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Greatfrito

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Everything posted by Greatfrito

  1. I just put mine in a frame, and did the stickers-on-tokens-with-Velcro approach last night.
  2. If I were handling Droid ships... First, I would make Droid a positive keyword, instead of Negative. I think it's easier to balance around that, and work with it at the table. Maybe something like: Droid (when this ship is activated by a Squadron Command, its anti-ship and anti-squadron armament is increased by 1 blue die until the end of its activation) Then make Droid fighters be cheaper and weaker than both TIE Fighters and Z-95s, but still come with Swarm. Give their big command ships incredibly high Squadron values, with other stats lowered appropriately. Or give a combat retrofit upgrade that specifically benefits the use of Droid ships - maybe something like the Liberty's "activate an additional squadron when you spend a token" effect. I don't know where the heck you would get aces from for that faction, but the concept of droid ships at least is an interesting one.
  3. We've talked about how the Imperial and Rebel releases "mirror" each other in many ways in some other threads - I think an Imperial Venator could mirror the Liberty, in that it would be a ship for one faction that feels like its lifting some of its design philosophy from the other faction. By which I mean that I'd support it being something of an Imperial take on the MC-80 Home One: Big, broadside-ey, and able to build as heavy squadron support. Stronger side arcs (like the ILC), weaker front arc, good to great squadron value, and at least one version having two offensive retrofit slots. Where the Liberty gives the Rebels their own angry sort-of-triangle that shoots death from its front arc (and can do so amazingly well with at least one title), have the Venator give the Empire their own sort-of-space-pickle that shoots some death of its own and gives fantastic support to squadrons (and can do so even better with at least one title). Make it expensive, slow, and not as well rounded as an ISD. Make it the ship that Imperial players bring when they want to play more like the Rebels.
  4. What is the point of Diplomats? I just don't get the actual benefits, I guess.
  5. On no, don't get me wrong, you should absolutely be selling them. I'm just a terrible model designer on my own, and I'm always scraping around to find things to do with this printer I have (I didn't buy it, but it lives with us).
  6. Some thoughts on other alternate comparisons: Madine and Jerjerrod: I know J's "cost" is different, but it really feels like both add the same thing (additional maneuverability) to their fleets. I know Ozzel does his thing for the same in-game "cost" as Madine, but I suspect we'll see a Rebel commander that will affect speed in some similar way (but with a cost other than Nav actions). Eventually. Konstantine and Sato: I suspect we'll see closer counterparts to these eventually, but for now I think they parallel each other in much the same way that the ships they come with do. Both focus on synergizing elements of your fleet together, but while Konstantine (and the Interdictor) focus on harming your enemies, Sato (and the Pelta) focus on helping your friends. The way they do it matches the "themes" of their factions, too: Konstantine requires you to have big ships working together, whereas Sato requires you to have your ships and squadrons working together. Sato is more clearly a direct mechanical buff when his conditions are met, but I think Konstantine's goal is to get a similar (perhaps better) effect by getting your opponent right where you want them. I dunno. Interesting all around.
  7. Very cool. My only disappointment is that I can't use my own printer for them.
  8. Messing up - especially messing up maneuvering - can be really entertaining. Until you get the hang of it (and even after, from time to time), just enjoy the absurd situations that can happen.
  9. If you're not buying it, then yeah, grab whatever seems fun. Try to make it work. I like to keep things "thematic" (and so avoid things like freighter-swarms), but really try whatever.
  10. I laughed, I cried, I learned. Seriously though, excellent. I've been noticing the parallels here and there in the mechanics, and it's fun to see a more detailed breakdown. EDIT: Ships are where I see the most "obvious" parallels, though I think they're far more spread out over the various waves.
  11. I can't get past "huperspace". I have nothing to add. I just love that word.
  12. Given how prominent objectives are in this game, and how well some of them force engagement, it all sounds like everything had to fall into place for you pretty well for this to work anyways. I imagine it's one of those "man, that sucked to play against, but makes for a great story later" kind of things.
  13. "Evasion" bothers me so, so much less than other things people could have done "wrong" that I have a hard time even answering. You played smart. That play wasn't in your opponents' best interest. Makes sense to me.
  14. It's always better if I do play with one arm behind my back, so that I'm less likely to Hamfist a ship or squadron to death. Also, I'm changing my ISD's name to Hamfist.
  15. ... But how did it get there? How is this not the focus of the thread! I can't help but imagine Austin Powers levels of tomfoolery being involved.
  16. I like it, for the reasons people have listed. I'm far too "casual" of a player to know if it's actually any good at any other level, but I feel like it's a great counterpoint to the Interdictor conceptually. Interdictor: Good ship support. Increased control of your opponents' fleet. Pelta: Good squadron support. Increase control of your own fleet. To quote Bender, It's like looking in a smelly mirror.
  17. All I'm getting from this thread is "Armada is played by great people who make the world a better place."
  18. It's clearly about discussing discussing problems with Armada, how to remain civil, and how and why to respect the opinion of other people, even when said opinion appears to be incredibly negative. Hence "Meta Community Discussion (No Specific Critiques)".
  19. "Calling people out" never helps. It just doesn't. Neither does ascribing motive to others. Or telling someone to just stop talking about something. I try (and sometimes fail spectacularly) to stick to addressing points, wherever possible. Even when the "points" are things I consider "obvious" and "stupid". Even where the issue has been the topic of "trolling" before. Try to keep it on topic, addressing only the actual topic (which may include differing opinions, of course), and then report people who run afoul of it. And ignore them, instead of bringing the focus of the thread on to the violation and report. Calling someone a troll - even when they clearly are, in the opinion of yourself and others - just makes things awful. For everyone. Inevitably.
  20. Hyperspace Retreat isn't cutting the game short - it's ending the game in a very specific manner. And seriously, if your time is at such a premium, play another (non-CC) game of Armada with the time. Or a lighter game. Or grab food, like people have said.
  21. Why, when more than half of the top 1/2 players you're looking at are running 7 or less?
  22. I love those guys. One of the few EU things that I saw and just said "Yup. I want this. 1000% my thing."
  23. The "Luke discovers actual balance" thing is what my zero-eu headcanon has been for a while. I'd love to see that actually applied to the universe.
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