Pavlov Grenadier
Mongoose
Hi all! I didn’t want to hijack the Gorn thread but wanted to comment on something Mckinstry mentioned concerning our take on drones:
Im the Kzinti player he mentions in a lot of his posts and after playing a dozen or so games with them, I would like to second his sentiment above. This is not a “are drones balanced” discussion but rather my feelings on how they impact game speed/fun.
The mechanics as they are now, really slow up the games we’ve been playing. Essentially, my opponent has to “activate” several of his ships 4 times each in the shooting phase (one for when he fires it and 3 more times when drones attack it from my various ships). Each one of those “activations” becomes a decision point he has to make (which phasers do I fire, do I use ADD, Tractor Beams, etc.). That’s not even including the decision points on nearby ships on IDF. These decision points are not merely “oh, I have 3 phaser 1s in arc, I can fire them” but rather, “I have those in arc but if I do, I cant fire them later” or “is there a bigger salvo coming from the next ship” and all the various permutations that go along with that decision point…for each time I fire at the ship. On top of that, you still have to determine (for each time I fire drones at you), what’s in arc, how many for each line item, mark them off, etc.
In theory the mechanic is fine (and for the most part balanced). I like the idea of forcing my opponent to choose between defending vs. drones or getting some more offense out of his phasers. Its just the practical application when playing a “fleet scale” game becomes tedious for both me and my opponent. As Mckinstry said, it slows down an otherwise well written and smooth shooting phase.
Also, while Plasma should have the same problem, it hasn’t in our games since A) they can't fire from turn 1 like the drones can, B) Its not as much of a decision point since (at least in our limited experience) you will fire all of your phasers (if you have them left) since he will have to reload next turn and all you have to do is mitigate the damage this turn and pound him the next.
Now having said all of this, I don’t have a solution (that’s why we pay you guys at Mongoose the big bucks.. :lol: ). Instead, I wanted to see if other groups have experienced this and if so, what can be done about it (if anything?).
Thanks!
McKinstry said:One other issue - the drone mechanics are still the sticking/slow point of an otherwise quick and clean system. What's the quarter it is hitting? What's fired and what hasn't? What can still fire and what could come next? It seems as if the quick flowing system suddenly bogs at a series of micro-decisions. Drone defense slows the game down above and beyond all other mechanics combined and if fighters do the same, this will cease to be a quick game.
Im the Kzinti player he mentions in a lot of his posts and after playing a dozen or so games with them, I would like to second his sentiment above. This is not a “are drones balanced” discussion but rather my feelings on how they impact game speed/fun.
The mechanics as they are now, really slow up the games we’ve been playing. Essentially, my opponent has to “activate” several of his ships 4 times each in the shooting phase (one for when he fires it and 3 more times when drones attack it from my various ships). Each one of those “activations” becomes a decision point he has to make (which phasers do I fire, do I use ADD, Tractor Beams, etc.). That’s not even including the decision points on nearby ships on IDF. These decision points are not merely “oh, I have 3 phaser 1s in arc, I can fire them” but rather, “I have those in arc but if I do, I cant fire them later” or “is there a bigger salvo coming from the next ship” and all the various permutations that go along with that decision point…for each time I fire at the ship. On top of that, you still have to determine (for each time I fire drones at you), what’s in arc, how many for each line item, mark them off, etc.
In theory the mechanic is fine (and for the most part balanced). I like the idea of forcing my opponent to choose between defending vs. drones or getting some more offense out of his phasers. Its just the practical application when playing a “fleet scale” game becomes tedious for both me and my opponent. As Mckinstry said, it slows down an otherwise well written and smooth shooting phase.
Also, while Plasma should have the same problem, it hasn’t in our games since A) they can't fire from turn 1 like the drones can, B) Its not as much of a decision point since (at least in our limited experience) you will fire all of your phasers (if you have them left) since he will have to reload next turn and all you have to do is mitigate the damage this turn and pound him the next.
Now having said all of this, I don’t have a solution (that’s why we pay you guys at Mongoose the big bucks.. :lol: ). Instead, I wanted to see if other groups have experienced this and if so, what can be done about it (if anything?).
Thanks!