Jump to content

DerBaer

Members
  • Content Count

    1,877
  • Joined

  • Last visited


Reputation Activity

  1. Like
    DerBaer got a reaction from Mandelore of the Rings in [RIAST] Designer Journal   
    Check this: 
    Ewoks: 
    https://www.shapeways.com/product/58KZBMH6D/ia-ewok-3?optionId=89380607
    https://www.shapeways.com/product/C3NS8GW8B/ia-ewok-1?optionId=89380628
    Tauntaun Rider:
    https://www.shapeways.com/product/YD685HAN8/ia-tauntaun-trooper?optionId=89375950
    Zuckuss:
    https://www.shapeways.com/product/CUJKA2X29/ia-zuckuss?optionId=89375031
    4-LOM: 
    https://www.shapeways.com/product/D4GHQXV67/ia-4-lom?optionId=89372689
    Scouts: https://www.fantasyflightgames.com/en/products/star-wars-legion/products/scout-troopers-unit-expansion/
  2. Like
    DerBaer got a reaction from Bitterman in [RIAST] Designer Journal   
    Yes, you're right. But I'm just saying Zuckuss, 4-LOM, Scout Troopers ... 
  3. Like
    DerBaer got a reaction from Bitterman in [RIAST] Designer Journal   
    RIAST is made by and for the German community. I just wanted to share our thoughts. 
    That wasn't my intention. I'm not trying to say "RIAST is better." We are using RIAST here in Germany. The IACP isn't even widely known here, because many people in the German community are not on this forum, or at least not as often as I am. 
    I just wanted to share our thoughts (and maybe get some ideas). 
    The biggest difference between IACP and RIAST is the reference points. 
    IACP uses (as far as I remember) the Hunter meta as a reference. RIAST uses the regular Stormtroopers as the low baseline and the elite Stormtroopers as a reference. 
    RIAST had to nerf some cards (eWeequays, eJets, RCP, ...) to make this possible, and this is something the IACP doesn't want to do. 
    The IACP has to buff a lot more units to make them playable. Their eStormtroopers are already at 7 points, their regular Stormtroopers are unplayable. 
    The reference points and baselines define your approach. At that point, there is no possible compromise. The approaches are too different. To join forces, either IACP or RIAST would have to accept the other project's approach and get rid of its own approach. 
    I'm sure, the IACP has good reasons for their approach. But in my opinion it just doesn't work. It contradicts Occam's razor. RIAST nerfed a handful of overpowered units and made lots of figures playable that way. IACP doesn't want to nerf this handful of units and therefore has to buff lots of figures. Occam's razor says that when presented with competing hypotheses (IACP and RIAST) that make the same predictions (community driven IA), one should select the solution with the fewest assumptions (changes to units). Maybe, I like Occam to much, to like the IACP approach. But that's just my opinion. 
    But instead of me (us) trying again to get involved in the IACP (something I already tried and know does not work for me), I would like to sincerely invite everyone at the IACP to join the RIAST team instead. 
  4. Like
    DerBaer reacted to cnemmick in [RIAST] Designer Journal   
    To defend both IACP and RIAST here: Changes breathe life into the game.
    Vanilla IA Skirmish is now a static product. One could play vanilla IA for a long time casually, and if folks wish to do so there's nothing wrong with that. However, the meta of vanilla IA isn't going to change: eventually players will find 2 or 3 lists that are the strongest in vanilla IA and play those when they really want to win; and those lists will never change, since FFG is no longer producing new physical content. And even in a casual setting, players will finally play each army list they might find interesting to the point where the game no longer holds their attention.
    In order for the game to stay alive, changes have to be made to the game. This includes modifying existing cards or rules, creating new cards or rules and restricting or removing cards or rules. Each change increases the distance from that project from vanilla IA... and yes, increases the barrier of entry for players wanting to transition from vanilla IA into one of the project's metas.
    For IACP, we feel that the reward for that barrier of entry is a game that is fun, fresh and worthy of your time: 
    A gradual increase in Deployments that were not competitive in vanilla IA that are now competitive. In Season 2, we've made new Elite cards for 3 more of the Rebel heroes found in the Core Set, which opens up new list building opportunities. We've reduced the costs for several Deployments, which alone makes some of them competitive and sets the others up for improvements later. We've created Skirmish Upgrades that empower whole groups of Deployments of a single trait (Troopers) or figure type (Massive Vehicles). Continued support the Skirmish meta established by Jabba's Realm and content made since. With the exception of two tweaks to Command cards (On the Lam and Assassinate), the power level of current top-tier lists from the current FFG OP/vanilla IA is the same in IACP. Han/Rangers, Parting Blow Vader, Merc Hunters and VP Manipulation lists stay top-tier in IACP. A commitment to extending the game with new cards and figures. Deployments for iconic Star Wars characters will be tested and balanced publicly and then approved by community vote. Using these new Deployments will inspire creativity in the players, not just in how the character is represented on the map but also in list building and play styles.  Support for competitive physical Organized Play events. Currently we have two events in November (2019 Walker Classic and Home Base Games Expo) using the IACP Official Changes for their Skirmish tournaments. Soon we will be announcing our plans for IACP Organized Play, that will start once FFG OP has finished running Skirmish events. Continued support for casual and competitive online play. The Vassal IA Skirmish module is constantly updated with IACP Approved changes & playtesting content from the most current Season. The IACP Challonge community currently runs playtesting leagues but will be expanding to one-day tournament events and competitive-level events or leagues. Involvement with a community of IACP players, who share a love for Skirmish with their desire to help keep changing the game. Some players are actively involved playtesting feedback and submitting designs for future Season content. Other players are forming a competitive meta around the IACP Approved changes and looking to test themselves versus other skilled opponents.  RIAST offers similar rewards if you become involved in @DerBaer's project. I'll let him speak to those.
  5. Like
    DerBaer got a reaction from ricope in [RIAST] Designer Journal   
    RIAST is made by and for the German community. I just wanted to share our thoughts. 
    That wasn't my intention. I'm not trying to say "RIAST is better." We are using RIAST here in Germany. The IACP isn't even widely known here, because many people in the German community are not on this forum, or at least not as often as I am. 
    I just wanted to share our thoughts (and maybe get some ideas). 
    The biggest difference between IACP and RIAST is the reference points. 
    IACP uses (as far as I remember) the Hunter meta as a reference. RIAST uses the regular Stormtroopers as the low baseline and the elite Stormtroopers as a reference. 
    RIAST had to nerf some cards (eWeequays, eJets, RCP, ...) to make this possible, and this is something the IACP doesn't want to do. 
    The IACP has to buff a lot more units to make them playable. Their eStormtroopers are already at 7 points, their regular Stormtroopers are unplayable. 
    The reference points and baselines define your approach. At that point, there is no possible compromise. The approaches are too different. To join forces, either IACP or RIAST would have to accept the other project's approach and get rid of its own approach. 
    I'm sure, the IACP has good reasons for their approach. But in my opinion it just doesn't work. It contradicts Occam's razor. RIAST nerfed a handful of overpowered units and made lots of figures playable that way. IACP doesn't want to nerf this handful of units and therefore has to buff lots of figures. Occam's razor says that when presented with competing hypotheses (IACP and RIAST) that make the same predictions (community driven IA), one should select the solution with the fewest assumptions (changes to units). Maybe, I like Occam to much, to like the IACP approach. But that's just my opinion. 
    But instead of me (us) trying again to get involved in the IACP (something I already tried and know does not work for me), I would like to sincerely invite everyone at the IACP to join the RIAST team instead. 
  6. Like
    DerBaer got a reaction from Majushi in [RIAST] Designer Journal   
    Done.
  7. Like
    DerBaer got a reaction from Bitterman in [RIAST] Designer Journal   
    Done.
  8. Like
    DerBaer got a reaction from Bitterman in [RIAST] Designer Journal   
    Actually, I didn't say a word about whose fault it was or what happened. I just said, that it didn't work. And I would have preferred to keep it that way. Let's just say, I have a different point of view on what happened. 
  9. Like
    DerBaer got a reaction from ricope in [RIAST] Designer Journal   
    Done.
  10. Like
    DerBaer got a reaction from ricope in [RIAST] Designer Journal   
    Inspecting the 4 points per figure Deployment cards
    Amongst the multi-figure Deployment cards, these are the true heavy weights, the real elites, the kings of the hill. Many of them were overpowered, when they were released, some of them even were nerfed by FFG (e.g. the Regular Royal Guards), and some of them are still overpowered. E.g. when everyone was talking about the powercreep of the Hunter meta, they basically meant the Elite Weequays, the Elite Rangers and the Elite Jet Troopers - and all of them can be found in this category.
     
    There is no real reference unit in this group, it's more or less the Elite Stormtroopers x 1,333 (3 points per figure x 1,333 = 4 points per figure).
     
    The Regular Wookie Warriors have the best ratio of health to figure cost (Health 11 and a figure cost of 4). And their attack is quite good too. But with Speed 4 and no Reach, it's quite easy to stay out of their range. They prefer hanging around where you just can't stay out of their range like on mission objectives and they have the toughness to stay there for a while. So, they are quite good, but not overpowered at all.
    The Elite Echo Base Troopers are quite tough with Health 8 and Combat Suit, but not as tough as the Wookies. With Front Line they have kind of a melee attack, but it doesn't count as melee and they aren't brawlers, so they don't have access to those nice Command cards. Therefore, even thou their "melee" attacks looks good on first glance, it's not as good as the Wookies'. With Efficient Travel, they are a little bit more mobile than the Wookies. And they have a regular ranged attack, that is the same as the attack of a 3 point Elite Stormtrooper (but without the reroll), which is not that good for a 4 point figure. Still, their big advantage is, that is much harder to stay out of their range, than out of the range of a Wookie. Therefore, in my opinion they are quite well balanced.
    The Elite Alliance Rangers are the only 3 figure group having a figure cost of 4. This alone makes them stand out, as they are the most flexible and powerful single Deployment group in the game. Even though their range screams sniper, they have Health 7 (standard for a mid range unit) and can Hide themselves, a combination, that makes them really hard to kill. And their attack is incredibly strong, because they are Hunters. In my opinion they are overpowered and something should be done about that.
     
    The Elite HK Assassin Droids are really good, but they are not worth the 11 points for a unit of 2 (figure cost 5). They have Health 6, pretty much the standard value of a sniper with a figure cost of 4, and no bonus to enhance that. Their attack has quite a long range, but no Surge for Accuracy. If they didn't have these nice rerolls, their range would be very unreliable. Their best Surge is +1 DMG, which is not much for a 4 point figure (and remember, originally they cost 5.5 points each). The ability to reroll an opponent's Dodge and their Priority Target is where they really shine. But the Elite Rangers as well as the Elite Weequays both deal way more damage than they do. Therefore, a deployment cost of 8 (for 2) and a figure cost of 4 seemed quite fair.
    The Regular HK Assassin Droids have more or less the same basic stats, they just lack Priority Target and 1 point of health. Health 5 is OK for a sniper unit of two figures, that costs 7 points, therefore their deployment cost was reduced by one (to 7 points). So both the regular and the elite HKs have a figure cost of 4 now.
    The Elite Trandoshan Hunters are a tough nut to crack, just talking game balance. First, the are too expensive. So we reduced their Deployment cost to 9 and their Figure cost to 4. They have Health 8, which is pretty much standard for a melee figure with a figure cost of 4. They have the same dice combination like an Elite Stormtrooper, but they have no reroll, a Surge for Pierce 2 instead of a Surge for +2 DMG and most importantly no Surge for Accuracy, so their effective range is a lot shorter. Their attack gets better the closer they are to their opponent. Within 3 spaces they apply 1 Strain, even if they don't hit or don't cause any damage. Adjacent they even add an additional 2 damage. This is really strong. And they have a Surge for Focus, that makes them very dangerous in the late game, if they survive that long. Our playtesters reported, that they are too good for 8 points (especially with Under Duress), but not good enough for 9 points. Something has to be done here. 
    The Elite Gamorrean Guards are one of the best melee units out there. They have a great attack including a Reroll and Reach. And their defense is really good with a situational additional block on top of their Health 8. They are close to being overpowered, but not really over the edge. Therefore, they weren't rebalanced.
    The Elite Weequay Pirates have Health 6, so pretty much the standard value of a sniper. But their Defense gets quite a boost by Prowl (granting them a Hide). Green-Green with an inherent Accuracy +2 and a Surge for +2 DMG and a Surge for Pierce 1 is quite strong already. Usually, they have a Hide for +1 Surge on their attack, and because of their strong Surges, they are a good target for Focus. And they are Hunters, which gives them access to some of the strongest Command Cards in the game. On top of that, the Raider Reroll is very strong, because it allows them to reroll an opponent's Dodge. Their only weakness are missions, that don't give them the chance to hide in turn one. For 7 points, they are one of the most overpowered Units in this game and something had to be done about that. We started by raising their Deployment cost by 1 (to 8), but I'm not sure, if this really is enough of a nerf. Just following the numbers, they should be even more expensive, but the playtesters unanimously reported that 8 points are OK.
     
    The Elite Death Trooper is pretty good in a trooper list. His defense is pretty much standard for a 4 point Allrounder (Health 7 / black die). Even though he has the potential for a pretty bad attack roll every now and then and no reroll to mitigate that, his attack is absolutely OK and his range is extremely reliable. Field Tactics compensates the disadvantage of a typical 1 figure group, but is limited by the fact, that the Empire doesn't have that many good Deployment cards for 6 points. Squad Captain is a powerful ability, especially when giving a Heavy Stormtrooper an extra Surge. Actually that ability nearly makes him overpowered.
    The Elite Heavy Stormtroopersʼ Speed 3 is their biggest problem. Actually the idea is good. They have high defense and should have high firepower, so there has to be some kind of disadvantage. But Speed 3 just made them unplayable, because they couldn't use the typical "move 2 out of cover, shoot, move 2 back into cover"-tactic. So we gave them Speed 4, and that made them very efficient. But I still don't like their design concept. The Elite Heavy Stormtrooper's attack is very similar to that of an Elite Weequay or of an Elite Ranger, but without their Rerolls, without Hide, without the Hunter Trait and without any real access to Focus. Especially their Surge for Blast 2 could be great, but with Blue-Red and all the above, they don't have that Surge reliably. In other words, even IF an Elite Heavy Stormtrooper's target has an adjacent figure (for the blast to work), then he still deals a little less damage than an Elite Stormtrooper, if you factor the Squad Training reroll in. Additionally, having a red die instead of the green one, no Surge for Accuracy, no reroll, but an inherent +2 Accuracy, the Elite Heavy Stormtrooper has a shorter average range than a normal Elite Stormtrooper. Therefore, their attack is underwhelming, whilst they have an unreasonably high defense, especially for a sniper type of trooper. In my opinion, this contrast of high defense and weak attack is a design flaw for a Heavy Stormtrooper, who (in theory) is a normal Stormtrooper armed with a T-21 heavy blaster. The T-21 heavy blaster is described to deliver massive damage at long ranges but at a low rate of fire and without optics. So we should be looking at Speed 4, Health 5 to 7, no defensive abilities, but lots of firepower, but we actually are looking at a lower Speed, more defense and the firepower of an average figure that costs 1 point less. We already changed their Speed to 4 to make them playable at all, but they will lose Composite Plating in the next version of the RIAST rules and gain some kind of bonus to their firepower, like a reroll, another attack die, or an inherent Pierce 1, +1 Damage or +1 Surge or something like that.
    The Regular Royal Guards were absolutely overpowered before they were nerfed by FFG. I have to admit, Protector was a game winner back then, and something had to be done about that. But after the nerf, they were really underpowered, and something has to be done about that, too.
    The Elite ISB Infiltrators attack really hard for a 7 points team, just because of Coordinated Raid. But in practice it is quite hard to pull that trick of, therefore they don't see much play. On top of that, they are cheap Spies, and an Empire player can never have enough of those. So in theory they seem overpowered, in practice they donʼt see much play. Anyways, I'd prefer to not change them, because that will go awfully wrong.
    The Elite Jet Troopers are REALLY strong. Their defense is pretty much standard for a 4 point Allrounder (Health 7 / black die), but with Agile it's comparable to the defense of a good melee unit. Their standard attack is that of an Elite Stormtrooper but without the reroll, so it's pretty bad for a 4 point figure. What makes them stand out is Mobile and Fly-By. They gain an additional blue die when they are at close range, and then they deal more damage than most 4 point figures. Therefore, if you want to use them efficiently, you have to play them more like melee figures. Their defense is OK for a melee figure, they gain that blue die on range 2 or less, so it feels like having Reach. Mobile and that movement bonus granted by Fly-By makes them pretty fast for a melee figure, too. They just don't have that nice Brawler trait, but therefore they are able to use their standard attack for figures, that are out of Reach of their "melee" attack. Therefore, the enemy cannot stay out of range, which is a typical weakness of other melee figures. And because of their jet packs they had the Vehicle trait, which let them use Overrun and other great Command cards. To compare them to another very strong unit of the same Deployment cost of 7: They are more mobile than the Elite Riot Troopers, hit harder, have "Reach" on their "melee attack", have an additional ranged attack and have the same health, but Agile is more effective than Shield in most situations. And in my opinion, the Elite Riot Troopers are already on the border to being overpowered. Therefore, the Elite Jet Troopers had to be nerfed. At first we removed their Vehicle trait, because Boba Fett has a jet pack, but is no Vehicle and some Vehicle Command Cards just donʼt make sense for someone just wearing a jet pack. Therefore, we removed the Vehicle trait. But then, they still were overpowered, so we raised their deployment cost by 1 (to 8). In our testing phase, they still proved to be pretty strong even at 8 Points.
  11. Like
    DerBaer got a reaction from ricope in [RIAST] Designer Journal   
    First Step: The biggest and/or most obvious problems
    To identify the biggest and/or most obvious problems, that had to be addressed, I just read EVERY comment on the official FFG forums (and some on other forums), to find out, what the community thought were the biggest problems at any given time. Some problems were already solved (passing rule, 4x4, victory points for figures instead of units etc.), but some problems were still there and still had to be solved. Some of these problems disappeared over time because of changes in the meta. But these problems had to be addressed, because the process of rebalancing could bring them back up. Everything in this post describes actual changes.
     
    "Take Initiative is too powerful"
    This one was the toughest nut to crack. The topic came up like on day one and came up again and again and again ... and I absolutely disagree.
    In my opinion Take Initiative actually balances another broken game mechanism, that is too powerful in the first place: Having the first activation in round 2 is really powerful. Round 1 usually (depending on the mission) is used to set up your figures, to power them up with focus and stuff like that, and to try to control some mission objectives. But usually there is not much violence going on in round 1. Drawing first blood is quite powerful, as games sometimes snowball from there, and quite often the player having the first activation on round 2 is able to draw first blood. As I said, this is quite powerful, but a good player will have means to cope with it.
    But it becomes ridiculously overpowered, when the same player, that had the last activation in round 1 also has the first activation in round 2 and knows that for sure. Then he is able to run his best figure(s) up to the enemy without cover or whatever, without having to worry about any form of harm at the end of round 1 and then those figures strike first in round 2 and then move back to safety.
    The only thing you have to do to achieve that, is having more activations than the opponent to have the last activation round 1 and have fewer Deployment points (or Devious Schemes) to not have initiative round 1. I still remember the arms race about having more activations than anyone else.
    But you have to be 100% sure, that you actually have initiative in round 2 to make this work. This is where Take Initiative came in. If a player isn't 100% sure, that the opponent doesn't have Take Initiative, he can't pull that trick off.
    But then we had the situation, where the player with Take Initiative knew for sure, that he'd have initiative in round 2 and this was even worse. As that player didn't have initiative in round 1, he didn't need to have more activations than the opponent to have the last activation in round 1.
    To rebalance that mechanism, Negation was introduced. But then, a player with Initiative and Negation did know for sure, that he'd go first in round 2.
    Then some Spy cards were introduced to rebalance that.
    I actually like the current mechanism, as the chance to have the last activation in round 1 and to know for sure that you have the first activation in round 2 became much smaller. But I have to admit it is still there.
    Especially in the german community, this topic came up a lot. And first and foremost, RIAST is not a one-man-show, so I tried to find a solution, even though I disagree with the topic. Because just banning Take Initiative wouldn't work, we tried different options, and the one that most players seemed to be OK with, was that the player, that has the last activation in one round, doesn't have the first activation the next round. I sincerely feared, that this wouldn't work, because we were missing something important. But we did a lot of testing especially on this topic, and actually it worked better than I thought. But to make it fair, Take Initiative as well as I Make My Own Luck were banned then.
     
    Blaze of Glory and Son of Skywalker
    Blaze of Glory and Son of Skywalker are undisputedly two of the strongest Command Cards in this game. First and foremost, Blaze of Glory and Son of Skywalker give you an additional activation, which is really strong by itself, because you always want to have more activations than the opponent (see "Initiative" above). Additionally, Luke Skywalker and IG-88 are amongst the most powerful figures in the game. Therefore, granting one of these figures an additional activation is very powerful. Assuming, that the other changes of RIAST didn't happen, Blaze of Glory and Son of Skywalker give you the opportunity to activate Luke or IG last in round 1, then immediately activate him again, and then activate him first in round 2. In that case, one of the most powerful figures in the game was able to activate three times in a row without the opponent being able to react in any way. This is a game winner and therefore way overpowered.
    Additionally, the changes to the basic initiative mechanism were made to prevent a figure to activate two times in a row, without the opponent being able to react. As Blaze of Glory and Son of Skywalker can be used after an activation resolves, they originally could be used after the opponent resolved his last activation of round, so the opponent cannot react. If the player with Luke or IG already has the last activation of the round, he can at least activate that figure twice in row without the opponent being able to react. This contradicts our changes to the basic initiative mechanism.
    Whilst Debts Repaid and Furious Charge also ready a Deployment card, the opponent can react to or planned by both of them, because of their preconditions. New Orders is a different story, because you don't get an additional activation but trade the activation of a Leader against the activation of another figure. Rally the Troops is somewhat in between, as it always is played during one of your own activations and therefore always gives the opponent the chance to react. Furthermore, you have to waste an action of Kayn, who is very powerful by himself, to reactivate the other Deployment Card. This isn't always worth it.
    As we absolutely didn't want to change the text on any Command Card, we had to introduce a general rule to solve that problem (see "Ready a Deployment Card").
    To give the opponent the chance to react to either Blaze of Glory or Son of Skywalker, we introduced the rule, that cards like Blaze of Glory and Son of Skywalker may only be used after a friendly figure's activation resolves.
    To stop Blaze of Glory and Son of Skywalker from messing with the last activation in a round and therefore with initiative, we introduced the rule, that Blaze of Glory, Rally the Troops and Son of Skywalker may not be used during or after the last activation of a round.
     
    Attacking Objects with a Surge for Focus or Interrogate
    Figures with a Surge for Focus were a problem, when most tournament legal maps had doors or other objects that could be attacked, e.g. elite Snow Troopers on Nelvaanian Warzone. The tactic was to power up a unit of these figures in round 1 and then to have a nuclear first strike on round 2, that in many cases decided the game. Another problem was, that it just sounded stupid to have Agent Blaise "Interrogate" a door. To solve that problem, FFGʼs designers reduced the amount of maps used in tournaments that included doors or other objects that could be attacked. As we reintroduced older maps into tournament legality, another solution to that problem was needed. Therefore, we errataed "Attacking Objects" in the Rules Reference Guide to disallow these interactions.
     
    SC2-M Repulsor Tank should be a Heavy Weapon
    I believe FFG's designers just forgot to give the Tank the Heavy Weapon Trait. So we corrected that.
     
    The Rebel Care Package in Mercenary Army Lists
    The term "Rebel Care Package" (RCP) is used for Rebel figures granting Focus or similar bonuses, e.g. Gideon Argus, C-3PO, and Hera Syndulla, especially when used in Mercenary Army Lists. Creating a Mercenary Hunters List most often started with Temporary Alliance, Gideon, C-3PO. When Wave 9 was released, an Elite Jawa as well as Hera Syndulla and R2-D2 or Chopper were added to that list. These were 16 points, 12 of them Rebels, fixed in almost any given Mercenary List. These lists were boring to create, didn't really make sense fluff-wise, and were extremely strong crunch-wise. The tactic was to power up a unit on round 1 (Elite Weequays or something comparably strong) and then to have a nuclear first strike on round 2, that in many cases decided the game. Focus not only buffs the damage output, but the range, too, so the Weequays could stay out of range of the enemy. Therefore, a counterstrike was not possible in many cases. And with Jabba, Gideon and C-3PO, Mercs had more access to Focus than any other faction.
    I found several suggestions to should solve that problem, most of them were: "Make the figures of the RCP more expensive.", "Ban Temporary Alliance." or "Buffs should affect figures of the same faction only (like Jabba does).".
    Making the figures of the RCP more expensive would not just affect Mercenary Army Lists but Rebel Army Lists, too. And whilst Mercenaries have access to other strong forms of support, e.g. Jabba and Hunter Command Cards, the Rebels don't. Therefore, Rebels would suffer under that change more than Mercenaries would. And making a figure more expensive, that is not overpowered, is not a good idea. And we did aim for making as few figures more expensive as possible, and rather make other figures cheaper. Therefore, we didn't use that approach.
    Banning Temporary Alliance would have been an easy fix, but this would ban lists, that we didn't want to ban, e.g. Lando with Wing Guards. And this wouldn't have stopped the Elite Jawa from bringing e.g. C-3PO to Merc lists.
    Therefore, we decided, that Buffs should affect only figures of the same faction. We could have written Errata for every figure affected, but we feared to miss something (e.g. a rebalanced Ko-Tun being the next staple in Mercenaries). And I thought it was more simple and elegant to have one general change of the rules instead of several changes to cards. So we tested that rules change, and were quite happy with the results (see "All deployment cards and command cards").
     
    Ugnaught Tinkerer
    The Junk Droid doesn't look too powerful on the first glance, but it delivers the death by a thousand cuts. And if your opponent kills the Junk Droid, he wastes an attack without gaining any VP. In some Missions like Nal Hutta Swamps - Raining Freight the Junk Droid is able to score insane amounts of VP without to ever risk a figure that costs VP. But the biggest problem is, that according to the official FAQ each Ugnaught is able to first activate the existing Junk Droid, then Spot Weld a new Junk Droid (that hasn't been activated yet), and then to activate that new Junk Droid. An Ugnaught swarm is really overpowered when each Ugnaught is able to activate the Junk Droid twice. Therefore we changed the "Spot Weld" ability to "Put the Junk Droid companion into play in an adjacent space. If a Junk Droid has activated at the start of this Ugnaught Tinkerer's activation, exhaust the Junk Droid's Companion card immediately after putting the Junk Droid into play." The Junk Droid is still powerful then, but not overpowered anymore.
     
    Jet Packs are (no) Vehicles
    Boba Fett has a jet pack, but is no Vehicle, but Sabine Wren and the Jet Troopers are. This just doesn't make any sense.
    We could have either given Boba Fett the Vehicle Trait or removed it from Sabine and the Jet Troopers.
    Some Vehicle Command Cards (e.g. Overrun) are very powerful on a small and mobile figure crunch-wise, and just donʼt make sense fluff-wise for someone just wearing a jet pack (instead of having a real vehicle). Furthermore, Sabine and the Jet Troopers are already overpowered. Therefore, we removed the Vehicle Trait from Sabine and the Jet Troopers.
     
    Jabba's Nefarious Gains is too powerful
    Nefarious Gains is overpowered and was developed by FFG to weaken the Ugnaught Swarm and the Trooper Swarm alike. But we found other means to stop the Ugnaught Swarm, and we think that Stormtroopers cannot be viable while the opponent could have Nefarious Gains. We tried to just make Jabba more expensive, but our playtesters reported that Nafarious Gains brings 5 to 14 points per game (depending on the opponent's army list). How expensive should Jabba be to balance that? Therefore, we decided to have Jabba lose Nefarious Gains, but also to become 1 point cheaper in return.
     
    On The Lam kills all the fun
    Yeah, what should I say, that's correct. After rolling dice and especially after using Command cards and other boni, On the Lam just negates the attack, all cards and boni used, and gives the target a move action. This is extremely frustrating for the attacker, a big part of the Hunter-/Smuggler-Meta being overpowered and Han Solo being too powerful. This card had to be banned.
     
    Devious Scheme
    If all figures in all factions would be perfectly balanced, I'd always create a list around Devious Scheme. Anchorhead and some other missions can be won just by using this card. And Devious Scheme interferes with our new initiative mechanism. It just had to be banned.
     
    "Hunter Command Cards are too powerful"
    I disagree with that statement. I have to admit, that the Hunter Meta was extremely powerful. The Rebel Care Package, Devious Schemes, Nefarious gains, undercosted Hunter/Smugglers (eWeequays, Vinto ...), On The Lam, lots of missions that give you one turn to power up (Focus, Hide) AND the Hunter Cards ... that was too powerful.
    But the Hunter Cards by themselves are not too powerful. E.g. Assassinate is a good card, but you can a lot more damage with Grenadier, Son of Skywalker and cards like that. Still we bore the Hunter cards in mind when we recosted the Hunters.
    Therefore, after nerfing the Rebel Care Package, Devious Schemes, Nefarious gains and On The Lam, as well as recosting the Hunters, we decided to leave the Hunter cards untouched. 
     
    Advanced Com Systems for General Sorin and Kayn Somos
    General Sorin and Kayn Somos absolutely need Advanced Com Systems for free to be viable at all. The Imperial Officer does not. Therefore, if Advanced Com Systems is attached to General Sorin or Kayn Somos, the Deployment Cost is 0.
     
    Saska Teft
    This has never been an issue before, because Saska was too expensive to be used. But when her cost was reduced, figures like Boba, Bossk or Jabba fought alongside Han Solo, and that didnʼt feel right. Therefore, Saska's Deployment card was changed to be able to ally non-unique Mercenary Deployment cards only.
     
    Spectre Cell
    This card actually started this project. Before Spectre Cell was nerfed by FFG, it was more powerful than 4x4 back in the days. Something had to be done about that, and we actually didn't believe, that FFG would do that nerf anymore. Still, our playtesters don't think that FFG's nerf is hard enough, therefore we nerfed the card even harder.
     
    Plot Armor (New Rule)
    Some figures' offensive and defensive power are just not on the same level, making it very hard, to rebalance these figures correctly. Originally, we started to raise the health of these figures, but we realized, that we're changing to many cards there and then tried to find an easier and or more elegant way to achieve some similar effect. So figures, whose health is too low compared to their offensive power and figure cost, gain Plot Armor. After deployment, a figure with Plot Armor may gain a number of Block Power Tokens. For example, a figure with "Plot Armor 2" may gain 2 Block Power Tokens after deployment. The figures, that gain Plot Armor, can be found in the Rebalanced Deployment Costs Lists.
  12. Like
    DerBaer reacted to Ram in [RIAST] Designer Journal   
    Personally I like the more minimalistic approach of the RIAST a lot better then the more re-style approach of the IACP. I feel that they may well live side by side. I think they are both great.
  13. Like
    DerBaer reacted to Majushi in [RIAST] Designer Journal   
    For the ease of reading, maybe highlight actual changes in Red and put a note at the start saying; Red text is indicating the only changes?
  14. Like
    DerBaer reacted to cnemmick in [RIAST] Changing the Heavy Stormtroopers   
    I do like the change a damage into a surge ability. That's very clever! It essentially changes makes 1 DMG into 2 DMG, but also enables the defender to roll into a single evade and have it prevent that conversion.
    But I don't think it is enough. Unless you use Targeting Computer or rely on CCs, they're going to have problems shooting from far away: even with the static +2 Accuracy, they have a worse chance of rolling and spending surges for at least 6 Accuracy compared to Elite Weequays (static +2 Acc., surge for +2 Acc, reroll 1 die) or Elite Alliance Rangers (static +1 Acc., surge for +3 Acc., reroll 2 attack die). 
    If Heavy Stormtroopers are supposed to be the snipers of the Empire in your project, they are going to really struggle on huge maps like Lothal Wastes & Nal Hutta Swamps without something to address their Accuracy woes. If you keep the T-21 DMG-to-SURGE conversion, I'd recommend putting either a standalone surge ability for +X Accuracy or add +X Accuracy to one of the existing surge abilities, where X is a value that makes sense for the the type of Deployment. (For example, you may want to do +1 for Regular Heavies, and +2 for Elites.) If the Elite Heavies got a surge ability for +2 Accuracy, it would increase their chances of getting at least 6 Accuracy from 33% to 72%.

    Edit: clarified how the Elite Heavies would get an increased chance of at least 6 Accuracy.
     
  15. Like
    DerBaer reacted to thinkbomb in [RIAST] Changing the Heavy Stormtroopers   
    So, our group plays campaign primarily.  This won't be as applicable for Skirmish players.  Anyhoo...
    The big thing we did was add an auto-block result on defense on top of Composite plating.  -  composite plating is a good idea, but given their short range it's super easy to negate.
    What this did was it pushed them to be super tank objective protectors.  Required some fore-thought on the Imp Player's part, but they could be deployed ahead of the rebels and open fire.  It basically made them really hard to take down unless the opposing players got in close (which, in turn, meant opening themselves up for damage).  This was offset by their painful slow speed, meaning if they weren't deployed correctly they still weren't much use (risk/reward).
     
    To contrast (since there's a few surprising similarities), Jet Troopers got an ability where they could ignore figures when drawing line of sight (because airborne and firing down on targets).
     
    What I like most about your suggestion, though, is the ability to convert 1 damage to 1 surge.  To me, that addresses the biggest issue with these guys: it's super rare to see them actually use a surge: blast.  So we'll probably use that (since in theory it should be a zero-threat-value ability).
  16. Like
    DerBaer reacted to Bitterman in [RIAST] Designer Journal   
    Very interesting thoughts. Thanks for the insight. Will take some time to digest.
  17. Like
    DerBaer got a reaction from Bitterman in [RIAST] Designer Journal   
    So Please tell me, what you think ...
  18. Like
    DerBaer got a reaction from Bitterman in [RIAST] Designer Journal   
    First Step: The biggest and/or most obvious problems
    To identify the biggest and/or most obvious problems, that had to be addressed, I just read EVERY comment on the official FFG forums (and some on other forums), to find out, what the community thought were the biggest problems at any given time. Some problems were already solved (passing rule, 4x4, victory points for figures instead of units etc.), but some problems were still there and still had to be solved. Some of these problems disappeared over time because of changes in the meta. But these problems had to be addressed, because the process of rebalancing could bring them back up. Everything in this post describes actual changes.
     
    "Take Initiative is too powerful"
    This one was the toughest nut to crack. The topic came up like on day one and came up again and again and again ... and I absolutely disagree.
    In my opinion Take Initiative actually balances another broken game mechanism, that is too powerful in the first place: Having the first activation in round 2 is really powerful. Round 1 usually (depending on the mission) is used to set up your figures, to power them up with focus and stuff like that, and to try to control some mission objectives. But usually there is not much violence going on in round 1. Drawing first blood is quite powerful, as games sometimes snowball from there, and quite often the player having the first activation on round 2 is able to draw first blood. As I said, this is quite powerful, but a good player will have means to cope with it.
    But it becomes ridiculously overpowered, when the same player, that had the last activation in round 1 also has the first activation in round 2 and knows that for sure. Then he is able to run his best figure(s) up to the enemy without cover or whatever, without having to worry about any form of harm at the end of round 1 and then those figures strike first in round 2 and then move back to safety.
    The only thing you have to do to achieve that, is having more activations than the opponent to have the last activation round 1 and have fewer Deployment points (or Devious Schemes) to not have initiative round 1. I still remember the arms race about having more activations than anyone else.
    But you have to be 100% sure, that you actually have initiative in round 2 to make this work. This is where Take Initiative came in. If a player isn't 100% sure, that the opponent doesn't have Take Initiative, he can't pull that trick off.
    But then we had the situation, where the player with Take Initiative knew for sure, that he'd have initiative in round 2 and this was even worse. As that player didn't have initiative in round 1, he didn't need to have more activations than the opponent to have the last activation in round 1.
    To rebalance that mechanism, Negation was introduced. But then, a player with Initiative and Negation did know for sure, that he'd go first in round 2.
    Then some Spy cards were introduced to rebalance that.
    I actually like the current mechanism, as the chance to have the last activation in round 1 and to know for sure that you have the first activation in round 2 became much smaller. But I have to admit it is still there.
    Especially in the german community, this topic came up a lot. And first and foremost, RIAST is not a one-man-show, so I tried to find a solution, even though I disagree with the topic. Because just banning Take Initiative wouldn't work, we tried different options, and the one that most players seemed to be OK with, was that the player, that has the last activation in one round, doesn't have the first activation the next round. I sincerely feared, that this wouldn't work, because we were missing something important. But we did a lot of testing especially on this topic, and actually it worked better than I thought. But to make it fair, Take Initiative as well as I Make My Own Luck were banned then.
     
    Blaze of Glory and Son of Skywalker
    Blaze of Glory and Son of Skywalker are undisputedly two of the strongest Command Cards in this game. First and foremost, Blaze of Glory and Son of Skywalker give you an additional activation, which is really strong by itself, because you always want to have more activations than the opponent (see "Initiative" above). Additionally, Luke Skywalker and IG-88 are amongst the most powerful figures in the game. Therefore, granting one of these figures an additional activation is very powerful. Assuming, that the other changes of RIAST didn't happen, Blaze of Glory and Son of Skywalker give you the opportunity to activate Luke or IG last in round 1, then immediately activate him again, and then activate him first in round 2. In that case, one of the most powerful figures in the game was able to activate three times in a row without the opponent being able to react in any way. This is a game winner and therefore way overpowered.
    Additionally, the changes to the basic initiative mechanism were made to prevent a figure to activate two times in a row, without the opponent being able to react. As Blaze of Glory and Son of Skywalker can be used after an activation resolves, they originally could be used after the opponent resolved his last activation of round, so the opponent cannot react. If the player with Luke or IG already has the last activation of the round, he can at least activate that figure twice in row without the opponent being able to react. This contradicts our changes to the basic initiative mechanism.
    Whilst Debts Repaid and Furious Charge also ready a Deployment card, the opponent can react to or planned by both of them, because of their preconditions. New Orders is a different story, because you don't get an additional activation but trade the activation of a Leader against the activation of another figure. Rally the Troops is somewhat in between, as it always is played during one of your own activations and therefore always gives the opponent the chance to react. Furthermore, you have to waste an action of Kayn, who is very powerful by himself, to reactivate the other Deployment Card. This isn't always worth it.
    As we absolutely didn't want to change the text on any Command Card, we had to introduce a general rule to solve that problem (see "Ready a Deployment Card").
    To give the opponent the chance to react to either Blaze of Glory or Son of Skywalker, we introduced the rule, that cards like Blaze of Glory and Son of Skywalker may only be used after a friendly figure's activation resolves.
    To stop Blaze of Glory and Son of Skywalker from messing with the last activation in a round and therefore with initiative, we introduced the rule, that Blaze of Glory, Rally the Troops and Son of Skywalker may not be used during or after the last activation of a round.
     
    Attacking Objects with a Surge for Focus or Interrogate
    Figures with a Surge for Focus were a problem, when most tournament legal maps had doors or other objects that could be attacked, e.g. elite Snow Troopers on Nelvaanian Warzone. The tactic was to power up a unit of these figures in round 1 and then to have a nuclear first strike on round 2, that in many cases decided the game. Another problem was, that it just sounded stupid to have Agent Blaise "Interrogate" a door. To solve that problem, FFGʼs designers reduced the amount of maps used in tournaments that included doors or other objects that could be attacked. As we reintroduced older maps into tournament legality, another solution to that problem was needed. Therefore, we errataed "Attacking Objects" in the Rules Reference Guide to disallow these interactions.
     
    SC2-M Repulsor Tank should be a Heavy Weapon
    I believe FFG's designers just forgot to give the Tank the Heavy Weapon Trait. So we corrected that.
     
    The Rebel Care Package in Mercenary Army Lists
    The term "Rebel Care Package" (RCP) is used for Rebel figures granting Focus or similar bonuses, e.g. Gideon Argus, C-3PO, and Hera Syndulla, especially when used in Mercenary Army Lists. Creating a Mercenary Hunters List most often started with Temporary Alliance, Gideon, C-3PO. When Wave 9 was released, an Elite Jawa as well as Hera Syndulla and R2-D2 or Chopper were added to that list. These were 16 points, 12 of them Rebels, fixed in almost any given Mercenary List. These lists were boring to create, didn't really make sense fluff-wise, and were extremely strong crunch-wise. The tactic was to power up a unit on round 1 (Elite Weequays or something comparably strong) and then to have a nuclear first strike on round 2, that in many cases decided the game. Focus not only buffs the damage output, but the range, too, so the Weequays could stay out of range of the enemy. Therefore, a counterstrike was not possible in many cases. And with Jabba, Gideon and C-3PO, Mercs had more access to Focus than any other faction.
    I found several suggestions to should solve that problem, most of them were: "Make the figures of the RCP more expensive.", "Ban Temporary Alliance." or "Buffs should affect figures of the same faction only (like Jabba does).".
    Making the figures of the RCP more expensive would not just affect Mercenary Army Lists but Rebel Army Lists, too. And whilst Mercenaries have access to other strong forms of support, e.g. Jabba and Hunter Command Cards, the Rebels don't. Therefore, Rebels would suffer under that change more than Mercenaries would. And making a figure more expensive, that is not overpowered, is not a good idea. And we did aim for making as few figures more expensive as possible, and rather make other figures cheaper. Therefore, we didn't use that approach.
    Banning Temporary Alliance would have been an easy fix, but this would ban lists, that we didn't want to ban, e.g. Lando with Wing Guards. And this wouldn't have stopped the Elite Jawa from bringing e.g. C-3PO to Merc lists.
    Therefore, we decided, that Buffs should affect only figures of the same faction. We could have written Errata for every figure affected, but we feared to miss something (e.g. a rebalanced Ko-Tun being the next staple in Mercenaries). And I thought it was more simple and elegant to have one general change of the rules instead of several changes to cards. So we tested that rules change, and were quite happy with the results (see "All deployment cards and command cards").
     
    Ugnaught Tinkerer
    The Junk Droid doesn't look too powerful on the first glance, but it delivers the death by a thousand cuts. And if your opponent kills the Junk Droid, he wastes an attack without gaining any VP. In some Missions like Nal Hutta Swamps - Raining Freight the Junk Droid is able to score insane amounts of VP without to ever risk a figure that costs VP. But the biggest problem is, that according to the official FAQ each Ugnaught is able to first activate the existing Junk Droid, then Spot Weld a new Junk Droid (that hasn't been activated yet), and then to activate that new Junk Droid. An Ugnaught swarm is really overpowered when each Ugnaught is able to activate the Junk Droid twice. Therefore we changed the "Spot Weld" ability to "Put the Junk Droid companion into play in an adjacent space. If a Junk Droid has activated at the start of this Ugnaught Tinkerer's activation, exhaust the Junk Droid's Companion card immediately after putting the Junk Droid into play." The Junk Droid is still powerful then, but not overpowered anymore.
     
    Jet Packs are (no) Vehicles
    Boba Fett has a jet pack, but is no Vehicle, but Sabine Wren and the Jet Troopers are. This just doesn't make any sense.
    We could have either given Boba Fett the Vehicle Trait or removed it from Sabine and the Jet Troopers.
    Some Vehicle Command Cards (e.g. Overrun) are very powerful on a small and mobile figure crunch-wise, and just donʼt make sense fluff-wise for someone just wearing a jet pack (instead of having a real vehicle). Furthermore, Sabine and the Jet Troopers are already overpowered. Therefore, we removed the Vehicle Trait from Sabine and the Jet Troopers.
     
    Jabba's Nefarious Gains is too powerful
    Nefarious Gains is overpowered and was developed by FFG to weaken the Ugnaught Swarm and the Trooper Swarm alike. But we found other means to stop the Ugnaught Swarm, and we think that Stormtroopers cannot be viable while the opponent could have Nefarious Gains. We tried to just make Jabba more expensive, but our playtesters reported that Nafarious Gains brings 5 to 14 points per game (depending on the opponent's army list). How expensive should Jabba be to balance that? Therefore, we decided to have Jabba lose Nefarious Gains, but also to become 1 point cheaper in return.
     
    On The Lam kills all the fun
    Yeah, what should I say, that's correct. After rolling dice and especially after using Command cards and other boni, On the Lam just negates the attack, all cards and boni used, and gives the target a move action. This is extremely frustrating for the attacker, a big part of the Hunter-/Smuggler-Meta being overpowered and Han Solo being too powerful. This card had to be banned.
     
    Devious Scheme
    If all figures in all factions would be perfectly balanced, I'd always create a list around Devious Scheme. Anchorhead and some other missions can be won just by using this card. And Devious Scheme interferes with our new initiative mechanism. It just had to be banned.
     
    "Hunter Command Cards are too powerful"
    I disagree with that statement. I have to admit, that the Hunter Meta was extremely powerful. The Rebel Care Package, Devious Schemes, Nefarious gains, undercosted Hunter/Smugglers (eWeequays, Vinto ...), On The Lam, lots of missions that give you one turn to power up (Focus, Hide) AND the Hunter Cards ... that was too powerful.
    But the Hunter Cards by themselves are not too powerful. E.g. Assassinate is a good card, but you can a lot more damage with Grenadier, Son of Skywalker and cards like that. Still we bore the Hunter cards in mind when we recosted the Hunters.
    Therefore, after nerfing the Rebel Care Package, Devious Schemes, Nefarious gains and On The Lam, as well as recosting the Hunters, we decided to leave the Hunter cards untouched. 
     
    Advanced Com Systems for General Sorin and Kayn Somos
    General Sorin and Kayn Somos absolutely need Advanced Com Systems for free to be viable at all. The Imperial Officer does not. Therefore, if Advanced Com Systems is attached to General Sorin or Kayn Somos, the Deployment Cost is 0.
     
    Saska Teft
    This has never been an issue before, because Saska was too expensive to be used. But when her cost was reduced, figures like Boba, Bossk or Jabba fought alongside Han Solo, and that didnʼt feel right. Therefore, Saska's Deployment card was changed to be able to ally non-unique Mercenary Deployment cards only.
     
    Spectre Cell
    This card actually started this project. Before Spectre Cell was nerfed by FFG, it was more powerful than 4x4 back in the days. Something had to be done about that, and we actually didn't believe, that FFG would do that nerf anymore. Still, our playtesters don't think that FFG's nerf is hard enough, therefore we nerfed the card even harder.
     
    Plot Armor (New Rule)
    Some figures' offensive and defensive power are just not on the same level, making it very hard, to rebalance these figures correctly. Originally, we started to raise the health of these figures, but we realized, that we're changing to many cards there and then tried to find an easier and or more elegant way to achieve some similar effect. So figures, whose health is too low compared to their offensive power and figure cost, gain Plot Armor. After deployment, a figure with Plot Armor may gain a number of Block Power Tokens. For example, a figure with "Plot Armor 2" may gain 2 Block Power Tokens after deployment. The figures, that gain Plot Armor, can be found in the Rebalanced Deployment Costs Lists.
  19. Like
    DerBaer got a reaction from Bitterman in [RIAST] Designer Journal   
    Rebalanced Imperial Assault Skirmish Tournament [RIAST] Rules
    Designer Journal
    Introduction
    Imperial Assault Skirmish is the miniatures games with the best core rules out there. Sadly, the Skirmish game is (more or less) discontinued and game balance is (in my opinion) in a bad state right now. The Rebalanced Imperial Assault Skirmish Tournament Rules (RIAST Rules) document was compiled with the intention to have some more years of Rebalanced Imperial Assault Skirmish and to share this with the community.
     
    This document is an unofficial Fan Creation. I'm not affiliated to or sponsored by FFG.
     
    Approach
    First of all, we wanted to define an approach or guideline: 
    Many Deployment cards are either underpowered or overpowered and therefore there is only a small number of Deployment cards actually played competitively. The plan was to make as many figures playable as possible. (But priority is on the characters from the original trilogy.)
    In most cases the Deployment cost is just either too high or too low. In these cases the Deployment cost was changed.
    If a Deployment card is too expensive, it will not be played, which would be sad, but not a real problem for the game as a whole. But if a Deployment card is too cheap, it will be the only card that's played (e.g. 4x4 or Spectre Cell), and that would be a catastrophe. To avoid this, Deployment costs have been reduced carefully.
    Only Deployment cards that couldn't be rebalanced by just changing their costs got new rules. The plan was to make as few changes to Deployment cards as possible.
    Deployment cards should not get banned (with the exception of Upgrade cards).
    In general, we wanted to buff before nerf, just because it feels better. But then we saw that in some cases it was the decision to either make like 40 Deployment Cards cheaper or 3 Deployment Cards more expensive. So we decided to go with the least disturbance or the least amount of changes necessary.
    FFGʼs game designers said in an interview, that there are reference deployments used to balance the costs of the other deployments correctly. Elite Stormtroopers are one of those reference deployments, Elite Probe Droids are too. Therefore, these should not be changed.
    There are certain baselines in this game that should not be ignored. E.g.: There is a maximum number of figures per army of twenty. The game designers achieved that by making the cheapest figure cost 2, e.g. regular Stormtroopers. Therefore, reducing the cost of any figure to less than 2 points per figure is not an option. Elsewise swarms could become too powerful.
    Darth Vader is the chosen one, he who brought balance to the force. Therefore he should have the most expensive Deployment card in the game (including Driven by Hatred). No other Deployment card should be more expensive.
     
    Command cards are a whole different story. For many reasons, it is impractical to change a Command card's text. Furthermore, game-winning Command cards cannot be rebalanced by just raising their costs, as they will be played anyways. For some overpowered Command cards it is possible to raise the Deployment cost of the figure(s) to achieve balance (e.g. all Hunters have been made more expensive, because the Hunter cards are so good). Other truly overpowered Command cards have to be banned.
     
    This is quite a lot of text, and most of it is "we evaluated that unit and came to the conclusion that no change is needed, here is why ...". So actual changes are marked in red.
     
    In my opinion, everything marked in blue will need further attention. The rest is already OK. But this is just my opinion. So what do you think?
  20. Like
    DerBaer reacted to Majushi in Andrew Navaro Q&A   
    Undoubtedly that is the case.
    what is not acceptable is the long silence with no clarification until Navarro is forced into a position to answer.
    the game is dead. There may be app content coming.
    but the communication breakdown is serious.
  21. Like
    DerBaer got a reaction from Spidey NZ in [IACP] Season 2 Content Finalized and Testing League #1 Starting Soon   
    eWeequays at 8 points, eJets at 8 points, Gideon, 3PO and Hera give their boni only to Rebel figures. Half of all problems solved.
  22. Like
    DerBaer reacted to Bitterman in [IACP] Season 2 Content Finalized and Testing League #1 Starting Soon   
    I don't know how to get that info from Dropbox, unfortunately. I'm not sure it would be super-helpful anyway; updates tend to be intermittent and in groups depending on my enthusiasm, so downloads in a given period might not mean much; no spying/metrics in the app so no way to know the purpose for which people are using it (my guess is that most people use it for the card designing - personally I think the list builder is the best feature but most people seem to prefer online tools like Tabletop Admiral for that); and I wouldn't for a moment presume that that many people actually use it regularly.
    Finger in the air, based on nothing more than guesswork based on the number of forum responses and emails I've had about it, I'd be pretty pleased to learn as many as 100 people were using it, probably less, possibly much less. Pretty sure FFG sold waaaaaaaaaay more than 100 copies of IA 😆 and there have been more skirmish players than that at Worlds most years, AFAIK?
    In any case the number of people downloading the Tools Suite is probably close to a subset of the number of people looking at or commenting on this forum (I created a thread about it on Board Game Geek as well, but it got virtually no responses). That might be a better indication, if you can find it out... and we can see from how quiet this place is, an indication of how many people are still active in the game now.
    Honestly, you probably can't. That's not a criticism, just how things are. Number one problem will of course be simple ignorance - I'm not sure that anyone in my FLGS's (fairly small, previously enthusiastic, but now comatose) IA skirmish community even knows about it; they've never mentioned it. It's probably going to be difficult for you to engage with someone who doesn't know you exist. 🤔 The best example of something like this really taking off that I'm previously aware of, when GW tacitly let the NAF/BBRC support Blood Bowl for a while, the awareness was spread by GW themselves. If you can convince FFG to give the IACP a plug, you might have the start of something.
    Still, I mean, that's OK. You are actively inviting feedback and may not be able to do any more than that. I think the point is that the survey results you've had, shouldn't be considered to be representative of anyone other than the people who completed the survey and maybe the people they play with. Again, that's more than I've got, I've only got my own opinion and can't assume anything about what anyone else thinks, at all. But any suggestion that the IACP survey might give any insight into what "folks" want should be treated... uh... very carefully, that's all.
  23. Like
    DerBaer reacted to Rikalonius in [IACP] Season 2 Content Finalized and Testing League #1 Starting Soon   
    I appreciate your reasoned reply.  Can I ask why Elite ST can't serve as the baseline?  What would you recommend?  And yes, it is a matter of disagreement, if E. Jet Troopers put out more damage, they should cost more.  As has been said before, by lowering E. Storm Troopers, you effectively push R. Stormtroopers off the table completely.  I will admit, however,  I never really like the Elite and Regular variants of things in Skirmish.  It is fine for Campaign, which is what it was designed for.  
  24. Like
    DerBaer reacted to Bitterman in [IACP] Season 2 Content Finalized and Testing League #1 Starting Soon   
    Yeah. And the results are from, what, 50 people?
    Granted, that's 49 people more than are playing with any of my house rules 😉 so fair play to you, and if you and they are getting fun from the IACP then I'm not about to tell anyone they're having Wrong Fun. But let's not pretend it says anything statistically significant about the wider player base (what's left of it).
  25. Like
    DerBaer got a reaction from Bitterman in [IACP] Season 2 Content Finalized and Testing League #1 Starting Soon   
    That's what I mean. Your overall group are those folks, that visit the IACP site regularly. Those folks supposedly have a pro-IACP mindset in the first place.
×
×
  • Create New...