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the set
Sept 6, 2009 20:54:04 GMT -5
Post by cannonfury on Sept 6, 2009 20:54:04 GMT -5
ok, ideas have been floating around, production has closed to a stop and we are just spewing ideas like machine gun fire. i believe it is time that we assemble our ideas into one set so that when production is set, we're ready to go.
1. post one idea of what you think would be good, we discuss that one idea until we come to a general agreement 2. once we have a good string, we start to edit and cut here and there 3. more editing and then we see what we have and come to an agreement that this is out set 4. add the fine detail like ship stats and crew
1. do not go overboard with ideas, there are other threads for that 2. dont get off-topic, this is the core of all our work, we need to be serious 3. be civil and dont tear each other apart, remember what you think is best might not work out for another 4. woelf will hopefully tell us what are feasible as rules and what should be left out
lets hope that this gets somewhere and this set moves forward, good luck to us
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the set
Sept 6, 2009 22:48:24 GMT -5
Post by vladsimpaler on Sept 6, 2009 22:48:24 GMT -5
This is from my idea thread, but to me this is my best idea imnsho. This is my favorite idea so far.
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the set
Sept 7, 2009 0:38:03 GMT -5
Post by admiralb on Sept 7, 2009 0:38:03 GMT -5
ah yes the counters...I do like the potential that counters have...since we already have Sunken Treasure which operates on a similar principle I can see them working for abilities...I've actually re-written one of my own abilities so that it works as a counter instead of a dice roll, since it makes the flavor of what I was trying to do with the ability work better...in case you're wondering..."At the beginning of each of your turns if this ship does not have a 'decoy' counter on it place a 'decoy' counter on it; if this has a 'decoy' counter on it remove a 'decoy' counter from it. If this ship does not have a 'decoy' counter on it she gets +1 to her cannon rolls for each mast she has and may be given an extra action this turn. If this ship sinks an enemy ship, place a 'decoy' counter on it." it was intended as a "werewolf" type ability or vampire or Trojan Horse.
...the big problem with counter abilities is that they require much more text than most abilities, but I'm sure we could come up with a nice keyword to fix that if necessary. maybe game pieces that require counters actually have some kind of counters that can actually be punched out and placed on said ship/crew/etc. nothing fancy, just little chits/coins/whatever that say "Decoy" or "Cruelty" or "Accuracy" that way you know what that counter represents and you don't need to go out and get counters, it comes with them already.
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the set
Sept 7, 2009 7:27:53 GMT -5
Post by Swift Nic on Sept 7, 2009 7:27:53 GMT -5
...the big problem with counter abilities is that they require much more text than most abilities, but I'm sure we could come up with a nice keyword to fix that if necessary. maybe game pieces that require counters actually have some kind of counters that can actually be punched out and placed on said ship/crew/etc. nothing fancy, just little chits/coins/whatever that say "Decoy" or "Cruelty" or "Accuracy" that way you know what that counter represents and you don't need to go out and get counters, it comes with them already. Like Fire masts ?
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the set
Sept 7, 2009 13:30:11 GMT -5
Post by marhawkman on Sept 7, 2009 13:30:11 GMT -5
Hmm... support for "obsolete" factions!
Eyfura - 2 - Viking Once during your turn, you may repair one mast of a Sea Creature within S of the ship or island that this crew is on.
Clearly laid out by the orginal poster (OP) cannonfury:
Please wait until the current idea (counters) is hammered to the other poster's satisfaction, then continue on with this idea. We don't want to distract a potentialy great thread, thanks...
-Lord D
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the set
Sept 7, 2009 13:55:33 GMT -5
Post by admiralb on Sept 7, 2009 13:55:33 GMT -5
@swift nic: probably like fire masts in their complexity...and like in having them be "punchable"
...hmm...maybe a seperate card like fire shot and firepot specialsts...have a few counter chits and rules on it...could work that way...
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the set
Sept 7, 2009 16:17:49 GMT -5
Post by cannonfury on Sept 7, 2009 16:17:49 GMT -5
that would most likely be the best way, since people could lose count, so maybe they could be sort of like equipment but they are called counters, 1 point gets you a counter on a ship
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the set
Sept 7, 2009 16:26:29 GMT -5
Post by marhawkman on Sept 7, 2009 16:26:29 GMT -5
Hmm... so they'd work out kinda like equipment except that only things with counter oriented abilities can use them. Doesn't sound like a bad idea to me.
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the set
Sept 7, 2009 16:40:17 GMT -5
Post by lord_denton on Sept 7, 2009 16:40:17 GMT -5
There may be a group of people who would say it would be too hard to keep up with. Although I agree with them, whoever gains the benefit from the ability (Vlad's Redbeard would be too the opponent for instance) should have a responsbility to keep track of it.
Also, if we ever wanted to make a complicated scenario with morale, accuarcy, ammo and such counters would be the way to go.
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the set
Sept 7, 2009 20:34:14 GMT -5
Post by cannonfury on Sept 7, 2009 20:34:14 GMT -5
so are we agreed that counters should be sort-of like equipment and the person who benefits should keep track of them? if we're not, please continue on this idea. if we are done then i think marhawkman was next with support for obsolete factions idea
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the set
Sept 8, 2009 12:44:04 GMT -5
Post by marhawkman on Sept 8, 2009 12:44:04 GMT -5
One last thought from me. If we make ships that use counters, it might be best if we make actual counter tokens. Kinda like gold bits, but not. One side might have the grey gear logo on the back of equipment, and the front stating what it is. It'd probably work if we made them the same size as gold peices. Maybe print as an alternative to generic treasure. I don't think it's necessary to use the printed token idea though. It shouldn't be too hard to use pennies, farthings etc... as replacements.
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the set
Sept 8, 2009 14:59:22 GMT -5
Post by admiralb on Sept 8, 2009 14:59:22 GMT -5
true, printed tokens aren't necessary, but it would help keep everything as legit as possible...or seemingly legit...it could even be done with dice...which after a few packs of Pirates I'm sure we all have a ton of. printed tokens and such would just make it seem cleaner and more professional.
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the set
Sept 8, 2009 18:29:40 GMT -5
Post by marhawkman on Sept 8, 2009 18:29:40 GMT -5
and easier to keep track of. But like I said, It's not really needed. Thus why I suggested putting them on seperate common cards.
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the set
Sept 9, 2009 14:16:05 GMT -5
Post by admiralb on Sept 9, 2009 14:16:05 GMT -5
if we knew enough before hand we could even put the counters on the same card as the crew/ship/equipment that has the ability...like if its an equipment instead of having regular gold coins, have the counters...same with crew...ships would be harder, but could add another card on to have the counters...if we were really crazy we could even toss in some Turtles coins along with the counters if that number of counters seemed too many.
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the set
Sept 9, 2009 19:05:00 GMT -5
Post by marhawkman on Sept 9, 2009 19:05:00 GMT -5
that works nicely I think. Anyways this idea seem pretty much done with now. Next: Eyfura - 2 - Viking Once during your turn, you may repair one mast of a Sea Creature within S of the ship or island that this crew is on. Flavor text: Eyfura was once a Scandinavian Princess who loved to tend to animals. Now she has found her own ways of taking care of her husband's ever growing collection of terrible beasts of the sea. Eyfura does two things, expand on an existing faction, and expand on an IMO neglected game element.
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