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Kieransi

Nothing actually matters

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1 hour ago, ficklegreendice said:

Nothing really matters?

Well, duh

Anyone can see 

I'm surprised nobody else got the Queen reference

I feel like X-Wing and Queen music are sort of equivalent... both are basically memes that are also just enjoyable enough that they make you question all the rules of "good" and "bad" you thought you knew

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I disagree. The purpose of playing games is to join in with other people, interact, socialise, reaffirm our friendships, and be 'humans' by the definition used in the Science of Discworld books - instead of using the older methods known as killing/enslaving the non-humans from the neighbouring areas (read the books, they describe the 'building a society' idea better than I can).

The niceties of the rule system is less important.

However, I'd make it so bid points count as destroyed to reduce 'points fortressing'.

Once I've played more Armada, I might have an opinion about whether alternating activations is better than having Initiative scores.

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Btw, Armada has tons of awful game system issues that are poor flavor, horrific balance suffers hugely from toxic positivity in some sphere. Though at its core a fun game and a very intriguing concept with great astounding models. 

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19 minutes ago, Gilarius said:

I disagree. The purpose of playing games is to join in with other people, interact, socialise, reaffirm our friendships, and be 'humans' by the definition used in the Science of Discworld books - instead of using the older methods known as killing/enslaving the non-humans from the neighbouring areas (read the books, they describe the 'building a society' idea better than I can).

The niceties of the rule system is less important.

However, I'd make it so bid points count as destroyed to reduce 'points fortressing'.

Once I've played more Armada, I might have an opinion about whether alternating activations is better than having Initiative scores.

That's actually the point of the blog, sorry for the clickbait title! 

The point is that how "balanced" or "good" or "important" the game is are unimportant and that it's the fun/memes/love of the community that matters. And then extending that parallel out to life in general. 

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23 minutes ago, Gilarius said:

 

Once I've played more Armada, I might have an opinion about whether alternating activations is better than having Initiative scores.

To be honest, Armada does alot right but initiative is not one of then. Giving less ships generally just means you lose the game because your opponent gets to position better than you and when you shoot then move, position matters even more.

Also, the last ship to activate in a round a round should be ineligible to be the first ship in the next.

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Much as I love 'Mada, I think they did themselves a disservice not splitting into movement and pewpew phases like in xwing

Being first player would essentially let you initiative kill ships before they've activated, or you could stall out until an opponent HAD to waste his big ship's activation while it was out of range, and that's kinda annoying 

 

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8 hours ago, ficklegreendice said:

Much as I love 'Mada, I think they did themselves a disservice not splitting into movement and pewpew phases like in xwing

Being first player would essentially let you initiative kill ships before they've activated, or you could stall out until an opponent HAD to waste his big ship's activation while it was out of range, and that's kinda annoying 

 

Honestly? I was really excited for Armada when it first came out. Then I saw it was alternating activations, which was also used by Mongoose's A Call To Arms (a Babylon 5 equivalent) and I instantly pretty much gave up on it with mutters about "so....initiative sinks, then".

And, right enough, the moment cheap, spammable ships (flotillas) came out, they raced straight to the top of the 'must have' list for that reason until FFG specifically had to rein them in with rule changes.

I like a lot of the mechanics - the tokens rather than defence dice, for example, varying dice for different effects, and spending criticals for various effects (now sort-of-copied into X-wing) but the initiative mechanic kind of kills the interest for me.

I think the initiative order is one of the best bits of X-wing, frankly.

 

 

Now, aces initiative-killing meaning they win a head-on joust is a different issue. Because that's not a problem with the idea of an "initiative kill" so much as "how much an ace can kill before the chaff returns fire" versus "how much more stuff you get by fielding the chaff not the ace". And that's where FFG's decision to make the points values easily 'editable' pays dividends (in theory).

If Wedge and his mates can bust straight through an academy TIE swarm in a head-on pass, that's bad because the basic TIE swarm has basically no other trick up its sleeve.

If Wedge doesn't get any mates, then no matter how good he is, he's going down in flames against 8-1 odds.

The 'correct' balance point is somewhere between the two - which may take a bit of experimentation to find, and is a constantly moving target as new upgrades and synergy abilities 'improve' wedge or new game options like the "I'm just holding formation because I can fly through without real downside" gas clouds improve the TIE swarm.

 

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Even if you just limit yourself to 'spaceship combat tabletop board games', you can list any one of dozens of examples and what you like and don't like about each. Frankly, the same good and bad points pop up in a lot, because good ideas cross-pollinate between developers, and sadly, resulting problems do too.

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I like it, @Kieransi.  I don't understand why people get so worked up about the game nor do I understand why people go through the thought process of how to change game mechanics over which they have no control.  One either plays the game or they don't.  Don't like it?...don't play.  Do like it?...embrace what you love, shrug at what you don't (because you can't control it) and have fun.

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