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Agreed on solo Armada. I've played a few games using different AI systems that are out in the wild, and there's just no replacing gaming with friends. The games just don't feel very fulfilling.

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48 minutes ago, ovinomanc3r said:

No idea about the x-wing single player mode. My fear about a single player mode for Armada, which I’d like anyways, is that it could be really be just a puzzle and I’m not sure how much I would enjoy it.
if you get a system to make the IA make the right choices it’s  quite predictable. If you add some kind of randomness it becomes random. That’s the beauty of playing against people: from a pool of options they really choose one, maybe not the best, but even choosing the worst, it is a gamble and something you can talk and laugh about, when it turns out awesome or a completely disaster.

I keep trying to make an Armada single player with the idea that it WON'T be a replacement for a skilled opponent, but rather a chance to either comp-stomp or learn something new about how the game mechanics can function.

It's slow going.

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37 minutes ago, BiggsIRL said:

I keep trying to make an Armada single player with the idea that it WON'T be a replacement for a skilled opponent, but rather a chance to either comp-stomp or learn something new about how the game mechanics can function.

It's slow going.

I've debated playing against myself a la chess, but that feels like I'm wasting a lot of time to get myself to agree that I'm smarter and better than everyone thinks I am.

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1 hour ago, Piratical Moustache said:

Any predictions on how the Republic and CIS playstyle will compare to the Empire and Rebels? I think that the Republic squadron combinations will be particularly interesting as it can essentially mix and match elements of Imperial and Rebel squadrons. Also curious how Vulture droids will compare to TIE fighters.

I think most people expect that Vulture Droids will have the Swarm keyword and be very cheap, like TIE Fighters.

However, I've speculated in another thread, I think that Vulture Droids should be distinct from TIE Fighters, so they're more interesting. Instead of a Vulture Droid squadron costing the same or less points than a TIE Fighter squadron, I think it would be better if Vulture Droids were depicted as a larger than normal squadron; with double or triple the standard number of fighters in each squadron. This would thematically reflect the Separatists' usage of Droid Fighters in overwhelming numbers. Consequently, a Vulture Droid squadron would cost more points and have more hull than a TIE Fighter squadron; perhaps 15-20 points and 8-10 Hull. However, a Vulture Droid squadron would have comparable offense to a TIE Fighter squadron: 3 Blue Anti-Squadron and 1 Blue Battery dice, to reflect the inferiority of Vulture Droids to living pilots.

That would prevent the problem of having an insane number of squadrons cluttering up the board. Also, the more squadrons, the longer Armada matches tend to take. It wouldn't be fun if matches involving the Separatist faction dragged on 4+ hours because they could fit 20+ squadrons into 134 points.

Also, Vulture Droids might not receive the Swarm keyword (even though it's appropriate). They might receive a negative Keyword instead, which limits their abilities, such as the AI: Attack or AI: Move keywords for droid units in SW Legion.

 

Regarding Separatist ships, I also previously mentioned my idea that Separatist ships should either have a default Command, similar to AI: Attack (Concentrate Fire) or AI: Move (Navigate), or the Separatist player must set a default Command for each of their ships during Deployment. Then the player gets to set a number of Command Dials equal to the ship's Command Value, and can choose when to use those Dials to override the default Command. For example, a Munificent star frigate might have a Command Value of 2, so the player sets 2 Command Dials, both Squadron commands, and the ship's default command as Navigate. If the Separatist player used those 2 Squadron Dials during Rounds 2 and 3, they'd be stuck with the default commands for the remainder of the match. Also, certain CIS Commanders would increase ships' Command value +1 or +2, thereby granting those ships extra Command Dials -- which would be a passive ability for CIS Commanders, and they'd still have their unique special abilities.

I think that would be an interesting new game mechanic that would be thematic and differentiate the Separatists from the other factions.

For the Republic, it would interesting if Jedi and/or Clones had a natural ability to resist Command altering; for example, Jedi/Clone are immune to Slicer Tools, but perhaps it would be a double-edged sword because Officers like Tactical Expert, Wing Commander, Navigation Officer, Engineering Captain, Skilled First Officer, and Support Officer couldn't be used to change Dial Stacks.

I predict that there will be numerous Upgrade Cards with "Clones Only" and "Droids Only" limiters, which will introduce new game mechanics with pros and cons, which the Empire and Rebels won't be able to use.

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20 minutes ago, Reavern said:

I predict that there will be numerous Upgrade Cards with "Clones Only" and "Droids Only" limiters, which will introduce new game mechanics with pros and cons, which the Empire and Rebels won't be able to use.

I hope so! So exciting. 

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18 minutes ago, Reavern said:

Regarding Separatist ships, I also previously mentioned my idea that Separatist ships should either have a default Command, similar to AI: Attack (Concentrate Fire) or AI: Move (Navigate), or the Separatist player must set a default Command for each of their ships during Deployment. Then the player gets to set a number of Command Dials equal to the ship's Command Value, and can choose when to use those Dials to override the default Command. For example, a Munificent star frigate might have a Command Value of 2, so the player sets 2 Command Dials, both Squadron commands, and the ship's default command as Navigate. If the Separatist player used those 2 Squadron Dials during Rounds 2 and 3, they'd be stuck with the default commands for the remainder of the match. Also, certain CIS Commanders would increase ships' Command value +1 or +2, thereby granting those ships extra Command Dials -- which would be a passive ability for CIS Commanders, and they'd still have their unique special abilities.

I know that this is similar to Legion but I don't like the idea of taking decisions out of the player's hands, and ships defaulting to automatic responses doesn't make much sense with a commander like Admiral Trench or General Grievous in charge. Maybe default commands would be a penalty if your commander died? Even that would be more annoying than fun in my opinion if a Raddus bomb took out your commander and the rest of the game is largely out of your control.

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45 minutes ago, Reavern said:

I predict that there will be numerous Upgrade Cards with "Clones Only" and "Droids Only" limiters, which will introduce new game mechanics with pros and cons, which the Empire and Rebels won't be able to use.

We already know that though...

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1 minute ago, Piratical Moustache said:

I know that this is similar to Legion but I don't like the idea of taking decisions out of the player's hands, and ships defaulting to automatic responses doesn't make much sense with a commander like Admiral Trench or General Grievous in charge. Maybe default commands would be a penalty if your commander died? Even that would be more annoying than fun in my opinion if a Raddus bomb took out your commander and the rest of the game is largely out of your control.

I agree that it wouldn't be "fun" but it would be thematic and challenging to be bound by the limitations Droids (and Clones).

I expect that Separatist ships will probably be cheaper than other factions' ships of comparable size and strength, which would necessitate imposing restrictions on the Separatist faction to effectively counter-balance their superior numbers.

Imperial players are accustomed to getting locked into a 3 or 4 dial Command stack -- and Rebel players are growing familiar with that for the Starhawk -- so I think that players could adapt the Separatist Command Dial restrictions that I suggested.

And like I suggested, certain CIS Commanders, like Admiral Trench, could have a passive ability to increase the number of Command Dials that Separatist ships had. For example, if Trench granted +2 to all Separatist ships' Command values, a Command 2 Munificent would become Command 4 and have a pool of 4 Command Dials to override their default commands. I'm certain most players could handle that. Whereas if there was a 20-point Tactical or Super Tactical Droid Commander, it wouldn't increase ships' Command values and players who opted for that cheap CIS Commander would have to deal with the limited Command Dials.

I just want to see the Separatists play differently. If the Separatist faction plays identical to the Empire, Rebels, and Republic, just with different ships and squadrons, I'll be very disappointed. I expect better from FFG.

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4 minutes ago, Ginkapo said:

We already know that though...

Yes, we've seen a couple of examples, but we don't know how prevalent those "Only" cards will be. If there are only 4 "Only" cards out of 50+ new Clone Wars Upgrade cards, that won't make for much of a difference. Whereas if half of the Clone Wars Upgrade cards had "Only" limiters, that would make things interesting.

Also, I hope it's not just Clones and Droids. I hope there are some "Jedi Only" limiters, and perhaps some "Sith Only" cards too.

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1 hour ago, geek19 said:

I've debated playing against myself a la chess, but that feels like I'm wasting a lot of time to get myself to agree that I'm smarter and better than everyone thinks I am.

Sometimes a single player game can be better.  Maybe your local scene has someone who's so toxic that you'd just rather not take the chance of being stuck dealing with them, for example.

Still a good AI system means you're not playing against yourself, you're playing against a system, which means you have a path for improvement.  The problem is if the system is TOO off meta, you can get worse at PVP by practicing against the bot.

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1 hour ago, Reavern said:

I just want to see the Separatists play differently. If the Separatist faction plays identical to the Empire, Rebels, and Republic, just with different ships and squadrons, I'll be very disappointed. I expect better from FFG.

Agreed. I want each faction to have, as much as is feasible, a distinct personality and play style.

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1 hour ago, BiggsIRL said:

Still a good AI system means you're not playing against yourself, you're playing against a system, which means you have a path for improvement.  The problem is if the system is TOO off meta, you can get worse at PVP by practicing against the bot.

What do you mean most people don't fly 9 CR90Bs with perfect double-arc positioning?

Years of academy training wasted!

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I really mostly play myslef and don't have all the expansions yet. (Played a few games with a friend who is learning!).  I got a single player game down to about 3hrs, yet it is very mentally draining. Also explains my crazy and outlandish ideas.

Really excited for clone wars!!

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I wonder how long it'll be until there is a Clone Wars campaign expansion?

The Clone Wars is ripe for campaign expansions because there's a ton of canon and Legends source material to draw from. FFG could basically follow the TCW CG-animated series and the TCW animated micro-series. The Clone Wars could be an epic campaign divided into multiple Clone Wars campaign expansions, each with a map of a certain sector or quadrant of the galaxy, which could be combined into a galactic map.

I think campaign expansions are going to be essential to get all the Clone Wars Squadron Aces into the game, because FFG only releases 1 Ace and a generic for each squadron type in a Squadron Pack.

 

I was also thinking that there's so much potential for Clone Wars content that FFG could bundle at least 1 Scenario Mission with each Clone Wars ship:

CIS Subjugator heavy cruiser: "The Malevolence Trilogy" from TCW

CIS Providence destroyer/carrier: Battle of Coruscant from RotS

GAR Stealth Ship and/or CIS Providence dreadnought: Battle of Christofsis depicted in "Cat and Mouse" episode from TCW featuring Admiral Trench

CIS Lucrehulk droid control ship: Battle of Naboo from TPM

GAR Venator attack cruiser and/or CIS Lucrehulk battleship: Blockade of Ryloth depicted in "Storm Over Ryloth" episode of TCW

GAR Arquitens escort frigate and/or CIS Recusant dreadnought: Battle of Saleucami depicted in "Grievous Intrigue" episode of TCW

GAR Acclamator assault ship: Battle of Muunilist depicted in TCW animated micro-series

CIS Munificent star frigate: Too many TCW episodes to mention

 

I think these scenarios would be fairly easy to create by FFG and could be printed on the expansion's ship description card (or posted on FFG's website). I realize that players could easily create these scenarios ourselves, but if they came from FFG they'd be official and standardized, similar to Objectives and Campaign Objectives.

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I hope FFG does a 400 points Clone Wars Armada battle demo during GenCon Online.

Of course I want to see the CWA Reveal and for FFG to talk about the new ships, commanders, and upgrades. But I really want to see a battle played to see the CW ships and squadrons in action!

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