Look out for weird anomalies such as Hunters with 3" Fighter Dispersal Tubes and Drakh Cruisers with Anti-Fighter on ther big rear beam, and make sure Mongoose know well about them. Ok, so this is basically proofreading the playtest sheets, but still is a worthwhile job for a playtester.
Play as many scenarios of as many types as possible. Do not simply ignore the requirements of different scenarios because they don't suit you.Davesaint said:1. Use a standard scenario, such as Call to Arms, Space Superioryity, or Annialation.
Fair enough, but don't simply ignore the normal, most likely fleet choices in order to do so.2. Try to break the system. Look at the strongest and weakest fleets you can field at a given prioriry sytstem
Always consider the effect of new ships, fleets or rules on the campaign game. Otherwise you will be ignoring a large part of the rules.3. Do not use a Campaign basis for playtest unless you are testing the campaign system itself.
Fair enough.4. Look at Maximum and Average damage that a weapon system can do.
Play with the players you have, don't just recruit random passer's by. Your regular player will, after all, be the likely customers for the product.5. Use a variety of different players to run each given race. They should have different skill levels. NEVER playtest alone as this can allow personal bias into the playtesting.
Fair enough, but a bit obvious.6. Document as much as possible opinions, strategies, and battle information so that when the playtest reports go back to the designer you can provide clear and logical opinions as to what is good and what is bad regarding what you are testing.
Fair enough, but always take the actual scenario and victory conditions into consideration.7. Strive for Balance.
As there are no required base sizes, this is largely irrelevant, although it should be noted where it might be noticeable. It would be more relevant to ignore the official bases and play with counters.8. Playtest with the base size/counter size that the game is going to be produced with.
Obsidian said:The one thing I fear though is that you'll wind up with a general leveling of all ships so that they are all effective in all situations. So you might as well have just 6 ships for each race. 1 at each level. I realize that for many people this sort of thing already happens, but there are a few places where the ships have legitimately different roles and reasons for choosing them.
Prime example is the 2 Drakh Raid level ships. I've never known anybody to take a Fast Destroyer over a Light Cruiser. Perhaps this is because the Light Cruiser is slightly too powerful for it's level, or perhaps it's because the Fast Destroyer loses too much over the Light Cruiser to get a slight speed Increase. The Light Cruiser is capable of handling any situation where a Fast Destroyer might have been a logical choice.
Again, this comes down to having very clear ideas of what a ship should be capable of for it's level and either upgrading or downgrading ships to fit.
Why is that a problem? Why is choice and variety a problem?Obsidian said:That's precisely the sort of problem I'm talking about. Stat wise in many of the lists one of the ships is just a blatantly obvious choice so you're left wondering "Why would anyone pick an X"? Omega Vs. Orestes for example. Who in their right mind would take an Orestes? I mean maybe if all those beam weapons were forward arc instead of bore you could look past all its other deficiencies, but as it stands the thing just stinks.
Wulf Corbett said:Why is that a problem? Why is choice and variety a problem?Obsidian said:That's precisely the sort of problem I'm talking about. Stat wise in many of the lists one of the ships is just a blatantly obvious choice so you're left wondering "Why would anyone pick an X"? Omega Vs. Orestes for example. Who in their right mind would take an Orestes? I mean maybe if all those beam weapons were forward arc instead of bore you could look past all its other deficiencies, but as it stands the thing just stinks.
Wulf
Wulf Corbett said:Play as many scenarios of as many types as possible. Do not simply ignore the requirements of different scenarios because they don't suit you.Davesaint said:1. Use a standard scenario, such as Call to Arms, Space Superioryity, or Annialation.
Fair enough, but don't simply ignore the normal, most likely fleet choices in order to do so.2. Try to break the system. Look at the strongest and weakest fleets you can field at a given prioriry sytstem
Always consider the effect of new ships, fleets or rules on the campaign game. Otherwise you will be ignoring a large part of the rules.3. Do not use a Campaign basis for playtest unless you are testing the campaign system itself.
Fair enough.4. Look at Maximum and Average damage that a weapon system can do.
Play with the players you have, don't just recruit random passer's by. Your regular player will, after all, be the likely customers for the product.5. Use a variety of different players to run each given race. They should have different skill levels. NEVER playtest alone as this can allow personal bias into the playtesting.
Fair enough, but a bit obvious.6. Document as much as possible opinions, strategies, and battle information so that when the playtest reports go back to the designer you can provide clear and logical opinions as to what is good and what is bad regarding what you are testing.
Fair enough, but always take the actual scenario and victory conditions into consideration.7. Strive for Balance.
As there are no required base sizes, this is largely irrelevant, although it should be noted where it might be noticeable. It would be more relevant to ignore the official bases and play with counters.8. Playtest with the base size/counter size that the game is going to be produced with.
Wulf
Why is that a problem? Why is choice and variety a problem?
Because I want to? Because I like them? Because I ran out of Light Cruisers in my Campaign Fleet? For a change? For variety? To try out a specific tactic? Because I painted the mini a great new colour of puce?Obsidian said:Becasue there isn't a choice as thePirv has already pointed out. For some of the ships in the fleets it is a total no-brainer to the point where picking another ship doesn't give you different options, it just degrades your fleet's combat effectiveness. Tell me why you'd take a Fast destroyer over a Light cruiser?
Wulf Corbett said:More and more I am convinced that the vast majority of problems in ACtA are caused by people who have virtually no interest in PLAYING the game, but only in WINNING it...
Wulf
But also they want the whole game to be centred around THEIR ideas and THEIR way of playing. Their One True Way of gaming must rule. If it doesn't suit that style of gaming, it is Wrong and must be Changed.Celisasu said:To a lot of people that is the point of the game. Well more precisely they want to play and win.
We do. But when we reach a compromise, there will always be someone else who can only see weaknesses in ships that aren't optimised and munchkin enough for their game.Perhaps playtesters should include a mix of people who are playing for enjoyable campaigns and hard core win at all cost players?