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About ViscerothSWG

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    EQ2/SWG & SW:TOR. SWG:Legends

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  1. So Strong Bad made Trogdor. Then Trogdor burninated the countryside. And now it's a tabletop game. It looks fast to play. Strong Sad runs the playthrough video in his new video series Six Sadded Dice. Tbh it looks crazy go nuts. I'm in for the meeples+minis tier. I recommend checking it out if you want a new 2-6 player rules-light game. Or if the Homestar Runner nostalgia runs thick with you too. The original creators are also this game's creators, along with some board game guy... so no IP worries.
  2. ViscerothSWG

    No Man's Sky - Next Update

    I played it on release. Haven't really kept up since then. Heard there was base building and finally rovers. Sounds neat, but wasn't enough to pull me back yet. So there's going to be multiplayer but they haven't described how it works yet?
  3. ViscerothSWG

    An Opportunity for the Opinionated...

    It's only an upgrade this time. The last time they did this voting it was for a ship to include. That time we collectively voted for the least meta ships possible. It may be that our effort in the past to expose the 1.0 imbalance has caused this current inability to directly influence the 2.0 vote.
  4. ViscerothSWG

    An Opportunity for the Opinionated...

    If FFG creates a forum thread to vote, I'll vote there. Twitter is garbage.
  5. ViscerothSWG

    Who did it better, Luke or Snake?

    Came here planning to ask when Luke ever battled a crab. . . wrong snake.
  6. ViscerothSWG

    Why is the k-turn all or nothing?

    I could see a case made for all unfriendly bumps causing stress. It's not related to my OP, but I could see it. In such a scenario, bumping an enemy with a blue maneuver would then be stress neutral. But currently no bumps cause natural stress. All red do. All blues remove it. It is consistent in that. However, The direction of all blue, white, and most red non-straight maneuvers is always altered mid-stride on a bump. The only direction-changing maneuvers that are not directionally affected by a bump are k-turns, s-loops, and t-rolls (am I forgetting any? ...basically the turn-arounds). That much is inconsistent and part of my original point. Muon did some great programming so people could get the fiddly adjustment for a bump on a turn correct in vassal. The rule books had extended instructions on how to add straight templates to the end of turns to accomplish the fiddly move on the table. My hope is that someday all turns, regardless of the degree of the turn, get the same treatment that banks and turns currently do.
  7. ViscerothSWG

    Why is the k-turn all or nothing?

    Having to suddenly stop to avoid a crash should give stress regardless of maneuver. Ex: my daily commute.
  8. ViscerothSWG

    Why is the k-turn all or nothing?

    I already agreed it could get fiddley in an earlier post. Changing the direction on a bump was the whole point. I disagree with it leading to mechanic abuse. It'd be as abusive as any other mechanic currently in game., and just as hard to consistently purposely set up. It might reduce the desire to add engine upgrade to everything though. You could add a die roll a la hyperspace entry in the new core set to determine if you rotate clockwise or counterclockwise to reduce abuse. It's a concept I would like to see in game. How to get it to a usable form, I don't quote know. But it certainly could be called something other than a k-turn yet be activated by that same maneuver icon on a ship's dial. Added as an option with a mod perhaps. Then you could add a point cost to it for balance and limit which ships get it.
  9. ViscerothSWG

    Why is the k-turn all or nothing?

    A proposal for changing how something currently works can't be wrong when you claim the reason it is wrong is because it currently works the way it currently works. It also cant be wrong because it is a new idea. When people thought up mobile arcs back before there were mobile arcs did you tell them they were wrong because turrets worked in 360degrees and had an 80degree primary arc? When people said the phantom decloak was too powerful, did you fly 86pt whisper and tell them they were wrong because it wins games? You dont want k-turns to change. I get it. Good for you. Just #walkaway.
  10. ViscerothSWG

    Why is the k-turn all or nothing?

    How it currently works isnt the subject of the thread.
  11. ViscerothSWG

    Why is the k-turn all or nothing?

    Oh no, nobody agrees with me. /feelsbadman.jpg I want the maneuver to be given more leeway to the initiating party on a bump, and you don't. Your opinion might presently be more popular, but it's just an opinion. It's no more correct than mine.
  12. ViscerothSWG

    Why is the k-turn all or nothing?

    The k-turn in the books is modeled after that. The 2d play on the gameboard looks and feels much more like that Vader video.
  13. ViscerothSWG

    Why is the k-turn all or nothing?

    Halfway through he is already reversed.. that's what I'm saying! Yeah it'd be a bit fiddley. And it's probably scary for those that always set up perpendicular to the board edge. I still think it'd be fun. This is also a k-turn. 😉
  14. ViscerothSWG

    Why is the k-turn all or nothing?

    Because you don't want it to change even though you believe the 180 rotation happens prior to the movement along the template?
  15. ViscerothSWG

    New Escalation format

    No, but they could have/should have worded it to be explicitly clear. Any ship removed from play counts toward their opponents score or some such. Specifically and exclusively citing destroyed, when fleeing is considered different yet intended to also score points, is sloppy.