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ThatRobHuman

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Posts posted by ThatRobHuman


  1. 37 minutes ago, Norsehound said:

    Well, then either people list it as invisible and we never see it or people don't care and just post stuff anyway.

    How about this, list ship entries which have been reviewed. A 5-star rating system that computes the average will help players see at-a-glance which ones have been "touched" the most by critics and which ones are just -there- and aren't looked at. This could encourage users who are serious about putting quality designs to listen to feedback for a better rating... and the rest of us who may wish to use KDY for an established design have a review system to measure which stat block they want. It also lets them decide what designs not to bother on if they haven't been reviewed (or leave a review to say why they won't take it).

    Incorporate a system where you can leave a comment and a rating out of 5 stars.

    Already exists in v1, but I think it may not be prominent enough - also the fact that it's not filterable/sortable is a problem. Alternative, I have a more detailed "Critique" as well as standard comments, kind of like how DeviantArt does it?


  2. 11 hours ago, Piratical Moustache said:

    I wish I could tell you which arc setting it was, but I was literally clicking at random until I found something more appropriate than the Liberty style arrangement. Your flak although shorter ranged is too deadly I think, and 2 Off. Refit slots steps on the Imperial I's toes a bit too much, I'd bring it down to 1. 

    55°/100° Split (3/8in aft)


  3. I completely agree with everything you've said. Particularly with the bad design bloat that exists.

    Still working on how to solve that...

    EDIT: Now that I'm not on my phone, I'm going to expand a bit.

    I really like your guide here, and I'm going to re-asses all of my designs with that lens, because it's fantastic advise.

    As for the bloat and KDYs contribution - that is a problem - and I say that as it's enabler. When I designed KDY, I did make it with the idea that the community would self-adjust between comments and ratings of various designs, but that hasn't happened. With v2 I'm going to try to make those mechanisms more accessible (sort by ratings or filter by ratings, etc).

    Stage 5 of v2 development will be the Tabletop Simulator integration, where people can import their design into TTS using a simple tool - The hope there is that people will be able to access their designs for proper testing. I wish there were a way I could enforce proper testing of content, but alas: I have no mechanism to capture that data :/ - I really wish I did.


  4. 1. How is the learning curve of the game? Can it be picked up by kids easily?

    Fairly steep, but not as bad as 1970s wargaming days - I don't have spawnlings so I don't know how hard it is to teach them.

    2. How are the quality of the models?

    Fantastic!

    3. Is the game well supported by FFG?

    Sort of - it doesn't need much in the way of Support, but there is a pervailing sense of "things might get stale soon" given how infrequent new releases are. I think you're in the prime to actually get started now.

    4. Are there rumblings that it could go through a 2.0 reformat like X-Wing?

    I highlight doubt it - and if there will be a 2.0, I think it will be several years hence.

    5. Do you need to buy all the expansions to get chase cards like X-Wing?

    Sadly, yes. Some cards can be found in more than one expansion, but some are exclusives.


  5. 7 minutes ago, Flavorabledeez said:

    I’m glad they gave the Empire something gigantic in this game. I main mostly Rebels, and lately the Empire has felt less... Imperial... due to ship size, if that makes sense. I also hope they don’t bother with huge Rebel ships. I’d much rather have your examples of utilitarian pieces/cards/tactics that feel more like the rebellion than something big just to “balance” it all out.

    I kind of miss the early wave days where as the rebels I had to mainly focus on objectives and rarely brought down large ships. That felt more in the spirit of things than going toe-to-toe with the Empire

    I agree with this sentiment. I would like to see something that brings epic play for rebels fun, but the viscount isn't thematically appropriate. However, an epic size moncal ship is actually a very good reason why I want to see new republic as a new faction. 


  6. I actually like the desolate yaw chart - means that you need a dial to change yaw, which makes total sense. Way better than the idea that it doesn't turn at all which has been floated around.


  7. 6 minutes ago, Mikael Hasselstein said:

    It was more like a zig-zag. IIRC the CR-90 came out one or two months after the GR-75, and then it was about a year or two before the Raider came out, which was followed by the Gozanti after about a year, and then the Scum Gozanti a year later. (But you can find the exact dates on the X-Wing wiki.)

    Dizziness inducing choice of prepositions, but I got it. I would look, but I'm at the laundromat and the net here sucks.


  8. 2 minutes ago, Crabbok said:

    The confusion is likely that they said there are 4 ship types, but only TWO of them can fit into a 400 point game.  The other two require higher point limits.  Which means there will be multiple higher tiers of play which I'm truly excited about.   

     

       That's probably where someone got "2" from.   Not two SSDs, but rather 2 options of SSD, of which you may pick ONE.  

    This was my interpretation as well. I don't know if the non tournament cards means larger format play is going to be a thing or if there will be rules included to be an interface into Corellian conflict. I'd be pleased with one of those but moreso with both.


  9. So.... how about that SSD

    Good news:
    KDYv2 is already planned to support more than Small, Medium, and Large bases (actually being able to support ANY custom base sizes for ships is already planned to be a thing).

    Bad News:
    I did not anticipate the ability to have more than four hull zones.

    Good News:
    I think I can figure out how to do it.

    Bad News:
    There's an element to the rendering system that I only just realized might be a problem. Suppose you have a upgrade - that upgrade has a primary type, say "Offensive Retrofit" - suppose you use the icon of that primary type on the upgrade card - as well you should. Now suppose you CHANGE that upgrade type's icon. Now the system not only has to re-render anything that uses that upgrade type, but any upgrade that references that type. Now the trick of this is that if you change the icon, I only want it to force a re-render of an upgrade ONLY IF that upgrade's renderer USES that icon (if you don't use that icon in your renderer, why waste cycles re-rendering something).

    All things to figure out next.

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