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Monday Morning Update!

🕑 Added 2021-02-15 14:18:40 +0000 UTC
Monday Morning Update!

Comments

Duncan Thompson

And another issue re. infinite dark: If you look at the photo I posted in the community, then you'll see that a number of the grey ships (red fleet) are seemingly going off to one side. As CL1 only has a fire arch 90* to their front, it means these ships did practically nothing and drifted off to a corner of the board from where they were ineffective. I've considered this a bit, and rather have the direction they turn to based on the colour of the card, it might be better than on black cards (attack cards), then they turn towards the nearest enemy ship, and on red cards (support actions) they turn away from the nearest enemy ship. It might make them seem a little more logical and not fragment so much.

Duncan Thompson

Robey as I also wrote i my last email, there's also an issue with red fleet ships costs versus player ship costs. The Red fleet all equal Mas/Pow, the player however can field loads of Pow 3 ships. If the player chooses to field a load of Mas1 Pow3 ships they are getting far more bang for their buck, than the red fleets mas1 pow1 ships. A greater variety of red fleet ships, which get matched via their points costs, rather than just the mas cost, I think could balance this a bit and make the red fleet ore interesting.

Jonathan Lupton

I've been playing the Solo rules and vessel cost isn't a factor at all in those. But it doesn't surprise me that a swarm of 1 cost vessels is more effective. All vessels start with 8 points in stats, effectively for free. A MAS1 POW1 vessel therefore gets 9 stat points for 1 cost, that seems to cheap. I think the points balance from small to large vessels needs to be closer to that in the original HW.

Andre Strauss

Hey there. I played a couple of scenarios of Infinite Dark. I tried the classical One Large vs small swarm on CL1. The Large one had double turrets to better deal with the pests. The Large one had Size 3, Power 3 (Cost 9); The small ones had Size 1, Pow 1 (4 of those) and Size 2, Pow 2 (two of those)(total Cost 8). It was a massacre. The Large one did not even had a slim chance. I think that at this point, the "Cost" of the ships are not a good measure of quality on a versus game. I think shield tokens should be explained earlier in the rules. I only found about them on page 10. I think they might need mentioning on pages 3-4. It seems strange that each vessel may only "Open fire" once per turn. On CL1, fine. One CL2, maybe twice per turn? CL3 three times? So my understanding is that things I can do only once per turn: Open Fire, Damage Control, Increase Speed OR turn (and after all been done, efectively MOVE the ship). Things I can do (also as extra actions) more than once per turn: gain Advantage, Gain POW tokens. I really liked the POW mechanics. It adds some nice and simple dynamcic to what to do with your systems. The Maneuver for Advante mechanic is nice, but it looks strange that the target number of the test for such thing is your speed + MAS. I understand that target number for regular maneuvers, the faster you go, the harder it is to maneuver. But for Advantage, it seems odd. It is also odd that it is a simple test. I was expecting an Opposed Test. Getting Advantage over some other ship and letting him in disadvantage over you is very good and too easy to do if you move slow. I know you are not going with full simulation on the game. But how about a compromise? My view is: if a ships is fast and the other is slow, the fast ship should be able to get Advantage easier. If a ship has low mass and the other has high mass, the low mass ship should be able to get Advantage easier. I'm assuming Maneuvering for Advantage is just that part, maneuvering. If Advantage also has a targeting/spoofing element to it, then I guess it should be another atribute that should be tested. More playtests to follow! Cheers


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