Nid v7.0 List changes from v6.22 |
thurse
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Post subject: Nid v7.0 List changes from v6.22 Posted: Tue Apr 18, 2006 5:21 pm |
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Joined: Sun Feb 05, 2006 3:13 pm Posts: 185 Location: Dundee, Scotland
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I'm a bit affraid of nid artilleryled by a hive tyrant : fire during the turn and respawn at 1D6+4 in the end phase. But yes, I have to playtest that before arguing...
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Chroma
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Post subject: Nid v7.0 List changes from v6.22 Posted: Tue Apr 18, 2006 9:52 pm |
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Brood Brother |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Quote (Hena @ 18 April 2006 (21:12)) | And to spawning. Any willingess to allow hold spawning with some minuses? And I do think that we should have the -2 (-1?) modifier for being too close to the enemy. | I think it should probably be an initiative test, just like a normal rally at the end of the turn, so it's not automatic and suffers the -1 to the roll if enemies are within 30cm.
_________________ "EPIC: Total War" Lead Developer
Now living in Boston... any EPIC players want to meet up?
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Jaldon
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Post subject: Nid v7.0 List changes from v6.22 Posted: Wed Apr 19, 2006 1:01 am |
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Brood Brother |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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And to spawning. Any willingess to allow hold spawning with some minuses? And I do think that we should have the -2 (-1?) modifier for being too close to the enemy. |
AND
I think it should probably be an initiative test, just like a normal rally at the end of the turn, so it's not automatic and suffers the -1 to the roll if enemies are within 30cm. |
Both these ideas are in my pocket to regulate the "Rally Phase Spawn Rule" if the playtesting reveals that something more is needed to regulate it. For now I don't want to insert either one, though do not get me wrong they are both good and valid ideas.
As for "comments without even playtesting"
I do not mind comments without playtesting (Like I don't think it would be a good idea for these reasons), what I do mind are comments without playtesting that contain absolutes in them (That is a dumb idea that will never work, and will cause this or that to happen).
I am about to playtest test this on sunday. Please make the v.7 avaiable before that!
I will be putting up the UGLY

NON-PDF version up here on Epicomms either late tonight or after work tommorrow. That means the pretty nicer looking PDF version may get pushed back a bit but at least you'll all be able to mess around with it this weekend.
Thanks All................
Jaldon

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
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Math Mathonwy
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Post subject: Nid v7.0 List changes from v6.22 Posted: Wed Apr 19, 2006 12:25 pm |
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Joined: Mon Jul 11, 2005 6:03 pm Posts: 15
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Quote (Jaldon @ 19 April 2006 (01:01)) | Both these ideas are in my pocket to regulate the "Rally Phase Spawn Rule" if the playtesting reveals that something more is needed to regulate it. For now I don't want to insert either one, though do not get me wrong they are both good and valid ideas. | I must say that it seems mightily powerful to be able to spawn in the rally phase no matter what. I liked it the best when you had to perform a marshall action. It had it's problems but I think that it was a good starting point. Now they seem to be breeding like rabbits with no drawbacks.
My current Nid opponent suggested that you'd need to use a Mycetic spore in order to rally without a Marshall-action. I like that idea, so it could be a third one in your pocket?
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Chroma
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Post subject: Nid v7.0 List changes from v6.22 Posted: Wed Apr 19, 2006 2:02 pm |
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Brood Brother |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Quote (Hena @ 19 April 2006 (05:01)) | Actually I'm not sure this is a good idea. As then in some weird case one would want to fail the initiative. | Could you give an example of this Hena?
_________________ "EPIC: Total War" Lead Developer
Now living in Boston... any EPIC players want to meet up?
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Jaldon
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Post subject: Nid v7.0 List changes from v6.22 Posted: Wed Apr 19, 2006 11:33 pm |
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Brood Brother |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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I'm thinking that we should make a succesful initiative test for this. I have a feeling that the overall amount of spawning will be too great. |
We will only find out when we try it just which direction to go in. The realtively few games we have played using it really didn't give much of an indication which way to go. Something will be added like this, I am sure, but I waiting for more playtesting to decide just what.
I must say that it seems mightily powerful to be able to spawn in the rally phase no matter what. I liked it the best when you had to perform a marshall action. It had it's problems but I think that it was a good starting point. Now they seem to be breeding like rabbits with no drawbacks.
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You do realize that the Nids are limited to adding ONE Myecetic spore to each spawning action taken in the rally phase?
The advantage this conveys to the Nid opponents is that they don't have to worry about a Swarm 'springing' back to life in the middle of a turn, hence wasting a ton of effort to beat down a swarm only to see it re-appear. In effect they can take and hold ground better then they could before, and the Synapse Creatures are more vulnerable to a concentrated attack.
The downside to the Nids is that swarms will have more diffculty holding ground during a turn, and the Synapse Creatures will have to survive to the end of the turn. The upside is that the Nids will be able to maintain their rate of advance across turns.
It will require some new tactical thinking on both sides.
Now they seem to be breeding like rabbits with no drawbacks.
Under the old system they were breeding like a virus in a dish full of nutrients, with the only drawback being they had to decide whether to move, or shoot before they spawned back the horde with a wave of the claw (and a couple of myecetic spores).
Not really much of a drawback when you start to throw in Nodes being used as spawning points for the frontline swarms.
Thanks All.....................
Jaldon
