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Post by surfrider56 on Feb 20, 2009 21:36:29 GMT -5
Rebel Counter-Intelligence Agent Cost: 9 HP: 30 Def: 14 Atk: +4 Dmg: 10
S.A. Disruptive Sabotage
Just something that's fodderish, yet can be nasty if used carefully. No evade or stealth ...
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Post by maverick on Feb 23, 2009 6:34:33 GMT -5
Again...simple, cheap, and smart...nice
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Post by gwek on Feb 24, 2009 20:41:57 GMT -5
Y'know what I was just thinking the Rebels need? A cheap piece with Disruptive. Seriously, though, as I've said on other pieces, WotC has yet to give Disruptive to a generic. Could be there's a reason for that.
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Post by surfrider56 on Feb 24, 2009 20:57:09 GMT -5
Y'know what I was just thinking the Rebels need? A cheap piece with Disruptive. Seriously, though, as I've said on other pieces, WotC has yet to give Disruptive to a generic. Could be there's a reason for that. Which is why it's so cheap. Easier to kill and if you're lucky, you May get one disruption in ... Deena has tougher D with Stealth, and Juno ... well she may have Accurate, but she's relatively weak and useless; surprised she isn't designated a Pilot. This person is a trained Agent. It Should be a hair tougher than Juno
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Post by gwek on Feb 25, 2009 1:16:03 GMT -5
Where you see "cheap means easy to kill", I see "cheap means I can buy a couple if I want."
The Rebels in particular have enough Draw Fire and Bodyguard that in the hands of a halfway decent player, this piece can get a LOT more than a single Disruption.
As a generic, this piece also goes a long way toward making Juno and Deena unplayable. Disruptive, I think, is an ability that is supposed to stay with non-uniques (or at least be considered VERY carefully).
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Post by surfrider56 on Feb 28, 2009 1:05:12 GMT -5
As a generic, this piece also goes a long way toward making Juno and Deena unplayable. Disruptive, I think, is an ability that is supposed to stay with non-uniques (or at least be considered VERY carefully). I think this is where you and I think differently G. Where you roll with the "WOTC would say ...." argument, I try to make something that's reasonably playable, would make sense in the "real" world of star wars and yet is still fun. I'm not saying you're wrong, but I am saying there are other viewpoints which may keep me from getting hired by WOTC, but I try to think this side of left field. Would this make Deena and Juno unplayable? Probably, but then don't many new pieces make old pieces unplayable? Juno was a trained pilot, Deena a screwup, yet they should both be tougher than a trained agent? In the real world the answer is no, in WOTC, Luke outflies Imperial Academy pilot grads ... so yea disbelief is part of the fun, but should it be the final call? I don't know if Mav saw a cheap simple piece or just what it was intended to be, but I didn't set out to make other pieces obsolete. I'm just looking to make a new generic piece that would fit the title of counter intelligence. Would we even be having this discussion if I'd called him Biff and made him a unique?
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Post by gwek on Feb 28, 2009 10:31:00 GMT -5
No, we wouldn't be having this discussion if here were unique.
I try to look at game balance first, and will ALWAYS factor game balance into my comments.
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Post by surfrider56 on Mar 6, 2009 1:11:20 GMT -5
No, we wouldn't be having this discussion if here were unique. Well, I'm not sure where to go with this one. Too many Rebs are unique; I was aiming for generic ....
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Post by gwek on Mar 6, 2009 10:45:43 GMT -5
I a game balance sense, I'd caution against this. I understand what you're saying about too many unique Rebels (although they actually don't have a significantly higher proportion of uniques than the Republic, and a much lower proportion than the New Republic), but consider the impact a piece like this would have on the game.
With the growing number of "uber-commanders," Disruption is an increasingly useful--and important--option.
Here are the "facts" based on the WotC pieces:
*9 pieces have Disruption. ALL are unique. *Nym (48) is the only Fringe piece with Disruption. *Other than Nym, only 2 factions (Rebels and New Republic) have Disruption. *The NR has three options, priced at 24, 50, and 54. *The Rebels have five options, ALL priced at less than 20.
The Rebels can already EASILY field multiple cheap Disruptive pieces, giving them a decisive advantage over every other faction in that area. (While the NR has more durable Disruption in the form of Han and Kyle, the Rebels have the option of a more durable disrupter in Nym, just like every other faction).
From a game balance standpoint, the last thing the Rebels need is access to cheap, easy, expendable Disruption.
Is it an interesting idea? Yes. It is balanced for the game? No, sir.
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Post by planeswalker459 on Mar 11, 2009 16:27:35 GMT -5
It is an interesting idea, but as gwek has said, there could be issues
I like the idea of a generic piece with disruptive, but it might be wise to consider the best ways to handle such a piece:
The rebel agents always worked as a team, relaying their information to different group members so it could be sent to their leaders.
In a minis game, the best way to do this would be a new special ability that functions like disruptive, but isnt.
Perhaps something like this:
Infiltrator (Replaces Turn: This character gains Disruptive until its next activation. Only one character with Infiltration may use this ability per round)
It gives them a cheap generic disruptive piece, without it being as overally dangerous as a plain generic with disruptive would
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Post by gwek on Mar 11, 2009 22:33:42 GMT -5
Yeah, I see where you're going with that. Something like that could work. Basically, it's the same thing WotC did with the Mouse Droid: while we were all expecting Booming Voice, they came up with a variation on the theme.
Going with the "team" idea, one thing that I threw out on the Wizards boards was something like "Squad Counter-Tactics," where instead of a bonus to damage or attack, if you have 4 of these guys within 6 squares of each other, they each gain Disruption.
Now, on the one hand, something like that is VERY potent, because it lays down a massive blanket of Disruption. But to balance, it you keep the pieces that have it relatively killable, as Surf's Rebel CIA is, and the net is easy to take down if you're not careful. Basically, you throw a broad net of Disruption, but it's a net that's very easy to tear through.
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Post by planeswalker459 on Mar 12, 2009 0:19:40 GMT -5
I think that would work. A squad version of Disruption, while powerful, forces you to risk placement to gain a huge benefit.
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Post by Jm419 on Nov 8, 2009 12:36:35 GMT -5
That's an excellent way to make it...less scary. "Squad Disruptive" would be a very interesting way to solve the problem.
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Post by bountyhunter9 on Nov 23, 2009 16:12:38 GMT -5
I agree. Though these guys should have lower HP; they're tougher than the Rebellion's elite troopers.
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