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Post by vladsimpaler on Aug 19, 2009 14:28:13 GMT -5
So what does everyone think of this: A somewhat expensive rare crew, two mid-cost crew (say around 3-6 points) and then one low cost crew? This ought to appease everyone.
By the way I like that treasure, very cool.
Woelf- I like option 4 the best. ; )
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Post by woelf on Aug 19, 2009 14:40:27 GMT -5
English ~ 14pts ~ Galatea 3 masts, 3 cargo, move S+S, 3S, 3S, 3S Turbine. This ship gets +L to her base move if she has all of her masts. ----- English ~ 10pts ~ Matthew ~ Link - John Cabot 3 masts, 2 cargo, move S+S, 5S, 5S, 5S If this ship is assigned a crew with the Explorer keyword she gets +L to her base move. ----- Spanish ~ 12pts ~ San Antonio ~ Link - Ferdinand Magellan 3 masts, 4 cargo, move S+S, 4S, 4L, 4S If this ship begins her movement at least L away from any other ship, she gets +L to her base move. ----- Spanish ~ 11pts ~ Vittoria ~ Link - Ferdinand Magellan 3 masts, 3 cargo, move S+S, 4S, 4S, 4S If this ship has all of her masts, she gets +L to her base move. I know most players love super-fast ships, but I think by now ships like Hai Peng, San Cristobal, and even Banshee's Cry have clearly demonstrated that too much speed is a bad thing. The main goal of an "expanion" should be to provide new options to players, not to make everything else obsolete. That sort of power creep has been an ongoing issue with virtually every collectible game ever made, and is what usually leads to the banning of cards or figures. Pirates certainly hasn't been immune to it, but it could have been a lot worse than it was. If you add a whole pack of ships that can go more than S+S+S or L+L without the aid of a helmsman or a trade current, it'll make even more of the older ships unplayable because they simply won't be able to keep up. Instead of adding new options, it's actually taking away many more older options. Speed definitely needs to be kept in check. Ships that can go S+S+S or L+L unaided (helmsman/navigator) should be the exception not the norm, and those that do appear should have some sort of relevant downsides or negative abilities to make them less of an automatic. The same really applies to any ability or stat, and I completely agree with CC Mike in that regard. I'd much rather see a bunch of new and unique "mediocre" ships that fill specific but interesting roles than a bunch of souped-up, jack-of-all-trades monsters or dirt cheap rockets. I singled this one out of the rest because it's completely broken. With a helmsman onboard and a navigator (on another ship) to drop a trade current, this one could be moving 8S or more on the very first turn depending on what's in your fleet. Even better, if it happens to head to an island where you previously placed some canoes, it could have another 8S to head straight back home. Getting a single +S if there are any friendly ships nearby is fine, but +S for every ship is a game-breaker. This ability would be more meaningful if the ship's standard base move was shorter. With a helmsman onboard and/or a navigator, there should be no reason this ship would ever start a movement that wasn't within S of an island.
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Post by admiralb on Aug 19, 2009 15:59:30 GMT -5
hmm...I think Trinidad was suppose to just have one +S...I think it went awry somewhere...more like Lurker Dessous...Gabriel I suppose could be dropped to move S only, since speed is easy to increase...or increase the point cost...
the rest are just to get some mid-size speed ships, it seems all we have are really small like Banshee's Cry or large like Cristobal...the only thing resembling a mid-size is Hai Peng, and that's 2-masts, Pirate, and even from PotC which has little to do with the regular storyline...plus who puts a captain on a 2-master with bad guns? only Jack really has any reason to be on board and even then you're wasting too many points to set that up...20 total and you've got 1 ship and 1 crew...you need at least another ship with crew for Jack to be useful, plus an explorer for Hai Peng to be useful...
...maybe I just like the idea of rewarding explorers...they don't seem to get the love they deserve...we all use them...why are captains the only crew that get extra bonuses? I think I even did an oarsman ability once..."If this ship is assigned an Oarsman crew she gets +L." it was for the Corsairs to make those oarsmen we all have useful and only given to one ship.
the speed is also to play with the time period, since it was more about exploration than gunfights...some might seem over the top or not as useful, but really, does anyone really use ships that don't have good speed or good cannons? if some lame boring ships are put into some kind of player made set we're doing something we set out not to...there are so many ships that have probably never been used...we don't want to add to that by making more...
ok...if we're looking for specific roles to fill...what are those roles? seriously...
although the whole idea of messing with gold to do cool stuff probably needs to be explored more...maybe we focus on that...wait..."Remove one treasure on board this ship from the game to give this ship +S to her base move for the rest of this turn." haha...just kidding...but think about stuff like that...gold...its all about the gold...
edit: I've been retooling a bit, I hadn't factored in the historical coolness factor that they have that will make people want to play them...I dropped the base speeds down to S or L and dropped the price 1-2pts, Trinidad I got the Lurker's ability and dropped it down to 10 (while keeping the negative ability)...Galatea I dropped to 12, L move, rank 4's, but added a cargo to make it 4...more of treasure hauler now than multi-purpose. althought really, how much worse could they have been when compared to San Cristobal's power? get a captain, helmsman, and a navigator somewhere else and you've got S+S+S+S+L...drop de Alva on instead of the captain and you have a possible double of that...I mean really, that is pretty insane...and you still have 4 cargo! drop Freda on as an Explorer and you have even more power...5 cargo now + captain, helmsman, explorer, and extra action roll...but whatever...the price limits it I guess...
...even with the slower base speed they've still got some obvious power especially with linked crew, navigators, and other oddities...I suppose the crew should really be the highlight for a set based on Age of Exploration...not many people know all the ships, but the big name historical crew are definately well known.
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Post by vladsimpaler on Aug 20, 2009 18:23:41 GMT -5
I agree with Woelf when I say that speed needs to be kept in check. What would players said if we also started to roll back cannon rolls? Rank 2 used to be feared, now it's on practically every ship. Unfortunately, mediocre is a term that comes with some pretty negative connotations, for me at least. I don't mind ships that don't have over the top abilities or what have you, but I don't like mediocre ships. Mediocre to me is stuff like La Mezquita. The reason I give ships "silly" abilities is so that no matter what a player will want to try to find a way to fit that ship into his or her fleet. Let's be honest here, there's a reason that a lot of ships aren't used. Mediocrity, or just being flat out bad. Since this game has moved away from more competitive fleets to more casual gaming, ships with quirky abilities will shine. So the more random stuff, the more chances for players to exercise their muscles. However, like I've said before, I'm not the voice for design, nor shall I ever be. In fact, I've done too much. Cke1st, Buckland, I'd love for you guys to post some actual stats/abilities so that we can better work with you and not against you. Thanks, Vlad
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Post by lord_denton on Aug 20, 2009 19:16:20 GMT -5
<Sigh>, I wish I actually had people to play this with. Right, as you were, gents.
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Post by admiralb on Aug 20, 2009 19:44:24 GMT -5
that's too bad ld, if you're ever in the Detroit area gimme an email or pm...I should be able to get some opinions this weekend...our group is getting a few players back from summer vacation...
...I will say that the way over the top stuff should be checked, but really...none of my stuff was any faster than San Cristobal, and it still doesn't beat Hai Peng for speed...I can see one or two new good speed ships...mid-size prefarably...
oh, and about rank 2's...they do seem to popping up more often...I'd love to see more ships that "can't be hit L-range" just to break up some of those rank 2's...force your opponent to use something else...hmm...maybe we need more possession type stuff like Alter of the Loa, Davy Jones, "Screaming" Mimi...punish you for using those rank 2's..."Haha! Your HMS Titan will now shoot up your treasure ship!" Maybe a UT like Maps of Hades, but you can shoot instead of move...or what about...a reverse Santanna? "Once per tur, one enemy ship gets -1 to all of its cannon rolls." make it 6pts like Santanna, maybe a cool linked ship/crew...could be fun...and "un-cancellable" if used outside of firing range...sound evil enough?
not that our set would really make use of it, but Fear needs some love...or hate...or I'm confusing myself...anway, Fear has not been rolled for in our group in probably 6 months if not longer...even after its price was cut to 2-3pts, no one uses it on purpose...its always an after thought..."Oh yeah, Executioner has Fear. I should probably roll for it then." even after El Fantasma and Sammy the Skull in RotF and F&S the Fear isn't used...here's a crazy idea: "If this ship has the Fear keyword, enemy ships cannot be given a shoot action while within S of this ship." Show some of the hypnotic affect of Fear...its sooo evil and gruesome you can't take your eyes off of it...an ability like that would really help the Cursed, who have to jump through hoops to cancel stuff...so, if they had this and a cancel on the same ship, they might actually get the first shot without having to resort to Davy Jones and his shenanigans.
...well, if we're trying to figure out what holes to fill in with a fan set...we should all list what we'd like to see in as few words as possible...like...I'd like to see...
1) cheaper actions for America 2) Spanish crew with the ability "This ship's crew cannot be eliminated unless the ship sinks." 3) more historical names
just as examples...I don't know...we should at least figure out what needs to be addressed most or at least more so than other things.
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Post by vladsimpaler on Aug 20, 2009 20:02:12 GMT -5
I personally feel that Fear should be: "Target ship within S rolls a d6, and subtracts its number of masts. If this ship has more masts than target ship, add the difference to that number. For each number above 0, that ship turns one crew facedown. If all crew on that ship are turned facedown, that ship's move becomes S and can't be given any extra actions."
For example, let's say that the Guichuan will all of its masts approaches an enemy ship, the HMS Titan.
The controller of the Titan rolls a 3, and subtracts 5. Since the Guichuan has 10 masts and the difference in masts is 5, you add 5 to the roll, getting 3. So then 3 crew are turned facedown.
Now that is worth 6 points.
I agree with your #1, but I think that America should just get cheaper crew in general, and more stuff that actually boosts what they have. For example my ability from before, "If this ship's crew can't be eliminated, this ship gets +1 to her cannon rolls."
I don't agree with your #2.
I partially agree with your #3, I would like some historical stuff, but not too overboard.
And then I realize that those were examples. Blah.
I like the reverse Santana. How about a reverse Mycron? Make it more expensive though, probably 12 points or so. "Give this ship a move action, but don't move her. Instead, target ship can't be given 1 action next turn. (So if a ship has a possibility of 2 actions, it goes to 1. If it could only get 1 action, it goes to 0.)
But then this is "expensive crew" territory so I'm just messing around.
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Post by admiralb on Aug 20, 2009 21:18:41 GMT -5
hmm...that reverse Mycron is kind of Fear-like...hmm...maybe make it ranged? like: "Any enemy ship beginning its turn within S of this ship can only be given one action this turn." that'd probably knock the points down to 6 or so...maybe borrow some wording from Mermaids...hmm...here's another one:
"Enemy ships within L of this ship get -1 to their cannon rolls; they get -2 instead if they are within S of this ship."
...you could even an a negative at the end like: "This ship gets -1 to her cannon rolls against ships within S of her." hmm...ranged abilities have more potential than I thought...this one might be nice on some small to mid-size ships...2-3 masts. or what if you just had an ability that was something like: "Once per turn, you may eliminate one of this ship's masts to reduce any die roll result made within S of this ship by -2." just something weird to make your opponent think twice about shooting you...Cursed Zone is fun and all but its stationary, this could potentially move...but has a price to pay...you could doom yourself if your opponent ended up rolling perfect...but if you use it against an extra action, it could really help the rest of your fleet...hmm...might need more thought...
...the Spanish crew with the ability I was thinking would have been captain of San Juan Nepomuceno...he had that and one other ability...might have been captain...although I can see a number of other abilities fitting in nicely...extra action, reroll, cannoneer...with a "Hostile: England" maybe...although usually Spain has enough cargo to stuff in enough extra fodder crew, so I guess they don't need it as much as say France or Cursed...hmm...maybe a Doctor with a combo of abilities and a "Hostile" or some sort...that'd be interesting...I've only used a Doctor once and only because he was free that day for a campaign mission...weird, huh?
What might be interesting...make 1-2 historical ships and their linked captains then the rest can be fictional or semi-historical...maybe the Admiral's Set needs to be explored again?
...anyone play the Star Wars PM game? they had a Battle of Hoth tin...maybe Pirates could get a Battle of Trafalgar tin...you'd get 3 ships and their captains (1 English, 1 Spanish, 1 French) plus some other random goodness...packs, playmat, vaucher for some fan made cards, "store" credit, something else entirely...
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Post by woelf on Aug 20, 2009 23:19:45 GMT -5
...I will say that the way over the top stuff should be checked, but really...none of my stuff was any faster than San Cristobal, and it still doesn't beat Hai Peng for speed...I can see one or two new good speed ships...mid-size prefarably... My point on keeping speeds in check is that you shouldn't be considering San Cristobal or Hai Peng at all. They should remain the extreme upper end of the spectrum, not the benchmark that says anything faster is broken but anything slower is perfectly fine. S+S and S+ L (without helmsmen) used to be considered really good, and while they are outdistanced by a few ships, they should remain the benchmark. Ships that can go more than S+L (without a helmsman) should be a rarity, and when they do appear should have some sort of flaws - make them small (one or two masts at most), make them really expensive, or make the rest of their stats and/or abilities less than impressive. If every nation, or even just most of them, get ships that can go more than S+S+S or L+ L without the help of a helmsman, they'll push up that benchmark and will make a whole bunch of other ships that used to be "good" obsolete. (Note that I'm ignoring the presence of Navigators for all of the above, because they can benefit all ships equally. The super-fast ships get faster, but so do the slow ships.)
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Post by vladsimpaler on Aug 20, 2009 23:34:33 GMT -5
Though now that I think about it, Fear could just be, "Target crew within S can't use its abilities this turn. Turn that crew facedown, it can't be turned faceup until its controller's next turn." Of course, then there's the problem that the Cursed will now have a bunch of cancelers. Admiralb- I like the eliminate masts for minuses to opponent's rolls. The way I see it, you can go two ways with this: "Once per turn, you may eliminate one of this ship's masts to give all enemy ships within S -2 to their rolls until the end of turn." or "Eliminate one of this ship's masts: All enemy ships within S get -1 to their die rolls until the end of turn." The difference in wording means that you can use the 1st one once, or the 2nd one as many times as you have masts. Something else: "Repair one of these ship's masts: This ship gets -1 to her die rolls until the end of turn, and you roll a d6. If the result is a 1 or 2, eliminate a mast and a crew." So you can have a shipwright, but then there's also a hefty downside. Of course, then doctors actually become kind of useful. Whoda thunkit? Thinking some more about the San Juan Nepomuceno's ability, Woelf, what would you think of something like this: "This ship starts with 3 diplomacy counters. You may remove a treasure from your home island and put that treasure on any opponent's home island to add a diplomacy counter to this ship. Once per turn, you may eliminate a diplomacy counter, and target crew/ship within L can't use its abilities this turn." This means that you can use the ability as many times as you have gold, but it could end up costing you the game. Very Spanish if you ask me, as I recall reading in history class that despite their large amount of gold, it ended up in their enemy's coffers. Or, perhaps "Target ship within L can't use its abilities if it has only L-range cannons, or target crew within L can't use its abilities if the ship it is on only has L range cannons".
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Post by woelf on Aug 20, 2009 23:40:02 GMT -5
Unfortunately, mediocre is a term that comes with some pretty negative connotations, for me at least. I don't mind ships that don't have over the top abilities or what have you, but I don't like mediocre ships. Mediocre to me is stuff like La Mezquita. Mediocre probably wasn't the right term, but what I mean by it is to have ships that are useful but not spectacular - not ships that are lousy. I'm thinking ships that would fall into a range of around 8-12 points and would have a neat ability but might be lacking in other areas. They'd be the kind of ships that would require you to plan the rest of your fleet around, yet it wouldn't be the flagship. A great example of what I mean by this is Asesino de la Nave. It's wicked gunship, but is a little too small and slow to really dominate a battle on its own. Fortunately it's only 12 points, so you've still got space for a larger gunship and a good treasure runner or two. Another example is El Neptuno. Although it's larger than Asesino, it lacks the outright firepower to really stand up against a dedicated gunship. Fortunately, it makes up for that by being a great sniper. It will rarely score more than a hit or two with single shoot action, but the simple fact that it can target something as much as 2L away (not counting the extra reach it would gain with a captain) means that even super-fast treasure runners have to always be wary of it.
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Post by vladsimpaler on Aug 20, 2009 23:49:46 GMT -5
I'd argue with both of those ships not being spectacular: They are some of my favorites!
But now that you've explained it more, I would definitely enjoy those ships that you describe.
The thing is, both of those ships, especially the Neptuno, have captured the minds of players thinking, "How do I maximize this ship's potential?"
That's why El Neptuno is one of my favorite Spanish ships. I love making wacky combinations for the thing (Kian Ng and Comandante Antonio de Silva are just mean on that ship, it's hilarious seeing a ship with expensive crew quickly become empty).
So perhaps this is what I have been going after but have failed to explain: I want to make ships that make people go, "how do I make this thing work?". Granted it doesn't always work, but when it does, it's a great feeling. Sometimes I like making straightforward ships where there are combinations come up that I didn't even see coming.
That's why I like crew with crazy abilities. I know that you and others most likely won't agree with it, but I suppose that Popeye put it best: "I yam what I yam."
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Post by admiralb on Aug 21, 2009 1:20:15 GMT -5
I think I like that new "diplomacy counter" ability...you start with only so many, but can buy more...the only thing is I don't really see the ability fitting San Juan as well as it would on something of a treasure ship or a new version of Diaz...San Juan was one of the major Spanish ships at Trafalgar and I'm fairly certain that when it came down to it, there was little diplomacy actually involved at Trafalgar...maybe rename the counters or give the ship a different name...just for the historian in all of us...(I can see an American ship getting it, naming it after a diplomat or something...but start with fewer counters)...also, maybe it starts with a number of counters equal to the number of masts the ship has...probably have to be a keyword then...Diplomat keyword!
the double range Neptuno ability is ery unusual...one of our players had an entire fleet of ships with that ability...USS Atlanta, El Tejon, HMS...er...that one in PotC...the box ship...4-master...dang...anyway, it was so weird...he was running around sniping mainly treasure runners...he even took out El Neptuno being played by another player...had to use all 3 ships to do it, but it was still pretty funniy...of course the game got really weird when my Flying Dutchman ran over and starting killing people on boarding parties and stealing the dead with Captain Davy Jones: "Hey look! I now control Jonathan Haraden. Now I get to reroll those capture rolls." but I digress...
...you wonder why I was going with fairly bad cannons on my speedy ships? lame attempt at balancing...but hey! more fun to be had modifying stuff...I think the only 2's in the whole set ended up being on Ark Royal and Sao Cristavao...both called out as "man-of-war" in their descriptions. the only other "man-of-war" was more an escort and French...I gave it 4L, but possible enhancement while near friendlies...that's what happens when ships have very little historical background, they get weird abilities attached to them...haha...
I was just looking at the die rolling ability and mast repair...why not just go simple: "Once per turn, before you give this ship an action, roll a d6. On a 6, you may repair one of this ship's masts. On a 1, eliminate one of this ship's masts." more dice rolling! hurray! probably be pretty cheap too since it has an equal chance at a negative result...more so if its in a Cursed Zone or carrying the Albatross.
oh, and the abilities that subtract...I like the "once per turn" one better...seems more balanced...could even drop it to just -1...probably drop the point cost of it if that were the case. can you see it in combo with Fear? could be pretty evil...wait why didn't Fear do that? new Fear-like ability: "Enemy ships within S of this ship get -1 to their die roll results for each crew on board." now that would be "fearsome." Mermaids, but with die rolls...very evil, "Oh, you can roll for those guns, but you've got 3 crew on board subtracting from your accuracy." Muhahaha! Punish those overloaded behemoths! your Guichuan is at -7 on her die rolls while within S of this ship...you can't hit me! there's tons of other crazy stuff that could affect...hmm...probably be pretty expensive...maybe just cannon rolls to balance it?
why haven't we made Popeye yet?! I kid...although Wimpy would be pretty funny...he can steal your gold, but has to give it back on Tuesday...(curse you Robot Chicken! he was on last night's episode)...seriously, Popeye can subtract gold from your HI and get a boarding bonus for doing it...gots to buy that spinach somehow, right?
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Post by woelf on Aug 21, 2009 8:37:50 GMT -5
So perhaps this is what I have been going after but have failed to explain: I want to make ships that make people go, "how do I make this thing work?". Granted it doesn't always work, but when it does, it's a great feeling. Sometimes I like making straightforward ships where there are combinations come up that I didn't even see coming. This is exactly what I meant, so I think we're both on the same page. The best and most interesting ships are the ones you look at and can't instantly realize its full potential. You know it has the potential for something fun, but it doesn't obviously fall into the treasure-runner, gunship, or hybrid role. Crazy abilities are the best. Not necessarily the ones that are crazy-good (like All-Powerful), but the ones that are just plain crazy-fun. For example, every time I play the Corsairs or Jade Rebellion, I go out of my way to try fitting Barbarossa or Dragon Eyes into the fleet - they're expensive and somewhat situational crew that often don't work out, but when they do, they pay off big. There are few things in this game that are more fun than plucking a monster like Davy Jones off your opponent's flagship and then dropping him off at home for a double-digit payout in gold. Speaking of crazy crew, I dug through some of my old stuff and found a few that would certainly fall into the category. Most of these have not been playtested, but should be pretty close point-wise. If some of the names sound familiar, it's completely intentional: Hiro NakamuraJade Rebellion, 6 points At the beginning of any player’s turn, you may roll a d6 and set this ship out of play for a number of turns equal to the result; when this ship returns, you may place it anywhere in the playing area. This ship and its cargo do not count toward victory and will not prevent any end of game conditions while out of play. “Yatta!”---------- Claude RainesAmerican, 7 points This ship may ignore any opposing abilities or effects that refer to crew or crew abilities. “How can you see me? No one sees me. I’m the invisible man!”----------- "The Haitian"Mercenary, 6 points Ex-Patriot. No other crew can use their abilities on this ship or within S of this ship. This ability cannot be copied. ----------- Candice WilmerAmerican, 5 points At the beginning of your turn, roll a d6; Candice gains the abilities of any one crewmember from your collection with a point value equal to the result, regardless of nationality, until the beginning of your next turn. “‘I have a cousin that eats like you, but he’s huge.” –Micah ‘So am I.’ –Candice”------------- Charlie AndrewsAmerican, 5 points The abilities of this ship and her crew cannot be cancelled or eliminated (even if the source of the ability is eliminated), unless Charlie is eliminated or leaves this ship. “‘You have…very good memory.’ –Hiro ‘Yeah, it’s just something my brain started doing lately.’ –Charlie”---------------- Vala Mal DoranMercenary, 5 points Ex-Patriot. Hijack.Hijack keyword: Once per turn at the end of your turn if this ship is within S of an enemy ship you may roll a d6; on a result of 6, exchange nationalities, flags, and crew between the two ships, and then remove all masts from this ship. Any crewmember that cannot be legally placed is eliminated. You now own the enemy ship and your opponent now owns your ship.-------------- Rodney McKayCanadian, 7 points This crew may use his abilities on American ships. Once per turn you may modify any die roll made for this ship by +1 or -1. If this crew is face-up and would be eliminated by an enemy source, turn it face down instead. Each time this crew is revealed after being turned face down, increase its effect by up to an additional +1 or -1; this effect is cumulative. If this ship loads Fruit, this crew cannot use his abilities and the cumulative effect is lost. ------------- Radek ZelenkaCzech, 5 points This crew may use his abilities on American ships. One per turn you may double the effect of one other crew ability on this ship OR you may use one other "once per turn" crew ability a second time each turn. ---------- Ronon DexMercenary, 4 points Ex-Patriot. This ship cannot be pinned. Once per turn when this ship wins a boarding action, instead of the usual result you may eliminate one crew on the enemy ship to give this ship an extra action. "Skills learned during years as a 'runner' and extensive military training on Sateda allow Ronon Dex to always remain one step ahead of his enemies."------------- (I don't have nationalities for these next three because I wasn't sure where they'd fit best. Mercenary would be best thematically, but I didn't want them to have the Ex-Patriot keyword.)Kaywinnet Lee "Kaylee" Frye4 points Link: Simon Tam Once per turn you may repair one of this ship's masts or remove one firemast as a free action. “‘Mal, can’t you stop her from being so cheerful all the time?’ -Jayne ‘I don’t think there’s a power in the ‘verse that can stop Kaylee from being cheerful. Sometimes you just wanna tape her mouth and stuff her in the cargo hold for a month.’ –MalSimon Tam2 points Link: River Tam, Kaylee Frye Ransom. Doctor."'If I want medical jargon, I'll talk to a doctor.' -Mal 'Um, you are talking to a doctor...' -Simon"River Tam1 point Link: Simon Tam Ransom. Hostile: Blue Sun EnglishAt the beginning of your turn roll a d6: On a result of 1 this ship cannot be given an action this turn. On a result of 2 this ship's base move is reduced to S this turn. On a result of 3 or 4 choose one other crew on this ship; that crew cannot use any abilities this turn. On a result of 5 or 6 this ship gets +3 to its cannon and boarding rolls, + L to its base move, and it may move and shoot as part of the same move action. "'I don't know what that girl is more likely to do next, blow us up or rub soup in our hair.' -Zoe 'I hope it's the soup. It's always a hoot, and it doesn't involve all of us dying.' -Wash"--------------- Ned (The Pie Maker)American, 5 points At the beginning of your turn, you may revive any one eliminated crew and place it on this ship; it may use its abilities regardless of nationality or previous ownership. At the end of your turn, remove that crew from the game OR randomly remove one other crew (except Ned) on this ship from the game instead. “The facts are these: Ned the Pie Maker has the gift to bring the dead back to life with just a touch. If he touches them again they stay dead forever, but if one stays alive too long then someone else must die instead.”
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cke1st
Ordinary Seaman
Posts: 8
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Post by cke1st on Aug 21, 2009 8:51:35 GMT -5
That's one reason. The other reason is that it's a perfectly good ship, but it's overcosted for what you get. HMS Dreadnought would be a fine ship for 18-19 points, but no one in his/her right mind would think she's worth 26. The same goes for ships and crew with the Reverse-Captain ability and a lot of ghost ships. They're good, but they aren't that good.
I have, and I'll continue to do so, mostly in small batches. I could monopolize the discussion if I wanted to, but I don't see any benefit to anyone in that.
I strongly agree. I feel that the "average" ship should have speed of L or S+S, as many cargo as masts, and cannons of rank 3. Ships like that, with a useful ability, ought to be the backbone of a release, with just a few exceptional ships thrown in to make it interesting.
I actually agree with Syndrome, the villain from "The Incredibles," when he said, "When everyone's super, no one will be."
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