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Tvboy

Higher Difficulty?

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Anyone come up with any ideas for how to increase the difficulty level without making the game impossible? The game has gotten too easy now that I’ve realized the AI doesn’t spawn new enemies until you trigger the next mission event, so it’s very easy to take your time clearing a room and then healing up before opening the next door. The “peril” effects are pretty minor to the point of being irrelevant. This is actually giving me bad habits in the real campaign game. 

I’ve already altered the AI so that it will ignore wounded heroes if it needs to wound all heroes to win. I wonder if a 6-round time limit would be appropriate for every mission? 

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Healing up using the limited number of Medpacks? Are you never running out of them? What do you do when you run out of them?

(Recovering strain does not recover damage, so Rest only recovers strain.)

 

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Posted (edited)
2 hours ago, a1bert said:

Healing up using the limited number of Medpacks? Are you never running out of them? What do you do when you run out of them?

(Recovering strain does not recover damage, so Rest only recovers strain.)

 

Yes, I am aware of that rule Albert. I rarely have a shortage of medkits because I just use the downtime before opening a door to interact with every crate that appears and I've found that you can usually find 3-4 extra medkits lying around, and of course you get even more if you draw a medical card which is easy when they always give you Rebel Recon reward or if you have Jyn or Ko-Tun, or get something like Portable Medkit item or Environmental Hazard Suit from the free item drop. 

Even when I am out of all healing items, just having a free turn to remove all my strain, get all my heroes into position next to a door and ready all my deployment cards is a huge luxury that does not exist in the normal campaign. 

Edited by Tvboy

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On 4/29/2018 at 1:59 PM, Tvboy said:

Anyone come up with any ideas for how to increase the difficulty level without making the game impossible? The game has gotten too easy now that I’ve realized the AI doesn’t spawn new enemies until you trigger the next mission event, so it’s very easy to take your time clearing a room and then healing up before opening the next door. The “peril” effects are pretty minor to the point of being irrelevant. This is actually giving me bad habits in the real campaign game. 

I’ve already altered the AI so that it will ignore wounded heroes if it needs to wound all heroes to win. I wonder if a 6-round time limit would be appropriate for every mission? 

Re-played the first mission of the app last night on hard difficulty.  

 The continuous flow of imperial units spawned at the end of each round proved to be a nice challenge, without counting the fact that if you remove every imperial figures before the end of a round, it will automatically interrupt to deploy a squad of regular stormtroopers.  Finished the mission with Gaarkhan, Vinto and Murne wounded and Drokkatta with 2 health points remaining and I had to heal Drokkatta twice with medpacks to survive the round.  Darth Vader is sooooo brutal, even without Brutality

;) 

The second mission is different as you point out.  You can basically clear a room before advancing your objective and it feels less challenging overall.  After messing up with the tokens in the cantina, an Officer showed up with a squad of Snowtroopers (must be winter time on Ord Mantell ;) ).  Vinto, Drokkatta and 2 Rebel troopers were all that I needed to remove the imperial units from the board, despite the snowtroopers healing themselves during their activation.  Nothing was spawned until I opened up the door of the conveyor.  Had time to buy a drink to Drokkatta (removed all strain token and became focused, which I thought was nice as I expected a bane effect) and grab all the crates around.   [\spoiler]

Ideas to increase the difficulty :

1) When the imperial activates, ignore the proposed rebel target and select the one that makes more sense (something you're already doing).  Sort of playing like if you were the imperial player, except you don't know which units will activate next.

2) When attacking with imperial figures carrying range weapon, do not move closer than the minimum accuracy you can get with the dice, including any built-in accuracy.  For instance, a stormtrooper attacking with a B+G is guaranteed 3 accuracy from the dice.  There is probably no need to move closer than 3 spaces from the rebel target. 

3) Any unspent movement points from  2) above could be added to the pool of movement points for the next activation which is usually a move to reposition action.  That might help to achieve the "reposition" value and get further away from the rebel figures.

4) Ignoring any medpacks (that allows to remove 5 damages after resting) gained from crates hence reducing the number of time you can heal damage.  So if the mission starts with 2 medpacks, that's all you have for the whole mission.  However, I would still consider any healing-crate-cards as valid method to reduce damages (like emergency medpack card).  

5) Whenever an ominous figure is deployed maybe add the threat level to its health to make it more difficult to kill.  

 

 

 

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Posted (edited)

I was playing the second mission of the app last night on hard difficulty and I got my behind served to me on a silver plate big time!  Mission and app version of General Sorin spoilers

 

 

The party's Drokkatta, Gaarkhan, Murne and Vinto with regular rebel soldiers earned from the previous mission.  The troopers felt first, then Drokkatta, Murne and Vinto were wounded THEN withdrawn.  With two tokens on board of the shuttle, and the last 2 probably making it on the next round, Gaarkhan did not survive the round and was wounded.  

I investigated some of the civilians in the cantina and one did not like rebels.  On the next round, an Imperial patrol (officer and regular snowtroopers) entered the cantina, but they didn't survive the round.  After opening the convoyer door, some gamoreean guards, regular and elite ugnaughts as well as hired guns were waiting for my crew.  I lost one rebel trooper and suffered some damages here and there but things were still under control.  Then, I started to free some of the prisoners ... IG-88 did not last long as I concentrated fire on it, but the bounty hunter was there long enough to wound Drokkatta with 3 attacks in a single activation.  Then, next to the shuttle, the app started to pile up imperial units, including a crazy General Sorin that did not need accuracy nor LOS to attack a rebel figure, that could attack twice in one attack-action with each of his attack gaining blast 1 and that could still move next to other imperial units to focus all adjacent friendly units!!!!  As my rebel figures/heroes started leaving the convoyer room to escort the tokens, they were taken down round by round by snowtroopers (first figure to activate gains 1 extra green die bonus = 1 blue + 1 green + 1 green (focused, thanks Sorin) + 1 green (bonus)), regular e-web (figures does not block LOS, first attack gain 1 blue die = 1 blue + 1 yellow + 1 red + 1 green (focused, thanks Sorin) + 1 blue (bonus) ), regular ISB infiltrators that can combined for 3 attacks per round with coordinated raid and regular jet troopers that can warp next to my heroes at the start of their activation.    

I play casual over many days (setup in my garage "locked" to intruders (read kids, cat and dog ;) ) play a few activations/rounds, save, give signs of life to the wife, kids, cat and dog, repeat) and I'm aware I'm not playing optimal but so far, Hard mode has proven to be challenging to me! 

 

Edited by IanSolo_FFG

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13 hours ago, Cremate said:

You could also just challenge yourself with some less than sterling Heroes.

Biv, Saska, and a few others spring to mind. ;)

 

Along these lines, even good heroes can give you a bit of a fun challenge in the right combinations.  Make an all-melee team - not only do you have to worry about movement and positioning a lot more, you've also got increased competition for a smaller pool of weapons that will lead you to try out some items that you probably wouldn't have considered otherwise.  Try a game with all white-die heroes - the app gets harder when you don't have anybody who you can reliably stick out front to tank damage.  If you're feeling brave, go all-support with something like Gideon, Murne, MHD and Saska.  There are some great heroes in that group, but you're going to have to play them a little non-standardly if you're going to have success with them as a team.

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