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TI3Wiki.org [Twilight Imperium 3 Wiki] |
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http://ti3wiki.org/forum/YaBB.pl Message started by Stalker0 on 11/18/10 at 10:26:06 |
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Title: No Sudden Victory Playtest: MikeE's Alternative VP
This is a thread that the players of the no sudden victory playtest
can discuss how the alternate VP system is working in the game. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP Yes, it can be much VP's for MR only. Will see. :) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
The 3VP may be automatic. But the other 4 are not, since you have to give up your normal crop of 3CC to grab those 2VP from the spend objective and you have to make sure it's not exhausted when time comes around to vote to get the other 2. And, yes, it is a huge bullseye. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
So I already consider Bureaucracy a much stronger choice in the early game. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
One personal preference I have right now (which we will see if it
changes as the game goes on) is to remove the VPs for things that I
consider already good for the player. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP Indeed. The upcoming SA version of Mike's system requires to remove tech objectives. Space Docks on board should also be removed. What's interesting is the spend objectives, war objectives, and the general position-on-board objectives (including "supply line", pioneer ships far from HS, and their kind). The hold leader captive objective will also be neat. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I just wanted to play devil's advocate here (not that I necessarily
have entrenched opinions).
Despite incentive to build 3SD being present, my experience has been that most players don't build all of them. A quick perusal of concluded PBFs indicates that half or fewer of players have them built. It is a relatively-easy VP to acquire. And as long as you have those 3 docks, you're scoring it, so it could be worth as much as 5-6VP by game end (about 10%, the equivalent of 1VP in the normal game). Here are two other reasons it's good: - Having 3SD on the board makes it more likely to build ships in farther-flung locations, which in turn increases conflict. - Losing 1 of your 3SD will cost you that VP, so it's quite a fragile recurring point. Taking that VP away from somebody is thus relatively easy (along the same lines as the Artifact VP, anyway), which in turn encourages conflict. Quote:
I agree that people should want to buy tech to help them. But do they? Again, in my experience as a GM, it is definitely not a given that everybody will buy tech every round. It seems fairly common for people to bypass tech, as much as half the time. I remember ancient discussions on the FFG boards where it was agreed that it was generally better to buy ships rather than buy tech, as ships discouraged attacks and tech was less successful in doing so. (In fact, I think this is so much of a problem that I would like tech to be cheaper. Mike's idea of gaining VP is another way to encourage more tech purchasing.) In addition, it's a non-conflict way to score points, as is voting. In emails to me, Mike claimed that it was still possible to have a peaceful victory, and I think the tech objective is an important part of that. If you can score it every turn for a 6-round game, you have 12VP, a healthy amount. (Or if you're Jol Nar, some other ludicrously-high amount.) Quote:
I would argue that the same is true in these other cases you mention. You will also have less defense if you're dropping resources on techs and SD. Not trying to pick a fight; just hoping to have a spirited discussion. ;) (After all, it took me a couple of days of background mental processing to come up with these rejoinders.) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
That's the whole point of this, discussion of the playtest! I will still disagree with tech, in that I think there are better avenues I think to improving tech's use then static VP. However, I think your argument about the SD objective allowing a person to deny VP by conflict is a compelling one. In fact, I think it would actually be even better if the objective was: I have all 3 spacedocks on the board, and they are not blockaded. That encourages conflict even more, and makes this objective a little tougher. Another point, right now I feel its a little off that 1 CC gets you a VP, but it takes 2 AC to do the same. I've always considered an AC and CC roughly equivalent in power. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Interesting closure. Good job. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
That would work, too. But it does make the objective even more tenuous than it already is. Stalker0 wrote on 12/02/10 at 12:48:36:
I see your logic. However, a CC is always useful, whereas there are loads of AC that are situational at best and therefore easy to toss. It's more painful to lose a CC, I think. You draw 2AC in Status and with Assembly (and with Bureaucracy as I have it written), so in those situations you're always picking up a possible 1VP, rather than 2. I have an issue that just occurred to me, having looked at the order of the SOs in the deck during NSV. There are a lot of Mecatol SOs. (That's not the revelation; that's just obvious.) But if somebody builds a killer presence on MR, could they conceivably run the table on SOs? At 10VP a pop, they add up super quick. Of course, in that situation, it's up to the other players to gang up on the leader, I suppose, even if it's just as simple as grabbing Bureaucracy to make sure the guy on MR doesn't. I mention it because Bureaucracy is the primary thing in this game that is truly being playtested. Mike has played multiple games with this set of objectives and is comfortable with them, whereas Bureaucracy is mostly untested; the version I played with previously didn't have SOs included. (I imagine Mike was playing with his 4-player set of cards.) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I think it will be curious to see the MR thing in action, I agree it
could be very powerful. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I have addressed this issue with the secret VPs in the game thread,
but let me throw in the same copy of Mike's email to me on the
subject here, too: Here's another issue with the SOs that occurred to me. What if two players qualify for it at the same time? It's entirely possible that two different players could, for example, both score Merciless. Who gets the 10VP? Both? Whoever did it first? Or should the VP just be split in half? I can see the benefits of all three options there. :-/ |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Hehe I thought the same thing earlier today! You could use the current rules for tiebreakers to determine it if you wanted to, but I agree some kind of official ruling should occur. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Arguments for each option: My opinion? As you can probably infer from my lack of defense, I'm not a fan of option 1. But the other two really hold a strong appeal. Option 2 gives a big incentive to be the first player to manage things and doesn't penalize that player just because somebody on the other side of the galaxy managed to do the same thing later in the round. Option 3 seems like it would, as I said, ratchet up the tension by encouraging others to try to duplicate the feat. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Would say option 2. Else you spend all effort and may get just half
or less points of it. Option 2 increases tension. :) You could get
attacked to block you from qualifying and other player try to qualify
for same. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I like option 1. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP I think I'd go with splitting the points. I'm also not a fan of 'initiative order' or option 1 - not for 10 VPs at least - and I think tension would be most suitably increased by splitting them. If 2 players both claim a SO for 10 VPs each, that goes a huge way towards knocking 4 players out of the game. Give them 5 each, and it raises the stakes. :-) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP Thanks for your comments, possumman. (And thanks for resurrecting the thread: I'd forgotten I need to decide this thing.) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Yep, it may be extrememly important on this turn:) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Actually, thanks a lot, you guys. I got 1 vote for each
option. Very helpful. ::) Some more logic about each choice: Option 1 (full points awarded to all who qualify): I guess I'm not as against this as I originally thought. There is still a premium on getting your act together if you want to claim the SO at the same time as somebody else. After all, if you can't get it done within the round, too bad. The negative here is that it sort of "devalues" the SO if multiple people can get it. Option 2 (whoever gets it first): This is the one that I prefer in my gut. At the same time, I've totally discarded the tying endgame conditions in favor of the "moral victory" initially proposed by (I think) Mike Evans. It would seem hypocritical to include it here. Option 3 (split the points): I also like this one. (Curse my inability to decide!) The big strike against it, though, oddly enough, is that it ALSO devalues the SO -- literally. And I feel like you could get some metagaming going on with this option, paying somebody off to let you, for example, claim that 6th tech specialty planet. They might agree since you'll only gain 5VP off the deal; if the points weren't split, they might be less inclined. Enough dithering! We'll go with option 1. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP Can you provide me with the details of this variant? How are VP collected? |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP I see that you posted in the thread "Alternative Victory Points." You can find a detailed discussion there (although I guess that goes back to the beginning of the discussion). Alternatively, you can click on the link in my signature to No Sudden Victory, go to the Rules page, and scroll to the bottom. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP Awesome, thanks. I look forward to hearing some more. I share the fear that MRex may be worth too much. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
So right now Hacan (me) has gone on a fairly aggressive streak.
People are questioning whether its the right thing. Lets take a look
at the VP gain and see what I'm gaining with my current attack on
MRex if I take the planet (with nano tech). |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
So as the game is going on, a few ideas are stirring in my head. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I continue to enjoy your well-reasoned insights.
When I initially saw the 3 systems requirement, I thought it was perfectly fine. In fact, it does work fine. But I was thinking that it would be easier than it is to get 6 systems, and that's not really easy at all. It turns out that there are many times that you may have the planet(s) in a system, yet not want to bother with controlling the space. To get that 2nd VP (for a 2nd set of 6 systems), you need to put 6 capital ships in separate systems. That is a tall order. After all, Expansionist SO gives you 2VP (or 10VP equivalent here) for controlling 8 systems, and that's with only one person gunning for that kind of expansion. You'd need to control 6 systems for the entire game to get that kind of VP with this system. And so far none of the players in NSV have done it in the first 3 rounds. And that's with one player (Winnu) seriously on the ropes. I'd be curious what Mike has to say . . . ::) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Just played a 6 player game with this VP set up. 3 vets, 3
noobies. We only were able to play 5 rounds due to time. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP Something I just noticed in the game: Saar refreshed two influence-heavy planets with Assembly secondary (all he could refresh really). But it may be worth a couple VP at the end of the round, while spending that CC from SA would have only been worth one. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
So with the game ending in a sudden victory, here are some closing
thoughts for the variant: |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I have a few minutes to comment on a couple of things.
That's an interesting idea. Having only played this system FTF twice, I don't have the experience to comment on how that compares; it's certainly different. A halfway option would be to give you 1VP per 2 systems controlled, instead of 3. And despite the amount of confusion that was generated, I wouldn't change the need to control a system to score it. Stalker0 wrote on 03/15/11 at 15:35:58:
This is true. As you speculate, I think it's part of the system. It's incumbent upon the players to see the danger and to do something about it. (Part of the reason why the Star by Star setup didn't work so hot here.) But nothing was done about it because nobody saw the victory coming. Well, let me rephrase that. None of the other players saw it coming. I could see what she was setting herself up for. So in that sense, it actually wasn't a "sudden" victory, even though it was still quite fast. Stalker0 wrote on 03/15/11 at 15:35:58:
But remember, you still need to control your HS to win. So even though the VP loss wouldn't have hurt much, the inability to win would. Stalker0 wrote on 03/15/11 at 15:35:58:
I disagree with this. Mecatol is supposed to be the center of the game. But in many games with the original system, you can ignore it with no negative effects, as long as you don't have a Mecatol SO and none of the Mecatol POs come up. Here, you can ignore it and still score points . . . but then somebody else is going to get in there and contest you. So everybody is forced to pay attention to it, for the reasons you state. And the players need to realize how important it is to make sure that the person with Mecatol doesn't take Bureaucracy. But I'd really like to see what Mike has to say. :) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Thanks for the heads-up, GMO! I haven't been on the forums much
at all, but I'm still interested in this variant. I'd like to
share some of my thoughts. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Thanks for hopping in here, Mike. I enjoy reading the logic
behind the decisions you've made here. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Here's how we've been playing, assuming most of the rest of the list
of VP is congruous with what you've been playing. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
How many times have you played this way, Eppic. Sounds like a lot. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I've done 3 games now, but only one with 6 players. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Yeah, the SOs are definitely less playtested. I have some uncertainty about how to incorporate them. Actually, I have a preferred method, but I'm not sure if it's the best method. But I don't really see how to use Bureaucracy without them. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Just a quick note before I head to bed: |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Here's my thought about the HS points. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP As a note to Mike, in No Sudden Victory PBF we played with 1VP for taking an opponent's HS and -2VP for losing your own HS (Saar exempt). |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Fair enough. Perhaps a +2/-2 would be a good place to start. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP I've been following this thread. Any further analysis on this point system? I'm extremely interested in a new victory system for TI. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP As far as I'm concerned, this system is pretty much fully cooked. As noted in the most recent comments, there could be a couple of things tweaked here or there, but it's quite solid. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Yeah, I think the conceptual nature of the system is quite good. The
key parts are: |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Generally I would rather have a bigger penalty, and keep the bonus small. To me, taking a HS is often its own reward. They are usually some of the best planets in the game, and you are in many cases severing crippling an opponent by doing so. Further, its not like MRex where everyone in the galaxy can try and take it from you. Commonly once you get that HS, its going to be yours for a while. However, I do see the merit of taking a HS to stop a win, and for that a solid penalty I think is useful. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I've played this at least 4 times now with varying numbers of
players. I'll never go back to the old method (unless the
expansion requires it). |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Wondering in what ways we might tweak this system to work with
Shards. I don't think it really needs much, but there are a
couple of items that come to mind. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
We've always played with flagships, just of a different sort. (a
modified dreadnaught, cost still 5 res) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Now THAT is an interesting idea. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I disagree. Having a flagship already nets a major military advantage. I don't see the need to have a VP incentive, especially if it encourages people to turtle them in the backyard. However, I'm all for a VP gained for killing a flagship. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
If you add an incentive for killing a flagship, and take away an
incentive for having a flagship, you've created a scenario where it's
dangerous to build a flagship. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
One flaw with 2 per round for FG onboard is a lack of incentive to
send it out, isn't it? Over a 6 round game, getting a fifth of your
VP from parking your FG seems strong. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I'd say you should get some VP for building a flagship, but
only the turn you actually build it. That way, there's
incentive to actually use it, because if it gets killed, you can get
more points for rebuilding it. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Care to put a number on "some VP for building" and how much you think is too much for destroying? 1 and 2, respectively? |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
In that case, how about just not putting VP on flagships at all? 1) If flagships are good enough that they are worth the cost to build, then no reason to give them VP for building them. 2) If we are worried about flagships being a turtle device if there are VP for killing them, lets not put VP out there for killing them. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
What I like about assigning VP to the Flagships is the thematics of it. The galaxy respects a race more (or fears them more) for having that massive mothership; conversely, the galaxy respects/fears a race more for taking one out. Maybe a simple +1/-1 would be good enough. I'll try that. I have a 3-player game tomorrow (my first with Shards). I'm also tossing in +1 for killing a Leader, +1 for capturing a Leader, and +1 for repatriating a Leader. I'm setting the Home System VPs at +2/-2. And I'll actually do without Prelims, I think. The whole point is to get more VPs into the game faster ... and we already have that here. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I look forward to hearing how that plays out, GMO. I'm hoping
to get a game in this weekend. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Seems like the best compromise to me, though I would probably go with 2. Using your resources to get a flagship should be less VP than just spending them for VP. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Just a brief note now on last night's game. Hopefully I'll have
more time to post later. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Can you give us the full list of your objectives? I'm curious to see if you've tried any other recent changes, for example, I know we had talked about trying 1 VP per 2 systems controlled instead of 1 for 3 like the core variant. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP When I get a few (read: 15-30) minutes, I'll post all of the scoring for all 3 players, round by round. That'll either be Thursday or Friday morning. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Here are the scores from Tuesday's game: |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Looks like Fighting and Rex were key for Nekro, while missing his SO
was the difference for the Cruess. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I dont like that all objectives are out same time. (or were they,
list looks like it). |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Indeed. In fact, Nekro gets a double boost, at least in this game: VP for the combat objectives and more VP for gaining Tech. On the subject of lengthening the game, it was suggested simply to raise the VP total. Going to 75 ought to definitely lengthen the game by at least 1 extra round. It would also help compensate for all those extra ways to pick up VP with Shards. Quote:
Actually he parked it at home, which was quite effective. I had MR off the board (like Mallice) and accessible through only the C wormhole in the center, which also had Cormund. He grabbed both Cormund and MR, then played Diplomacy on Cormund in the final round, forestalling my invasion with Warfare. @Drac: I can't quite tell from your comments whether you are fully up on this VP system; it seems not. I would recommend reading up on it here: http://checkwolf.com/nsv/rules. Some of those suggestions are interesting, but they perhaps needlessly complicate the simple system Mike has proposed. Although one thing I might change is the combat objectives. As it stands, you can take out a Destroyer in Round 1 and get 3VP, if you're the only one to fight. I suppose the other players should help to stabilize that, but it isn't always possible. Would it be too complex -- or cause too much turtling -- to say that combat VP are 1 in Round 1, 2-1 in round 2, 3-2-1 in round 3, 4-3-2-1 in round 4, etc.? Also: Influence still feels too weak. But lowering it makes MR too strong(er). How about this: - spend 2 influence for 1VP (instead of 3) - controlling MR gives 2VP (instead of 3) This way, MR is a little weaker -- which I think is good -- but still gets you 5VP if you save it for spending at the end of the round. It also balances the other costs a bit: 1CC = 2 influence, like with Leadership. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I am wondering whether MR should be 2 points as well... It is a
big target, true, but considering all the influence it grants for
potential spend objectives, and the fact that sometimes players are
able to stay there much longer than expected, it might be better to
reduce the point value. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Right now I think combat VP could use a pruning...mainly because the spoils of war are now generating some good VP. By gaining more systems I get more VP. I also get more resources/inf which translates to more VP. On the other hand starting a battle is 1 CC which basically means I'm losing 1 VP so there is that to consider. It might actually be better to hit the spend objectives. So far in the two games I've seen the system work in (this one and No sudden victory), the game ending with a mad rush of spend objectives. Perhaps there should be a harder cap on the number of VP generating with spend objectives per round...and by that I mean ALL spend objectives together. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I'm torn on pruning the combat vp's. I understand that it's an
awful lot to give somebody 3 VP's for sniping a destroyer or carrier
on turn 1 or 2, but I think it may be worth it just for the incentive
it gives people to engage in early combat. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
If you put a mild cap on them, I don't think you would affect anything except the last turn. If you look at that game of GMOs, the most VP spent on spend objectives (until the last round) was 2....where in the last round it was 8! You could put a cap of 3-4 and I doubt it would change gameplay much except for that last round rush. Thinking about it more I would prefer starting with the spend objectives instead of combat. I agree with Mike that if someone is starting an early battle to gain VP more power to them. Personally I wonder if the risk of giving your enemy those 3 VP if the dice go bad is worth it anyway. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Okay x/x mean they got VP from buro and that obj was doubled for that turn I presume... Lets first sum different categories Combat: 20 pts Techs: 26 (without buro as thats buro effect) Res spend: 10 Ac spend: 8 CC spend: 10 Artifacts 11 2 (mean 3?) systems 21 Prelims 13 Secrets 20 Rex 9 Flags 8 Mallice 2 Votes: 3 Leaders: 3 This somewhat shows that Mallice is worth little. MR should be less as its possible SO very often thus thas reason to control it. 1VP per round for it. Votes=influence but this is nothing. More effect here and you can stall assembly to alter influcences. Leaders are hard to catch and were worth 3?? Tech scoring is biased it gives game end too soon compared to other objs. System control is too good and also drives game too fast on. prelims are easy right? They scored 13 VP which is on the upper part... (and made no real dif as they were 5/5/3) Possible but with spend of 3/6/9 you need to spend 9! res or be biggest fighter around. And it doesnt make bigger spending more worthful. Its easier to spend 3 in 3 rounds (or spend 3res 3 inf than 6 res/inf). Thus spending more of same amount should be rewarded. Or with MR alone you get 3+can spend 6inf for 2VP making it 5 alone. To compensate that youd need to spend 9res and 6 inf... And as above report shows 10 points were scored by spending res out of 173! And you call ttat it makes difference?? I that you should be able to go to victory with all paths. Of course one who takes em all is stronger anyway. Same thing with systems. If you control 6 you get 2 for 9 you get 3 but holding out 9 is ALOT harder and should be worth more. And having 2 artifacts is harder than 1... Make you want to grab one thing more and for longer time... Besides MR is 3VP+6inf+1/3VP as system... Possibilities: - Last person active gets 1 VP that way stalling is at least somewhat useful (And you pay CCs to act) - When 60pts is scored additionally score: One who has most planets gets X, one who has most sys get Y, one who has most techs, credits, inf, res, ships on board... Thus losing stuff last round makes it count in many ways. Maybe 2nd and third too if you wish... - Technology doesnt make sense in that way to score points. Everyone mostly gets em and it makes just small change. And it doesnt force players to change their tech path as original. Also spend 6 res is about same as buying tech and if you take 2 techs you spend 8, its even worse. * One who has most techs in one color 1VP (fish love this but hey they suck in combat) * 2 VP if you bought tech you have most credits (makes you focus on your strengths in science) * 1 VP if you hold 3 of same color or 4? credits (you are technologist - Any spend objectives on last round are reduced by 1 (This migth drop you below 60 but game ends still) -> last round spend objectives are less worthwhile and you must aim elsewhere. - Most combat: Put gap that you must cause at least X res loss to qualify for 3 VP (6?) or 2 VP (3)? that way you cant just kill lone DD for VPs. If you kill 1 DD someone might go for DD too to get VP or if he kills more you still get two... - System is bland as theres no reason to go anywhere special. Either put different control objs or leave dud artifacts to systems. Make them score VP too but make artifacts score 2 or one who has most artifacts score extra VP. Or control 2 duds for VP. That way theres more meaning on different systems, -D |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Dracandross brings up tech, and I am curious how Arborec received 4
tech VP in two different turns. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I don't think the balance on the objectives should be what percentage of the overall VP total they are....the better question is: Are the objectives driving the kind of gameplay we want to see in game? For example, if we are seeing a lot of VP from combat and system objectives....well that sounds like a lot of combat and system pushing is going on, that's what I want to see. When I see that a person wins the game by exhausting every planet,CC, and action card he has....well that sounds like he just turtled up and autowon the game....not a very exciting way to see the game end. While objective tuning should be done to ensure multiple different paths are viable to winning the game...I don't think at this stage we should worry about pure VP numbers....but rather what actions the players are taking in game to win the game. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Spoken like somebody who hasn't played with the system. ;) Dracandross wrote on 07/01/11 at 10:53:32:
Actually, it was 1VP per 2 systems controlled. This was a change from NSV. (I have an idea on a graduated system, but I'll talk about that at the end.) Dracandross wrote on 07/01/11 at 10:53:32:
Bear in mind that when Mike and Eppic are talking about this system, they're playing with no Bureaucracy, and therefore no SO, no double-claim of objectives, and only going to 50VP. (Note that in the above game, if you take out Bureaucracy claims, Nekro still ends up with 55 and Arborec with 45, with Creuss much closer at 44. But Nekro still wins in 4 rounds, which may be more of a problem with (tech + combat) x Nekro = powerful.) Stalker0 wrote on 07/01/11 at 11:37:35:
As you surmised, we were using a Tech III variant. Specifically, it was 4 resources for the secondary and primary of get 1 free, buy 2 at 6 each. With Tech II, Arborec probably would have finished in last place, and Nekro might have missed out on another point or two. It's certainly possible that Tech III is at the root of the problem with this set of races and conditions. We might have gone 5 rounds without it. Stalker0 wrote on 07/01/11 at 09:36:12:
This may be a good idea. Right now you can churn 12VP in a single round by spending. It's not terribly likely, but it is possible. However, as Mike originally mentioned, to be able to do this you probably have to spend the last round not building much of anything and maybe not buying any CC; or at least not as much. 12VP in this game is equivalent to 2.4VP RAW, which is enormous. Perhaps reducing the maximum down to 5 (equivalent to 1VP RAW) would be a simple fix. Another option would be something that Drac has intimated: graduated rates. For example, take controlling systems. It could go like this: - 3 systems = 1VP - 5 systems = 2VP - 6 systems = 3VP - 7 systems = 5VP - 8 systems = 8VP This gives bonuses for controlling more systems, which is much harder. Or how about combat objectives? Round 1: 1 for most Round 2: 2 for most, 1 for 2nd Round 3: 3 for most, 2 for 2nd, 1 for 3rd Round 4: 4 for most, 3 for 2nd, 2 for 3rd, 1 for 4th ... and so on. (I recognize the hesitancy to touch this system for fear of dissuading early aggression, so maybe Drac's idea that you have to destroy at least the number of resources you're scoring VP for would work. So if you take out 1 Destroyer and that's the most, you only get 1VP instead of 3.) For spending objectives, it could go like this: - no cap in Round 1 - cap of 3 each (12 total) in Round 2 - cap of 2 each/8 total in Round 3 - cap of 6 total in Round 4 - cap of 4 total in Round 5 This increases the viability of early spending. Another option: - 3VP per spending set in Round 1 - 2VP per set in Round 2 - 1VP per set in Round 3 - 1VP per set (limit 2) -OR- ½VP per set in Round 4 ... and so on. There is a definite appeal to me in balancing the system with these graduated rates. But it would introduce a tremendous amount of complexity to achieve that balance, which doesn't even count the amount of time spent in balancing that would need to be done. The system is so solid as it stands right now that I think we'd be looking at diminishing returns to make this overhaul in complexity. As I stated earlier, I think Tech III generated a substantial portion of the problem. Pare it back to Tech II and take out the Prelims and I think you have a different story. However, I think it's still a 5-round game, which still feels a touch short. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
round total
8 18 15 27 9 7 18 25
4 15 11 16 |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
You're right, Drac; the simplest way to stretch the game with these
conditions is to raise the point total. And that may be what we
do. But I was also trying to suss out what was making the game
be so short in the first place. In fact, NSV also went only 4
rounds, as I recall. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
If you ignore the rushing buy on the last round, it seems that 15
points a turn was a rough ballpark on how many VP people were earning. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
If true, that's good news. :) We really like Tech III. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Just played a 4 player game this weekend, no shards stuff.
Played one of the community 4 player preset maps. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Eppic: So you were only going to 50, right? And both guys were
close after 4 rounds, it appears. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Except for the last round, which consistently seems to have point scoring of double the previous round. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Subtract Prelims and Secrets from my game last week. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
It did just occur to me that perhaps it's NOT so bad to have a
spending glut at the end of the game, because it gives an advantage
to the player with the best territory/infrastructure, (or the best
position so they can shunt all of their resources to buying points
and not use it for defense in the last round). Whoever has the
most "stuff" that they can spare will get more points than
the others on the last round, and they deserve some extra points for
that status. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I seem to remember some reasoning like this when you originally proposed the idea. Particularly the notion that if you're counting on spending to win, you're sacrificing defense. The logic is quite sound; the reality is a little disappointing, as we've been saying. Quote:
Particularly if Jol Nar or Yssaril are in the game. Winnu, too, I guess. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
I thought it might be a good time to consolidate suggestions and emendations. Mike's original system: VP goal: 50 Combat objective: 3-2-1 Control objectives: Mecatol Rex: 3 Mallice: 1 3SD: 1 Artifact: 1 3 systems: 1 other HS: 1 Achievement objectives: Votes cast: 2-1 Tech gained: 2-1-1-... Spend objectives (each max 3): 3 resources: 1 3 influence: 1 2 AC: 1 1 CC: 1 Proposed alterations and additions: VP goal (esp. with SO): 60-75 Don't need to control HS to claim objectives Do need to control HS to win the game Combat objectives: Leader killed/captured/returned: 1 (each) Flagship destroyed: 1 Control objectives: Mecatol Rex: 2 2 systems: 1 other HS: 2 lost own HS: -2 Achievement objectives: Votes cast: 3-2-1 Preliminary Objective: 5-3-2 Secret Objective: 10-6-4-3-2-1 Spend objectives (total max 3): 2 influence: 1 Miscellaneous objectives: Flagship built: 2 Rules for Prelims: - Each player may only claim 1 Prelim. Deal 1 Prelim each round until each player has done so. - The first player(s) to claim a particular Prelim receive(s) 5VP. Players who claim the Prelim later receive fewer: 3VP for the 2nd player to claim it; 2VP for the 3rd player to claim it. (Note: If 2 players gain 5VP in the same round for the same Prelim, the next player to claim will only gain 2, since that player will be the 3rd player to do so.) Rules for Bureaucracy and SO: - Bureaucracy allows the player to draw the top 2 cards from the Secret Objective Deck. Reveal 1 and place the other on the top or bottom of the deck. - Claim one (non-Secret) objective for which you qualify; this objective may be claimed again in the Status Phase. - The first player(s) to claim a particular SO receive(s) 10VP. Players who claim tho SO later receive fewer: 6VP for the 2nd player to claim it; 4VP for the 3rd player; 3VP for the 4th; 2VP for the 5th; 1VP for the 6th. (Note: Ties are applicable, so if the 2nd and 3rd player claim a particular SO in the same Status Phase, the next player to do so would be 4th and so would gain only 3VP.) |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
So if I understand it right. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
It also preserves the power of getting it first -- which I like --
while still giving some benefit if somebody manages to score it
later. Coupled with the auto-unlocking of RST at VP level,
there is possibly even incentive to take the 6VP for getting it second. |
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Title: Re: No Sudden Victory Playtest: MikeE's Alternative VP
Especially with mecatol objective I think it would be. A person could fortify mecatol and start pounding out different objectives. |
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