by Tevesh » July 19th, 2014, 9:27 pm
by MarcoSkoll » July 19th, 2014, 10:14 pm
Tevesh wrote:If you wanted to use these experimental drugs so bad, or you needed to murder their Lt. so badly... Then why didn't you crowd source from your large pool of extraordinary individuals to do so?
by McNamara » July 19th, 2014, 10:57 pm
Tevesh wrote:Well, time to test the swear filter and demonstrate a poor reason for releasing brand control. I'm super mature.
by Spambot » July 19th, 2014, 11:05 pm
by Mistake Not » July 20th, 2014, 2:21 am
by Penemue » July 20th, 2014, 2:28 am
Tevesh wrote:My problem stems with ITS and YAMs and other random scenario generators is this level of prep/fluff. You've gathered your exemplar choices to do a mission of vital importance, which consists of.... I don't know, you'll find out when you get there by rolling these dice. If you wanted to use these experimental drugs so bad, or you needed to murder their Lt. so badly... Then why didn't you crowd source from your large pool of extraordinary individuals to do so? Why is there a random assortment of soldiers for a random mission and random classified?
by Hypna » July 20th, 2014, 4:35 am
by Hero of Man » July 20th, 2014, 4:48 am
by Penemue » July 20th, 2014, 5:08 am
Hypna wrote:I don't doubt that there are a lot of ways to improve ITS but I'm still blown away by the fact that the game is not about killing the enemy. Instead it's all about the objective. That to me is a very modern and fresh take on combat.
by Tevesh » July 20th, 2014, 7:06 am
by chromedog » July 20th, 2014, 8:48 am
by Poseidal » July 20th, 2014, 11:24 am
by Mistake Not » July 20th, 2014, 1:41 pm
by White Harlequin » July 20th, 2014, 2:28 pm
by Magno » July 20th, 2014, 3:47 pm
by Penemue » July 20th, 2014, 4:24 pm
Mistake Not wrote:But before there was ITS it was like you play YAMS or you just line up and kill each other's forces (or at least here it was).
Which means that stomping all over your opponent first turn before they get to do anything would get you a full victory. And that's always so much fun, I mean, 100% guaranteed wins as long as you go first. Nice neat short games where you have a turn and your opponent just doesn't. That's a lot of fun for everyone. Apparently.
White Harlequin wrote:Nothing is preventing you for doing your own missions, making a new one every time you play. ITS is for tournament games, and there need to be standardised missions for that. I think the scenarios are fantastic - Secret objectives might be a bit simplistic, but overall they're very well designed.
by Mistake Not » July 20th, 2014, 5:31 pm
Penemue wrote:We needed neither ITS nor YAMs to have a fun, non-combat-centric game.
by Machinist » July 20th, 2014, 6:07 pm
by PsychoticStorm » July 20th, 2014, 6:11 pm
by Errhile » July 20th, 2014, 6:49 pm
by Lampyridae » July 20th, 2014, 7:18 pm
by Ben Lehman » July 20th, 2014, 8:16 pm
by Machinist » July 20th, 2014, 9:45 pm
PsychoticStorm wrote:Now on the subject, Infinity's main issue for years was the lack of scenarios, particularly pick up friendly ones, YAMS kindly filled unofficially this gap and ITS did so officially, disregarding their importance for the health of the system is wrong, accepting them as the sole way to play the game is also wrong, maybe even more.
by Berjiz » July 20th, 2014, 9:53 pm
by Willowran » July 20th, 2014, 10:30 pm
by White Harlequin » July 21st, 2014, 12:53 am
Berjiz wrote:However I also do think that deployment might be a bit too important as it is but not sure on how to change it(6x4 tables maybe?) and that it's common for things to be decided very early and the rest is just playing it out.
by Penemue » July 21st, 2014, 1:01 am
Berjiz wrote:However I also do think that deployment might be a bit too important as it is but not sure on how to change it(6x4 tables maybe?) and that it's common for things to be decided very early and the rest is just playing it out.
by Tevesh » July 21st, 2014, 3:18 am
by farseerixirvost » July 21st, 2014, 3:22 am
by FatherKnowsBest » July 21st, 2014, 3:29 am
farseerixirvost wrote:
So in Infinity, I like to envision that the skirmish at hand is just one piece of an epic puzzle that needs solving. There's teams all over working on their particular puzzle piece. Searching the crates will hopefully turn up the missing widget needed to detonate some explosives; hacking the computer will turn up the info needed on how to use the widget; jamming the comm relays will prevent our enemies from getting word out that we have the widgets.
Each part is fundamental to achieving that epic exterminatus-level plot twist, but in and of itself isn't what will ultimately achieve it.