by Levitas » April 24th, 2014, 8:23 pm
by Arachas » April 25th, 2014, 8:02 am
by Scorch » April 25th, 2014, 1:27 pm
by WarTeacher » April 27th, 2014, 7:48 pm
by VisOne » April 28th, 2014, 2:32 pm
by Levitas » April 28th, 2014, 10:51 pm
WarTeacher wrote:Thanks for sharing these. I am trying to grow my Infinity community here in Kansas City, KS, and I don't like limiting people's purchases by pushing for specialists.
Do you share a deck or does each player have their own, and do you have a turn limit?
VisOne wrote:Just to let you know at one point you misspelled Combi Rifle as Combo rifle. Just Ctrl + F and search for combo you will find it.
That aside I'll be giving these a go in the future when I have some free gaming time.
by Arachas » April 29th, 2014, 7:44 am
by Levitas » April 29th, 2014, 3:53 pm
Arachas wrote:C-C-C-COMBO-RIFLE!!!
We're having some games this Friday night. I'll let the guys play some of these missions and get back to you with the results!
by Scorch » April 29th, 2014, 8:48 pm
Levitas wrote:Arachas wrote:C-C-C-COMBO-RIFLE!!!
We're having some games this Friday night. I'll let the guys play some of these missions and get back to you with the results!
Superb!
The Combo Rifle - Comes with fries, a coke and enough rounds to down a TAG. TM
by Levitas » May 1st, 2014, 9:15 pm
I think the foundation is really good. Both games Geoff and I played we had fun and I think some of the randomness of the objectives played in to that.
The reoccurring issue we have faced though are the "defend" objectives. Since both players are drawing random cards, with different objectives, and they are secret, sometimes they don't interact well.
For example, if I have an objective that says I need to defend a building and it's contents (the crate and console) but my opponent doesn't have an objective on his card stating he needs to destroy the crate/console in that building, then it's an auto-accomplishment for me. We ran in to this last night and our previous game.
I think there are two possible solutions:
1. Make some of the objectives on each card "public" and some private. Then Player A can at least try to deny points from Player B in addition to gaining their own objectives.
2. Have mission cards come in pairs. The pair of missions (one for each player) then can interact with each other...and may play itself better in to a narrative story anyway. For example, Assassins Greed and Safe House match up well together.
by Arachas » May 2nd, 2014, 7:54 am
by Levitas » May 2nd, 2014, 6:57 pm
by Scorch » May 4th, 2014, 11:44 am
by Levitas » May 5th, 2014, 4:39 pm
Scorch wrote:Hey Levitas, stumbled upon something during last friday's game in the You Only Live Twice narrative. 50% of the army dead, is that 50% points or 50% models? Might be a thing to clarify, just for sake of clarifying it. We kept it models this time, since Narrative Cards are based on YAMS.
Secondary Objective: Take out half the enemies force (points) to further decimate their resources. 2 points when the enemy goes down to 50%.
by Scorch » May 5th, 2014, 10:13 pm
Levitas wrote:Scorch wrote:Hey Levitas, stumbled upon something during last friday's game in the You Only Live Twice narrative. 50% of the army dead, is that 50% points or 50% models? Might be a thing to clarify, just for sake of clarifying it. We kept it models this time, since Narrative Cards are based on YAMS.
Thank you for play testing and feedback!
It's actually points and does say so, but perhaps not in the best way!Secondary Objective: Take out half the enemies force (points) to further decimate their resources. 2 points when the enemy goes down to 50%.
The reason we did points was that model amount will not always be even on both sides, and could include things like TAGs or expensive HI. So taking out 50% of points seems fair.
How did the rest of the game go??
by Levitas » May 6th, 2014, 4:50 pm
by Scorch » May 6th, 2014, 8:46 pm
Levitas wrote:Ah, better look next time sir. Achilles is a pain in the arse for sure. I often glue him with an ADHL, just to ruin his flowing locks.
Do keep playtesting, and let me know if you have any ideas for other missions to add to these!
by Scorch » May 7th, 2014, 8:38 pm
by Levitas » May 7th, 2014, 9:22 pm
Scorch wrote:Oh, Levitas,
I was thinking! Maybe we (you, Arachas and I) could design a Narrative Cards mission around the saving of Data Sphere, where one side has to destroy the carrier of the renegade AI that will become the Data Sphere, while the other faction is trying to save it. Or whatever fits better
Would be a cool way to incorporate the new website with the mission set!
by Arachas » May 8th, 2014, 8:59 am
by Levitas » May 8th, 2014, 4:57 pm
Arachas wrote:I was so busy testing my new GML list, that I honestly didn't pay too much attention to my mission *FAIL*. Shows I really don't play to win, haha...
We played our missions open and it was very obviously good we did so. Because nearing the end of the game, my opponent could do several things that I'd only be able to stop if I knew about them. I.e. if we'd played the objectives closed, that'd be easy pickings for him. Not sure which mission he was playing, though...
Generally speaking, though, it seems hard to find a decent middle ground between a set scenario (i.e. with both sides of the scenario set in stone) and the modularity of a mission system.
The best way (and this is very abstract thinking) would be to set one or two "open" objectives per mission. And then supplement that with certain hidden objectives. That way you get a clear narrative, but it also keeps you guessing as to what the opponent is trying to accomplish.
by el_presidente » December 11th, 2014, 9:11 am
by Section9 » January 1st, 2015, 8:53 pm