not the case that there just aren't all the races in 4e to reference. You should probably consult with the players in advance if possible, since a lot of judgement calls and modifications could tinker with game balance too. I always get new TI3 players to read the rules in advance at least once. In your case you'd need the players to read 4e rules, then read a list of your proposed changes to make a 7th/8th player integrate into the game. It would be a potentially big deal to explain the 4e rules to 7 players, then add on that you'll be ignoring planet types for the whole game. To be honest I haven't looked at the rules thoroughly enough to know if there are multiple cards and mechanics that hinge on that. Are there objective cards that reference that, for example? You wouldn't want to get into a game and realize someone's secret objective is broken, or will have to be houseruled on the spot, potentially wrecking the secrecy of it, and how hard/easy it is to fulfill.
  4. I'd just as happily read a novel set in the TI universe than play another board game in the setting. I thoroughly enjoyed reading all the flavor text in TI3, and it really engaged me with the universe. Would I want to play more TI games that are less thematic and more superficial in their ties to the flagship game? I don't think so. A game like Werewolf can be reskinned into any setting, and lose nothing, nor gain anything. A TI version of Werewolf, or some other game like Coup would simultaneously be judged against competing products and (perhaps unfairly) against the almost stubborn design decisions of the TI IP so far. While I'd like to imagine myself in the TI setting more, and explore more content, I don't think superficial efforts or a quantity versus quality approach would benefit anyone.
  5. Distant Suns is often regarded as the laziest part of previous TI iterations, I'm not sad to see it axed and at least considered for revamping. FFG could have just as easily saved themselves the cardboard and had players roll a d10 to find out the 'flavor' added to their current expedition. I understand the desire for more than a land grab at game open, yet DS adds a layer of randomness to a game that proposes you can excel by making smart decisions and risk calculations. At least a die roll is impartial, a radioactive token will sit there waiting for its reveal. DS provides a false sense of depth to a game that elsewhere took the time to provide a backstory to every single race, adding nothing but player engagement through imagination and roleplaying. The 'draw from a deck' idea is a much better implementation of the idea, especially if you give the player choice, or some way to mitigate the randomness through cost/benefit. The planet traits deck idea is also better than old DS because it does potentially add strategy to planet exploration. If you know that planet type X has a chance of being toxic, you won't throw your first troop down there when there's a safer type Y that has lower returns but no risk. The number one criticism leveled against TI by players who aren't regular players is game length. It makes absolute sense for FFG to remove an artificial depth additive historically known to add game length instead of actual strategy. TI is hard enough to fathom for new players, and difficult for most to get to the table among veterans. Expecting players to remain engaged for 6+ hours when everyone at the table knows one poor sod got screwed on turn 3 by a bad token flip is a tall order that I warn everyone...is exactly what DS potentially asks. I've played with and without DS, but I always pitch it to new players as a BS layer of random to the early game, and can potentially derail an otherwise balanced start. House rules or fan-made alternatives have rendered DS an obsolete misstep in TI design, much like the original Imperial I token from vanilla TI3 which turned every round into a 'pass the free VP token' exercise, masquerading as strategy.
  6. I just meant that he recovers whatever another hero is recovering, and cannot switch one for another. With the new ability, Mok can heal 1hp off someone else using their Stamina potion, resting, etc.
  7. Agreed, I was speaking more to when the relationship is the other way around. If you have an old version and a clarification change was made, there's no reason you cannot just use the edited version. You can play with whatever version you want, I just don't agree with the mentality that you need the physical goods (like a functionally redundant H&M pack purchase) to run the characters. Elder Mok is a prime example. FFG cleaned up the text to be a bit more concise, but in the process made Mok far more powerful and versatile. The older version merely 'mirrors' what another hero is already doing.
  8. If you do your research, you'll find that not every hero in the library is worth chasing down. Some heroes have a power that is functionally identical to the starting gear for some of the classes. I found an example the other day, but I can't remember it offhand.
  9. The shortened Doom track on 4-players is brutal. Your time is so short, that unless you bowl through the biggest monsters bottlenecking the map, you'll likely get killed off in 1-3 Peril draws. Usually if you advance doom due to an Exploration card expiring, and then draw a Peril card that causes you to advance Doom, you're sunk and will never recover from that.
  10. I'm playing the new Dark Elements co-op scenario, and I'm finding it cripplingly hard right out of the gate. I will do my best to not spoil any gameplay elements for fans. I'm just wondering if anyone else is playing this as well, and encountering the same. Playing with 4 players seems like a fool's errand. I'm 0-3 so far, losing to Doom/Fate in the intro or first generated room. I'm used to difficult games after playing Arkham Horror for years, and I've learned that certain combinations of player counts and difficulty are just insurmountable odds. This scenario brings forth that feeling. I'm reluctant to reduce the player count, but I'd really like to play more than just the first chamber of this scenario.
  11. Aesthetics do not concern me at all. I own 1e of Descent and started my 2e dungeon dive with the base game and the Conversion Kit (CK). Between 1e and my old copy of RuneBound, I have the majority of the heroes represented. To be honest though, if I'm taking my game to someone else's house I sometimes just use stand-ins. It doesn't bust craniums to have players keep track of what is standing in for who. You can play with pennies and dimes, meeples, or even the hero tokens provided in the game. I don't see how this could wreck the immersion when flat cardboard discs with glyphs represent anything from gas vents, to torches, to urns. Using your imagination is standard operating procedure for any Descent player already. FFG went so far as to include the extremely uncommon promotional heroes in the CK, and you can bet there are plenty of players out there using stand-ins for them. Changes to hero cards can (and should) be treated as errata and clarified/changed accordingly. Just because you haven't paid the money for a physical copy of an updated hero card does not mean the updates are off-limits to you. The CK has unparalleled value considering it expands the hero and monster selection exponentially, for cheaper than any expansion. The biggest shortcoming of the CK are the monsters. The ones with 2-4 square bases are all mixed in. You need to do some research for appropriate stand-ins.
  12. Obligation is just meant to be a narrative tool for involving players and their backstory directly into the events of a session. It's not meant to be seen as a nagging debt that must be paid eventually. It just makes the players feel as if their characters matter, and the world is alive, reacting to their actions. From a practical standpoint, it's up to the GM to prevent Obligation from getting to what should be zero. If a PC fulfills their Obligation completely and gets it to "zero", you've already let some of the GM duties slip. To weave a constantly evolving narrative you need to introduce other obligation sources regularly. Every encounter provides plenty of seeds to further the Obligation mechanic, such as a surviving thug that vows revenge, an innocent bystander that misinterprets (or correctly) the actions of the PCs as evil and starts a misguided campaign to oust them from the city/town/spaceport/etc. Once the Obligation created in the character creation is balanced out, the GM should already have one or two sources of Obligation standing by to use. I'm not here to tell anyone how to run their games, I just see it as an oversimplification to treat Obligation like a credit card balance you need to pay off ASAP. Example: PC: "OK I have 600 credits left over after buying weapons. I'll send that amount to my family back home, this should fulfill my Obligation." GM: "Your family thanks you for keeping in touch and sending the much-needed funds. They also mention that - Option A) - harvest season is approaching, and they need your experience back home. You now have an Obligation of 15 to family duty to return to your home planet. [GM discretion: the PC may incur additional Obligation if they do not return within a set timeframe. The PC may also seek out experienced help and send them in their stead.] Option B) - some Imperial Officers visited your town and read your name in a recruitment draft. Your parents covered for you, saying you were on a space frieght run, to return in 6 days. The Officers have formed a temporary garrison in the town's spaceport, monitoring all space traffic and communications. Several other locals were offworld during the draft, and the Empire is tracking them down via various means. You now have a Military Duty Obligation of 10 to deal with this draft notice. [GM discretion: The PC may attempt to slice an Imperial computer to wipe their name from the draft. PLOT SEED: They may also replace their own name with that of someone else. The difficulty of the hack will be significantly reduced if they return to their home planet, as the records will be readily, and easily available. The PCs will need to find a solution to getting planetside without the authorities picking up on the PC's presence though, as landing in the spaceport without concealing their identity would surely lead to immediate drafting into the Imperial forces! Avoiding this Obligation past the 6 day mark could incur local law enforcement difficulties for the PC's family, or perhaps a bounty being placed on the PC's head for a low-level hunter to arrest and return them to their home planet.] Easy as that.
  13. I picked up a few Pathfinder and D&D maps that weren't overtly fantasy settings. Things like jungles and ice caverns are generic enough. The Marvel HeroClix game has a few maps out there with sci-fi type interiors and lava maps. I haven't found any free downloads that were terribly impressive though. Most of the sci-fi maps that I found were just grey corridors and metal plating. Not a whole lot of set pieces or interesting visuals to flesh out a location.
  14. I'll pick this up. I see many of the mechanics that appeared in various AH expansions are in this game. As far as providing a "new" experience, this game seems to rely on the text of the encounter cards. Functionally, this game appears to be identical to AH with the condition cards from one of the expansions. I already own every AH expansion out there, so I can't really claim to be critical of any AH product. The only AH product I don't own is Masions of Madness because I don't particularly care for DM games, and I already own Descent which is far more robust.
  15. If you have a university or college near you, that's a great place to advertise that you're looking for board gamers. Every semester there's a fresh batch of potential contacts. Some will have established clubs for board gaming. TI3 is pretty specific, but if you advertise that you're looking for wargamers or long-game strategy gamers, then you might find people who are at least open to playing TI3 because it has elements of games they already play.
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