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TwoToneWyvern

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  1. Like
    TwoToneWyvern got a reaction from ElectricPaladin in Sorylian Resurgence   
    Sorylians have always been the 'simple' faction.
     
    But its the simplest that always has the most subtlety and nuance.  Factions with obvious tricks and shticks can only really play to those tricks; Terrans need to maximize shield strength, Relthoza need to make maximum use of cloak/stealth and shunting, Aquans need to play to their mines and versatile weapon arcs.
     
    Sorylians don't have anything to focus on.  Your list is relatively free of units that need to be brought for obvious synergistic values.  You can bring a **** ton of Falcatas, or pack as many Kopis as you want.  Feel like some long range firepower?  Bring some warwolves.
     
    There's nothing gimmicky in our lists, which means everything is solid.  We don't depend on massive shields, or large CR rating, or cloaks, or stealth, or difficult target.  We have average DR/CR nearly across the board, with middle of the road shields.  Our speed ranges from second best in class to middle of the road on all of our ships.  Our firepower doesn't care what its shooting at coupled with versatile arcs.  Our boarding is above average and easily brought higher with a free TAC card.  Our AD values are best in class on most squadrons, and deteriorate slower.
     
    Who needs gimmicks and tricks when you can easily be prepared for anything your foe can throw at you?
  2. Like
    TwoToneWyvern got a reaction from Rocy7 in Sorylian Resurgence   
    Sorylians have always been the 'simple' faction.
     
    But its the simplest that always has the most subtlety and nuance.  Factions with obvious tricks and shticks can only really play to those tricks; Terrans need to maximize shield strength, Relthoza need to make maximum use of cloak/stealth and shunting, Aquans need to play to their mines and versatile weapon arcs.
     
    Sorylians don't have anything to focus on.  Your list is relatively free of units that need to be brought for obvious synergistic values.  You can bring a **** ton of Falcatas, or pack as many Kopis as you want.  Feel like some long range firepower?  Bring some warwolves.
     
    There's nothing gimmicky in our lists, which means everything is solid.  We don't depend on massive shields, or large CR rating, or cloaks, or stealth, or difficult target.  We have average DR/CR nearly across the board, with middle of the road shields.  Our speed ranges from second best in class to middle of the road on all of our ships.  Our firepower doesn't care what its shooting at coupled with versatile arcs.  Our boarding is above average and easily brought higher with a free TAC card.  Our AD values are best in class on most squadrons, and deteriorate slower.
     
    Who needs gimmicks and tricks when you can easily be prepared for anything your foe can throw at you?
  3. Like
    TwoToneWyvern got a reaction from Aner-Dyfan in Sorylian Resurgence   
    Sorylians have always been the 'simple' faction.
     
    But its the simplest that always has the most subtlety and nuance.  Factions with obvious tricks and shticks can only really play to those tricks; Terrans need to maximize shield strength, Relthoza need to make maximum use of cloak/stealth and shunting, Aquans need to play to their mines and versatile weapon arcs.
     
    Sorylians don't have anything to focus on.  Your list is relatively free of units that need to be brought for obvious synergistic values.  You can bring a **** ton of Falcatas, or pack as many Kopis as you want.  Feel like some long range firepower?  Bring some warwolves.
     
    There's nothing gimmicky in our lists, which means everything is solid.  We don't depend on massive shields, or large CR rating, or cloaks, or stealth, or difficult target.  We have average DR/CR nearly across the board, with middle of the road shields.  Our speed ranges from second best in class to middle of the road on all of our ships.  Our firepower doesn't care what its shooting at coupled with versatile arcs.  Our boarding is above average and easily brought higher with a free TAC card.  Our AD values are best in class on most squadrons, and deteriorate slower.
     
    Who needs gimmicks and tricks when you can easily be prepared for anything your foe can throw at you?
  4. Like
    TwoToneWyvern got a reaction from Aner-Dyfan in What makes Sorylians unique and how can they preserve that?   
    What makes the Sorylians unique, eh?
     
    Well there are two broad and overlapping concepts to that, the first being the fluff and/or theme, the other being the crunch, or the specific rules that try to emulate that.
     
    In the background, we have a faction composed of two different sentient lizards; one being larger, the other being smaller.  For those who have played 'That Other Game - In Fantasy', these are your saurus and skinks.  They are a practical, mathematical, logical, and somewhat slow to change.  Traditions are important, and nothing is ever done without a heavy dose of analysis.
     
    That translates to their warfare as well.  In space, they use gunnery techniques designed to ensure everything in the area receives a high yield, thermal warhead as a party favour.  These are done in precisely timed barrages in patterns that have been analysed and tested over many years of warfare.  While individually, some shots end up missing, the idea is that the space between the turrets and their maximum range is a happy party of death and explosions that everyone needs to dance in.
     
    In the survival aspect, they have simple and efficient hull designs.  Circular hulls, a smattering of shields, and a compliment of angry, really hot lizards rounds out the package.
     
    So far, the crunch reasonably emulates that as well as it can.  We have scatter weapons, which frankly don't give a flying falx what kind of ship is the target; we have solid to above average AP values with a free TAC card to boost it; we have middling shields to help out in defenses; our DR/CR generally sits in the above average range; and we're pretty damn quick all around.  Broadsides make up most of Sorylian AD values, being true to fluff and flexible to use on the tabletop.  Fixed fore weaponry helps, and a few ships sport the latest in Dindre- errr, Sorylian Kinetic weaponry to help the largely range anemic faction.
     
    Great.
     
    But is this really consistent when we get down to the real nitty gritty?  In my humble opinion, not quite.  Most of it is largely in line with what I expect and like, but there are exceptions that would both help reinforce a theme, build an identity and give either small boosts, or provide more gameplay options.
     
    The Falcata is our baseline, and all of the cruisers across the fleets also act as good baselines to compare the ups and downs between the factions.  The Falcata has middle of the road DR (only the Aquans are higher) and the second highest CR (Dindrezi are higher, tied with Directorate).  The Falcata is also the second fastest cruiser.  So, already we can generally assume that the Sorylians will be among the fastest, have the second highest CR values, and have standard to low DR value, coupled with good speed, maybe a shield, and high AD values boosted by large squad size.
     
    The heavy cruisers generally follow that theme, with some minor exceptions.  The Kopis is tied for the highest CR, but only rocks 5HP compared to the Directorate, Dindrezi, and Relthoza who all rock 6.  At the end of the day, that doesn't bother me, as Sorylians have the lower end of HP per class.  This is still balanced, as the Directorate and Relthoza are stuck with CR7.  However, it should be noted that this is the first instance of a thematic MAR for the Lizards in the standard progression of ships.
     
    Reinforced Broadsides.
     
    Glorious glorious reinforced broadsides.  Remember when I mentioned their ships design?  Cylindrical hulls, reinforced heavily with redundancies everywhere, coupled with broadside oriented weaponry just screams some sort of MAR to reinforce that idea.  Its fun, fluffy, thematic, and helps them when they need it most...or second most.  Our other big MAR comes into play with the Kopis.  Weapon shielding is our other line of defense.  While Terrans have their shields, Aquans also have shields, mines, and DT/ET to evade and deter, Dindrezi laugh off shots with comical CR values, Relthoza have their cloaks, and Directorate have a mix of reinforced arcs, shields, cloaks/stealth and solid CR values, Sorylians get reinforced broadsides and weapon shielding.
     
    So with the potential for CR9, I'm happy with the Kopis.
     
    Now we come to the Battlecruisers, which have always left me scratching my head a little.  I admit that balance considerations should always come first, or at least fairly high on the priority list, and also that I haven't really meditated over them as much as the 'standard' ships.  Here, lets set a baseline of highest and lowest DR/CR.  Lowest is 5, found on everyone but the Aquans, as fits their theme, with a 6.  CR has a low of 8, with the Terrans, and Directorate, while the highest goes to the Dindrezi at 10.  Great, process of elimination will get you the rest.
     
    Here the Sorylians are fine, my issues lay with one particular fishy outlier who I believe should swap with a certain corporate entity with their CR values, but this post is about the Glorious Sorylian Master Race.  Yet again, we find our lovely friend Weapon Shielding.  Awesome.  This is the only Large Capital in our repertoire with Fore Kinetic weapons, but the rest of the theme remains; some shields, excellent broadsides, good speed, above average DR/CR coupled with good AP and the option to make it better.
     
    So far, the theme holds out.
     
    Next up is the much maligned Falx.  Poor thing.  The recent (ish) buff was welcome, and much bile was spilled across many an innocent keyboard on these very boards.  A moment of silence please...
     
     
     
    Okay, so thematically, let's set our highs and lows for DR/CR.  Low/average DR is 6 on everyone but Aquans who have 7.  CR has a high of 12 on Dindrezi, and a low of 10 on Terrans, Aquans, Relthoza and Sorylian.  Now, this has almost been a very small annoyance for me, almost purely from a theme perspective, because of how it breaks the usual higher or mid end CR values the Lizards have.  In this case, a CR of 11 would be fitting, add diversity in the total battleship line up, and wouldn't be unwelcome on the Falx.
     
    As for the rest of the ship, here we have reinforced broadsides standard, again fitting our theme, and the option for weapon shielding returns.  Glorious.  Options for AP and speed and shields remains consistent across all of our ships and has no further complaints from me here.
     
    The dreadnoughts are a slight departure from a fairly linear theme of DR/CR values and other values, as their size allows for greater variance in HPs, and other advantages through MARs.  Truth be told, I've often just scratched my head at them as well, but sufficiently large models with comparable point values become harder to balance.  Thematically, the only one confusing me is the Directorate one, being one less HP, but the same DR/CR, with shields, and reinforced fore.  But again, this post is about the Lizards, not some scummy corporation.
     
    For the Broadside, I think the only thing it could use would be Reinforced Broadsides.  The rest is pretty Sorylian, down to AD values, weapon set up, AP values, and speed.
     
    So far, what do we have?  All of our capital ships (meds and larges, expect the ones I didn't talk about) are broadside oriented, quick enough to get around, have largest squadrons, often best in class AD, and good DR/CR buffed by weapon shielding and reinforced broadsides.
     
    Ways I would improve on that theme is giving Reinforced Broadsides as an upgrade to the Hasta and Broadsword, as well as to the Falcata.  It'd basically become a themed MAR for the Lizards, which meshes well with the gameplay and fluff.
     
    Going into our smalls, both the frigates and plumbata fit well into the theme when compared across the factions, and have no issues at all with me, especially when the Plumbata was reworked so the two weren't stepping on each other.
     
    You're probably thinking I'm done now.
     
    But I'm not.
     
    Have a water break, I'll wait.
     
     
     
    Okay, so we're almost done here.  We explored briefly the  major theme to the Lizards.  Most factions also have a secondary theme, either present in a secondary weapon system or set of ships that cater to a certain playstyle.  If the Aquans were about versatile arcs of lasers on agile ships, their secondary attribute would be mines and/or fighters, seeing as most/all of the larges also double as a carrier and many of their ships carry mines as a secondary weapon.  Just as an example.
     
    For the Sorylians, this is our ranged aspect.  The fleet is generally range anemic; a factor of both the short range bands of scatter weapons, and rapid loss of AD beyond RB2.  Great, we need to suck at something.  To compensate, the engineers of the Sphere Fleets needed to mount the biggest, meanest, most phal-err, ranged weapons on a few platforms to round out the fleets' capabilities.  Out of that, we got the Warwolf, and by extension, the Hasta.  Both have pretty good Kinetic weaponry mounted in a Fixed Fore channel, and come on good platforms.
     
    The Warwolf also has Nuclear torps.  Because why not.
     
    There are only two ships though that have Kinetic weapons so far in our arsenal.  To that I say 'pfshaw', or something, and ask that our humble carrier join those ranks.  And here's why.
     
    So far I haven't spoken much to our little dweeb the Xiphos.  As a carrier, its acceptable; nothing really to write home about.  It carrier SRS, and sports the same durability you'd expect of a carrier.  Its accompaniment choices are either a pair of Falcatas...or...a pair of goddamned Warwolves!  Wooooo!  Medlewedlemeldwedwedlyweeoooooo!
     
    But...there's a drawback.  If you bring the Warwolves, you can't link your fixed fore weaponry without losing out on the coherency, without mentioning how the range bands don't mesh up.  Plus, the Xiphos has a freakishly long range fixed fore scatter gun anyways.  Now, put 2 and 2 together, and the answer is fairly simple.  In either a hardpoint or upgrade slot, make it so the scatter fixed fore gun can be turned into a Kinetic gun.  Coherency fixed, and another ship can sport Kinetic weapons.
     
    Finally, I'd add an option for the Xiphos to take nuke torps to round out the love between them.
     
    Whew, we made it.  This is the end.  I promise.  Mostly.
     
    Now, I'm sure some people may read my secondary theme as stepping too much on the Dindrezi, or wanting to be just like them. I can assure you that is not the intention, and indeed that line of thought is a little misguided.  There's only so much you can do in this game, and an overlapping of theme/capabilities is largely inevitable.  The Relthoza are brimming with SRS, but so are the Aquans.  Directorate have cloaking/stealth ships, which could be seen as stepping on the Relthoza.
     
    The key here is to keep a secondary feature by limiting it to a handful of ships.  Having 3-4 ships in the Sorylian book with a strong Kinetic gun is a nice addition to the Lizards, while leaving the Dindrezi as the ultimate kings of cowardi-ranged combat.
     
    In short, give reinforced broadsides to more ships, bump the Falx to CR11, give the Xiphos a kinetic gun option.
     
    Man, probably could have just said that.  But then I would have deprived you of my lovely posting.
     
    Toodles!
  5. Like
    TwoToneWyvern got a reaction from afterimagedan in What makes Sorylians unique and how can they preserve that?   
    What makes the Sorylians unique, eh?
     
    Well there are two broad and overlapping concepts to that, the first being the fluff and/or theme, the other being the crunch, or the specific rules that try to emulate that.
     
    In the background, we have a faction composed of two different sentient lizards; one being larger, the other being smaller.  For those who have played 'That Other Game - In Fantasy', these are your saurus and skinks.  They are a practical, mathematical, logical, and somewhat slow to change.  Traditions are important, and nothing is ever done without a heavy dose of analysis.
     
    That translates to their warfare as well.  In space, they use gunnery techniques designed to ensure everything in the area receives a high yield, thermal warhead as a party favour.  These are done in precisely timed barrages in patterns that have been analysed and tested over many years of warfare.  While individually, some shots end up missing, the idea is that the space between the turrets and their maximum range is a happy party of death and explosions that everyone needs to dance in.
     
    In the survival aspect, they have simple and efficient hull designs.  Circular hulls, a smattering of shields, and a compliment of angry, really hot lizards rounds out the package.
     
    So far, the crunch reasonably emulates that as well as it can.  We have scatter weapons, which frankly don't give a flying falx what kind of ship is the target; we have solid to above average AP values with a free TAC card to boost it; we have middling shields to help out in defenses; our DR/CR generally sits in the above average range; and we're pretty damn quick all around.  Broadsides make up most of Sorylian AD values, being true to fluff and flexible to use on the tabletop.  Fixed fore weaponry helps, and a few ships sport the latest in Dindre- errr, Sorylian Kinetic weaponry to help the largely range anemic faction.
     
    Great.
     
    But is this really consistent when we get down to the real nitty gritty?  In my humble opinion, not quite.  Most of it is largely in line with what I expect and like, but there are exceptions that would both help reinforce a theme, build an identity and give either small boosts, or provide more gameplay options.
     
    The Falcata is our baseline, and all of the cruisers across the fleets also act as good baselines to compare the ups and downs between the factions.  The Falcata has middle of the road DR (only the Aquans are higher) and the second highest CR (Dindrezi are higher, tied with Directorate).  The Falcata is also the second fastest cruiser.  So, already we can generally assume that the Sorylians will be among the fastest, have the second highest CR values, and have standard to low DR value, coupled with good speed, maybe a shield, and high AD values boosted by large squad size.
     
    The heavy cruisers generally follow that theme, with some minor exceptions.  The Kopis is tied for the highest CR, but only rocks 5HP compared to the Directorate, Dindrezi, and Relthoza who all rock 6.  At the end of the day, that doesn't bother me, as Sorylians have the lower end of HP per class.  This is still balanced, as the Directorate and Relthoza are stuck with CR7.  However, it should be noted that this is the first instance of a thematic MAR for the Lizards in the standard progression of ships.
     
    Reinforced Broadsides.
     
    Glorious glorious reinforced broadsides.  Remember when I mentioned their ships design?  Cylindrical hulls, reinforced heavily with redundancies everywhere, coupled with broadside oriented weaponry just screams some sort of MAR to reinforce that idea.  Its fun, fluffy, thematic, and helps them when they need it most...or second most.  Our other big MAR comes into play with the Kopis.  Weapon shielding is our other line of defense.  While Terrans have their shields, Aquans also have shields, mines, and DT/ET to evade and deter, Dindrezi laugh off shots with comical CR values, Relthoza have their cloaks, and Directorate have a mix of reinforced arcs, shields, cloaks/stealth and solid CR values, Sorylians get reinforced broadsides and weapon shielding.
     
    So with the potential for CR9, I'm happy with the Kopis.
     
    Now we come to the Battlecruisers, which have always left me scratching my head a little.  I admit that balance considerations should always come first, or at least fairly high on the priority list, and also that I haven't really meditated over them as much as the 'standard' ships.  Here, lets set a baseline of highest and lowest DR/CR.  Lowest is 5, found on everyone but the Aquans, as fits their theme, with a 6.  CR has a low of 8, with the Terrans, and Directorate, while the highest goes to the Dindrezi at 10.  Great, process of elimination will get you the rest.
     
    Here the Sorylians are fine, my issues lay with one particular fishy outlier who I believe should swap with a certain corporate entity with their CR values, but this post is about the Glorious Sorylian Master Race.  Yet again, we find our lovely friend Weapon Shielding.  Awesome.  This is the only Large Capital in our repertoire with Fore Kinetic weapons, but the rest of the theme remains; some shields, excellent broadsides, good speed, above average DR/CR coupled with good AP and the option to make it better.
     
    So far, the theme holds out.
     
    Next up is the much maligned Falx.  Poor thing.  The recent (ish) buff was welcome, and much bile was spilled across many an innocent keyboard on these very boards.  A moment of silence please...
     
     
     
    Okay, so thematically, let's set our highs and lows for DR/CR.  Low/average DR is 6 on everyone but Aquans who have 7.  CR has a high of 12 on Dindrezi, and a low of 10 on Terrans, Aquans, Relthoza and Sorylian.  Now, this has almost been a very small annoyance for me, almost purely from a theme perspective, because of how it breaks the usual higher or mid end CR values the Lizards have.  In this case, a CR of 11 would be fitting, add diversity in the total battleship line up, and wouldn't be unwelcome on the Falx.
     
    As for the rest of the ship, here we have reinforced broadsides standard, again fitting our theme, and the option for weapon shielding returns.  Glorious.  Options for AP and speed and shields remains consistent across all of our ships and has no further complaints from me here.
     
    The dreadnoughts are a slight departure from a fairly linear theme of DR/CR values and other values, as their size allows for greater variance in HPs, and other advantages through MARs.  Truth be told, I've often just scratched my head at them as well, but sufficiently large models with comparable point values become harder to balance.  Thematically, the only one confusing me is the Directorate one, being one less HP, but the same DR/CR, with shields, and reinforced fore.  But again, this post is about the Lizards, not some scummy corporation.
     
    For the Broadside, I think the only thing it could use would be Reinforced Broadsides.  The rest is pretty Sorylian, down to AD values, weapon set up, AP values, and speed.
     
    So far, what do we have?  All of our capital ships (meds and larges, expect the ones I didn't talk about) are broadside oriented, quick enough to get around, have largest squadrons, often best in class AD, and good DR/CR buffed by weapon shielding and reinforced broadsides.
     
    Ways I would improve on that theme is giving Reinforced Broadsides as an upgrade to the Hasta and Broadsword, as well as to the Falcata.  It'd basically become a themed MAR for the Lizards, which meshes well with the gameplay and fluff.
     
    Going into our smalls, both the frigates and plumbata fit well into the theme when compared across the factions, and have no issues at all with me, especially when the Plumbata was reworked so the two weren't stepping on each other.
     
    You're probably thinking I'm done now.
     
    But I'm not.
     
    Have a water break, I'll wait.
     
     
     
    Okay, so we're almost done here.  We explored briefly the  major theme to the Lizards.  Most factions also have a secondary theme, either present in a secondary weapon system or set of ships that cater to a certain playstyle.  If the Aquans were about versatile arcs of lasers on agile ships, their secondary attribute would be mines and/or fighters, seeing as most/all of the larges also double as a carrier and many of their ships carry mines as a secondary weapon.  Just as an example.
     
    For the Sorylians, this is our ranged aspect.  The fleet is generally range anemic; a factor of both the short range bands of scatter weapons, and rapid loss of AD beyond RB2.  Great, we need to suck at something.  To compensate, the engineers of the Sphere Fleets needed to mount the biggest, meanest, most phal-err, ranged weapons on a few platforms to round out the fleets' capabilities.  Out of that, we got the Warwolf, and by extension, the Hasta.  Both have pretty good Kinetic weaponry mounted in a Fixed Fore channel, and come on good platforms.
     
    The Warwolf also has Nuclear torps.  Because why not.
     
    There are only two ships though that have Kinetic weapons so far in our arsenal.  To that I say 'pfshaw', or something, and ask that our humble carrier join those ranks.  And here's why.
     
    So far I haven't spoken much to our little dweeb the Xiphos.  As a carrier, its acceptable; nothing really to write home about.  It carrier SRS, and sports the same durability you'd expect of a carrier.  Its accompaniment choices are either a pair of Falcatas...or...a pair of goddamned Warwolves!  Wooooo!  Medlewedlemeldwedwedlyweeoooooo!
     
    But...there's a drawback.  If you bring the Warwolves, you can't link your fixed fore weaponry without losing out on the coherency, without mentioning how the range bands don't mesh up.  Plus, the Xiphos has a freakishly long range fixed fore scatter gun anyways.  Now, put 2 and 2 together, and the answer is fairly simple.  In either a hardpoint or upgrade slot, make it so the scatter fixed fore gun can be turned into a Kinetic gun.  Coherency fixed, and another ship can sport Kinetic weapons.
     
    Finally, I'd add an option for the Xiphos to take nuke torps to round out the love between them.
     
    Whew, we made it.  This is the end.  I promise.  Mostly.
     
    Now, I'm sure some people may read my secondary theme as stepping too much on the Dindrezi, or wanting to be just like them. I can assure you that is not the intention, and indeed that line of thought is a little misguided.  There's only so much you can do in this game, and an overlapping of theme/capabilities is largely inevitable.  The Relthoza are brimming with SRS, but so are the Aquans.  Directorate have cloaking/stealth ships, which could be seen as stepping on the Relthoza.
     
    The key here is to keep a secondary feature by limiting it to a handful of ships.  Having 3-4 ships in the Sorylian book with a strong Kinetic gun is a nice addition to the Lizards, while leaving the Dindrezi as the ultimate kings of cowardi-ranged combat.
     
    In short, give reinforced broadsides to more ships, bump the Falx to CR11, give the Xiphos a kinetic gun option.
     
    Man, probably could have just said that.  But then I would have deprived you of my lovely posting.
     
    Toodles!
  6. Like
    TwoToneWyvern got a reaction from afterimagedan in Battlecruiser Questions   
    I'm a simple lizard.
     
    I'm a firm believer in the fine traditions our fore fathers, and their fore fathers set for us.  When constructing the great edifices that meticulously sprawl across glorious Kerender, our best engineers did not use chisels and small bricks to create the temples and monuments that still stand millenia later.
     
    They used massive ******* hammers.
     
    And when those massive ******* hammers didn't work, they got even bigger massive ******* hammers.
     
    And it worked.  It was also awesome as ****.
     
    I say we honour the traditions laid down by our ancestors and use the biggest hammers we can when dealing with those who would seek to destroy us.
     
    And when that hammer fails, the only reason is that the hammer wasn't big enough.
     
    Your enemy can't fight back when they're a puddle.
     
    Bombers, shielding and shields.  Honour your past.
     
    This message not representative of the High Admiralty Council.  Results may vary.  Consult your doctor before taking Hammer products.  If erection lasts longer than 6 hours, consult a professional.
  7. Like
    TwoToneWyvern got a reaction from Ryjak in What Does Planetfall Presage For Armada 3?   
    It should be noted that there are two distinct issues when referring to 'toxicity'.  The first is game created, and the second is player created.  Game created toxicity is a result of imbalances, poor rule writing (vague, ambiguous), and rules and fluff that don't mesh, leading to a confusing 'narrative' (as loath as I am to use that word).  Even the nicest, most down to earth, humble gamer can and likely will succumb to some sort of *******-y behaviour in the face of a combination of those factors.  I like to think I'm pretty awesome to hang around and game with, but I'm not exempt from getting caught in shitty rules disputes or curb-stomping my opponent due to game imbalances.
     
    The second issue is player centric, and exists separately from the game itself.  The scientific term for these people is Assholicus Majorus.  Regardless of the game, the atmosphere, or how much/little alcohol they've consumed, they will inevitably ruin a game or event due entirely to their lack of social skills.  There's a blur in the two issues when people seek out vague or poorly balanced combinations because a number of factors may play into why they're trying to 'break' the game.
     
    That all said, there's nothing inherently toxic about tournaments.  From all accounts I've read, most tournaments end up being a fantastic way to meet people with your interests and get in a bunch of guaranteed games with some motivated (and hopefully knowledgeable) people.
     
    Any toxicity is a result of either a few bad people that you can't fix anyways, or a result of the game, which is easily fixable.  With regards to FSA, there's not a lot that jumps out at me that would create a toxic environment; the game is pretty well balanced, the rules are mostly clear and what isn't is either FAQ'd or answered on these forums, and there's nothing hidden behind extra paywalls or hard to find.
     
    The size/popularity of a game will also affect its toxicity, as you'll inevitably attract more rotten apples, but hopefully its balanced out by attracting amazingly awesome and handsome people like myself.
  8. Like
    TwoToneWyvern got a reaction from zaknafn in What Does Planetfall Presage For Armada 3?   
    It should be noted that there are two distinct issues when referring to 'toxicity'.  The first is game created, and the second is player created.  Game created toxicity is a result of imbalances, poor rule writing (vague, ambiguous), and rules and fluff that don't mesh, leading to a confusing 'narrative' (as loath as I am to use that word).  Even the nicest, most down to earth, humble gamer can and likely will succumb to some sort of *******-y behaviour in the face of a combination of those factors.  I like to think I'm pretty awesome to hang around and game with, but I'm not exempt from getting caught in shitty rules disputes or curb-stomping my opponent due to game imbalances.
     
    The second issue is player centric, and exists separately from the game itself.  The scientific term for these people is Assholicus Majorus.  Regardless of the game, the atmosphere, or how much/little alcohol they've consumed, they will inevitably ruin a game or event due entirely to their lack of social skills.  There's a blur in the two issues when people seek out vague or poorly balanced combinations because a number of factors may play into why they're trying to 'break' the game.
     
    That all said, there's nothing inherently toxic about tournaments.  From all accounts I've read, most tournaments end up being a fantastic way to meet people with your interests and get in a bunch of guaranteed games with some motivated (and hopefully knowledgeable) people.
     
    Any toxicity is a result of either a few bad people that you can't fix anyways, or a result of the game, which is easily fixable.  With regards to FSA, there's not a lot that jumps out at me that would create a toxic environment; the game is pretty well balanced, the rules are mostly clear and what isn't is either FAQ'd or answered on these forums, and there's nothing hidden behind extra paywalls or hard to find.
     
    The size/popularity of a game will also affect its toxicity, as you'll inevitably attract more rotten apples, but hopefully its balanced out by attracting amazingly awesome and handsome people like myself.
  9. Like
    TwoToneWyvern got a reaction from steve_990 in What Does Planetfall Presage For Armada 3?   
    It should be noted that there are two distinct issues when referring to 'toxicity'.  The first is game created, and the second is player created.  Game created toxicity is a result of imbalances, poor rule writing (vague, ambiguous), and rules and fluff that don't mesh, leading to a confusing 'narrative' (as loath as I am to use that word).  Even the nicest, most down to earth, humble gamer can and likely will succumb to some sort of *******-y behaviour in the face of a combination of those factors.  I like to think I'm pretty awesome to hang around and game with, but I'm not exempt from getting caught in shitty rules disputes or curb-stomping my opponent due to game imbalances.
     
    The second issue is player centric, and exists separately from the game itself.  The scientific term for these people is Assholicus Majorus.  Regardless of the game, the atmosphere, or how much/little alcohol they've consumed, they will inevitably ruin a game or event due entirely to their lack of social skills.  There's a blur in the two issues when people seek out vague or poorly balanced combinations because a number of factors may play into why they're trying to 'break' the game.
     
    That all said, there's nothing inherently toxic about tournaments.  From all accounts I've read, most tournaments end up being a fantastic way to meet people with your interests and get in a bunch of guaranteed games with some motivated (and hopefully knowledgeable) people.
     
    Any toxicity is a result of either a few bad people that you can't fix anyways, or a result of the game, which is easily fixable.  With regards to FSA, there's not a lot that jumps out at me that would create a toxic environment; the game is pretty well balanced, the rules are mostly clear and what isn't is either FAQ'd or answered on these forums, and there's nothing hidden behind extra paywalls or hard to find.
     
    The size/popularity of a game will also affect its toxicity, as you'll inevitably attract more rotten apples, but hopefully its balanced out by attracting amazingly awesome and handsome people like myself.
  10. Like
    TwoToneWyvern reacted to Ryjak in What Does Planetfall Presage For Armada 3?   
    Tournament play doesn't ruin games; it highlights the existing flaws in those games. Players are already competitive; games don't make them competitive. The guy fielding a "killer" list is simply using an overpowered force in an unbalanced, non-competitive game. Killer lists do not exist in balanced systems, such as FSA.
    You can casually play a "tourney-ready" game, but you can't competitively play a "friendly" game... at least not for long. The Internet accelerates this process. True competition is when either player has an almost equal to chance to win every game... It's not created from competitive players or environments like tournaments.
  11. Like
    TwoToneWyvern got a reaction from ElectricPaladin in Sorylian vs. Relthoza Box Speculation - Sorylian Thread   
    Because the entire premise of why you think the Hasta isn't a battlecruiser applies to such a huge swathe of ships that its a patently ridiculous argument to make.  Having wings capacity does not a carrier make, unless your willing to claim that well over a dozen other ships are also not what they're currently slotted as and rather pretend carriers in disguise.
     
    The majority of the Hasta's strength does not lie in its wings; its still dealing a maximum of 13AD to its fore fixed arc at 24" - more than the majority of the Sorylian fleet at that range, and a rather solid 16AD in its broadsides at RB1 and 2.  Its a pretty wild claim to state that the inclusion of wings in its design makes it less a battlecruiser than any other ship that also incorporates wings in its design.
     
    You can feel free to dislike the concept, but claiming its not a battlecruiser is pretty ridiculous, unless of course you're willing to be consistent and claim another dozen ships are equally not whatever they're stated to be.
     
    Frankly, the Hasta is already a Falx with a bit more speed and even then, a bit more firepower when taken in pairs, and just less when taken solo.  I fail to see what your problem is here.  The Falx is 7" base, while the Hasta is 8".  The Falx can be upgraded to be faster, but other than that, firepower wise, the Hasta is exactly what you'd expect; a bit less firepower in nearly every arc, with the exception being the absence of torps but gaining kinetic FF.
     
    Either way, I believe its not a little ridiculous to claim the Hasta is somehow in any way shape or form not a battlecruiser based on the near singular aspect that is has wing capacity built in.  In every other way, it is quite literally exactly what you'd like out of a battle cruiser; a cheaper, faster (stock), slightly less gunned tier 1 selection.  Only it has wings too.  The horror.
     
    I find your argument rather weak and nothing more than a very specific set of criteria that you have devised that fails to consider a number of other ships in other categories that also don't adhere to a specific set of qualities one might expect of that type of ship; such as destroyers not having strong fore facing weapons and/or long range weapons, or battleships with strong wing focus, or gunships that deviate significantly from the factions modus operandi, or frigates/tier 3 selections that are something other than cheap, mandatory, small versions of cruisers and battleships.
     
    Firestorm is more than a set of rigid ship designs and classifications.  This is set in a far future with aliens and divergent humans with radically different doctrines and combat styles.  Ships are not, and should not be made to adhere to a rigid classification system such that every ships of a certain class is 99% analogous to one another.
     
    All that to say, the wing capacity on the Hasta does not in any way make it less a battlecruiser and more a carrier or any other minute semantic argument you'd make.  It is a battlecruiser, it is real, and it functions in 95% of the way you'd even admit to how you'd like it function.
  12. Like
    TwoToneWyvern reacted to reddwarf in Sorylian vs. Relthoza Box Speculation - Sorylian Thread   
    I must have missed the rule that all ship classes had to not only follow the same theme, but had to meet your definition of what they qualify as
  13. Like
    TwoToneWyvern got a reaction from FragEmAll in What Does Planetfall Presage For Armada 3?   
    I figure a shorter game would only be seen as a challenge to me to fit in as many beers as possible in a shorter time frame.
     
    Interesting discussion though.  Of all the aspects of game design that I normally consider, game length is rarely something I spend much time thinking about.  I'm more concerned with some sort of nebulous concept of time spent per meaningful decision/action in game, which can go either way in terms of total game length.  Oh, that and time spent waiting around doing nothing.  Dear Space Lizard does that piss me off about that other game.
     
    "Sure I'll wait 30mins while the only thing I get to do is remove models by the handful.  While I'm at, I figured I'd drink some bleach and die."
     
    Thank the Scaled Ones for alternating activations.
     
    Variety is the spice of life though, which is why I always bring a lager, amber, honey brown, and some whiskey to wash it all down.
  14. Like
    TwoToneWyvern got a reaction from kennyal in RSN thread   
    There are other sections on this website not about Firestorm Armada?
     
    Who knew?
     
    What do they even talk about?  Not spaceship stuff?  Because that sounds totally not as cool as spaceship stuff.
  15. Like
    TwoToneWyvern got a reaction from zaknafn in What Does Planetfall Presage For Armada 3?   
    I figure a shorter game would only be seen as a challenge to me to fit in as many beers as possible in a shorter time frame.
     
    Interesting discussion though.  Of all the aspects of game design that I normally consider, game length is rarely something I spend much time thinking about.  I'm more concerned with some sort of nebulous concept of time spent per meaningful decision/action in game, which can go either way in terms of total game length.  Oh, that and time spent waiting around doing nothing.  Dear Space Lizard does that piss me off about that other game.
     
    "Sure I'll wait 30mins while the only thing I get to do is remove models by the handful.  While I'm at, I figured I'd drink some bleach and die."
     
    Thank the Scaled Ones for alternating activations.
     
    Variety is the spice of life though, which is why I always bring a lager, amber, honey brown, and some whiskey to wash it all down.
  16. Like
    TwoToneWyvern reacted to zaknafn in What Does Planetfall Presage For Armada 3?   
    The general gist from what I've read from EP (and a few others) seems to boil down to desiring three things:
    1. Games should be short. Games that take time (over 75 minutes to 90) are "bad" while short games are "good". The idea that a really good game might take 2.5 to 3.0 hours seems, from what I'm gathering, like it's a bad idea and anything that makes the game shorter is inherently better.
    The best gaming I've ever experienced has come out of a game that could not be finished in that short of a time unless it was a pointless slaughter because one players' skill was simply that greater than the others. B5W or SFB both were games that were determined largely by player skill far more than dice so if a game lasted only 45 minutes it's because one player was really really bad. To me the intense skill needed and the fact that the game simply had too many decisions and too many events that, assuming roughly equal skill, couldn't be resolved that fast is a good thing, not a bad.
    Short games to me tend to be popcorn games (as I call them). Easily digested with a lower amount of depth they're designed for people with (generally speaking) less desire for depth of play. The best matches of M:TG I had, when I was a dedicated tournament player who played in Grand Prix and regionals were the matches that lasted basically until almost timing out (which used to be an hour), not the games that were over in 10 minutes.
    2. The game should change its focus from model on model (ship on ship) to squadron on squadron. The idea of pooling dice, having damage carry over and simplifying movement all stems from a desire to fundamentally change the game into one of "fast dice", where you pick up a bucket, roll a bunch and the opponent removes models.
    One of the elements I love about FA is the tactical flexibility that having each model be a unit unto itself gives. On a well timed attack run I've ran a bunch of Directorate heavy cruisers into the middle of a Terran fleet and applied two sets of 9 dice to one cruiser, 10 torpedos at a second, 9 more dice at a carrier's escort, 10 torps at the carriers second escort and then finally 15 AP at the carrier itself essentially tabling my opponent in one activation (there was a lot of death before that). That dice allocation killed a fresh cruiser, finished off a previously critted one, killed one escort, damaged a second, and took home an Ares as a trophy.
    If all you could do is "pool squadron A's dice and then fire at squadron B" it would certainly be faster but involve much less planning and tactical decision making. I feel also that the idea that damage "splashes over" on huge dice pools takes away from the care and planning and calculations you can give to trying to figure out the best and most efficient use of your guns/dice. Those decisions are the line I find between a winning game and a losing one. If you overkill a cruiser by 10 hits and fail to damage its squad mate you've misallocated your dice (or had the dreaded 6 demon do it for you). Splashing damage makes it far more about "he who rolls the most sixes" and less about "he who made the best choices". That is inherently bad, to me at least.
    3. Maneuver should be simplified. Again, this feels like a requested move towards a squadron based system and not a ship/model system. If you could move free form without the need for a turn mode rating (turn delay) then it reduces the advantage of outmaneuvering your opponent. Faster? Yes. More rewarding? No.
    I'm not against better tools (Steve990's turning templates look pretty damn cool) - but I am against "pick up and move" type of effects or things that make the squadron "wheel". I like the idea that you can be outmaneuvered by a well timed application of a gravitational slingshot, a well played TAC, or a tight turn around an asteroid.
    There are some generally good ideas in this thread such as an increased variety of TACs and new coherence effects (I'm against the idea of turning the Star Admiral into a special charter style of 'boat load of abilities" tool. This isn't WHFB - I don't need a chaos lord turning his cruiser into a dreadnaught).
    But a lot of is trying to port a ground combat game (and, to be honest, not a really good one) into a space game in ways that won't be interesting or entertaining.
    This isn't an attack so much as it is a defense of a different style and type of gaming that EP seems to be suggesting he'd like the game to move away from.
    Zak
  17. Like
    TwoToneWyvern got a reaction from reddwarf in RSN thread   
    There are other sections on this website not about Firestorm Armada?
     
    Who knew?
     
    What do they even talk about?  Not spaceship stuff?  Because that sounds totally not as cool as spaceship stuff.
  18. Like
    TwoToneWyvern got a reaction from zaknafn in RSN thread   
    There are other sections on this website not about Firestorm Armada?
     
    Who knew?
     
    What do they even talk about?  Not spaceship stuff?  Because that sounds totally not as cool as spaceship stuff.
  19. Like
    TwoToneWyvern got a reaction from quiet01 in RSN thread   
    There are other sections on this website not about Firestorm Armada?
     
    Who knew?
     
    What do they even talk about?  Not spaceship stuff?  Because that sounds totally not as cool as spaceship stuff.
  20. Like
    TwoToneWyvern got a reaction from steve_990 in Fleet Compitition ?   
    They're still in shock over how amazing my submission was.
  21. Like
    TwoToneWyvern got a reaction from ahmadan in Fleet Compitition ?   
    They're still in shock over how amazing my submission was.
  22. Like
    TwoToneWyvern reacted to Pok in What makes Sorylians unique and how can they preserve that?   
    Sorylians CAN change rapidly. Seriously, is everyone ignoring the fluff where early expansion out of the Kerendar was incredibly dynamic, and then following entries about adapting FSD and new ship classes to specifically force the fleet to vary up the tactics? Yes, majority of the slivarr (most inventive sorylians) are gone, but the Sorylians are set in their ways, not stupid. "Hey, Grarhahr, the humans invented insta-doom weapons! That's disgusting and we should never ever consider employing it, it's against our silly one-dimensional background!"
  23. Like
    TwoToneWyvern got a reaction from ahmadan in Battlecruiser Questions   
    I'm a simple lizard.
     
    I'm a firm believer in the fine traditions our fore fathers, and their fore fathers set for us.  When constructing the great edifices that meticulously sprawl across glorious Kerender, our best engineers did not use chisels and small bricks to create the temples and monuments that still stand millenia later.
     
    They used massive ******* hammers.
     
    And when those massive ******* hammers didn't work, they got even bigger massive ******* hammers.
     
    And it worked.  It was also awesome as ****.
     
    I say we honour the traditions laid down by our ancestors and use the biggest hammers we can when dealing with those who would seek to destroy us.
     
    And when that hammer fails, the only reason is that the hammer wasn't big enough.
     
    Your enemy can't fight back when they're a puddle.
     
    Bombers, shielding and shields.  Honour your past.
     
    This message not representative of the High Admiralty Council.  Results may vary.  Consult your doctor before taking Hammer products.  If erection lasts longer than 6 hours, consult a professional.
  24. Like
    TwoToneWyvern got a reaction from CheesyRobMan in Battlecruiser Questions   
    I'm a simple lizard.
     
    I'm a firm believer in the fine traditions our fore fathers, and their fore fathers set for us.  When constructing the great edifices that meticulously sprawl across glorious Kerender, our best engineers did not use chisels and small bricks to create the temples and monuments that still stand millenia later.
     
    They used massive ******* hammers.
     
    And when those massive ******* hammers didn't work, they got even bigger massive ******* hammers.
     
    And it worked.  It was also awesome as ****.
     
    I say we honour the traditions laid down by our ancestors and use the biggest hammers we can when dealing with those who would seek to destroy us.
     
    And when that hammer fails, the only reason is that the hammer wasn't big enough.
     
    Your enemy can't fight back when they're a puddle.
     
    Bombers, shielding and shields.  Honour your past.
     
    This message not representative of the High Admiralty Council.  Results may vary.  Consult your doctor before taking Hammer products.  If erection lasts longer than 6 hours, consult a professional.
  25. Like
    TwoToneWyvern got a reaction from FragEmAll in Battlecruiser Questions   
    I'm a simple lizard.
     
    I'm a firm believer in the fine traditions our fore fathers, and their fore fathers set for us.  When constructing the great edifices that meticulously sprawl across glorious Kerender, our best engineers did not use chisels and small bricks to create the temples and monuments that still stand millenia later.
     
    They used massive ******* hammers.
     
    And when those massive ******* hammers didn't work, they got even bigger massive ******* hammers.
     
    And it worked.  It was also awesome as ****.
     
    I say we honour the traditions laid down by our ancestors and use the biggest hammers we can when dealing with those who would seek to destroy us.
     
    And when that hammer fails, the only reason is that the hammer wasn't big enough.
     
    Your enemy can't fight back when they're a puddle.
     
    Bombers, shielding and shields.  Honour your past.
     
    This message not representative of the High Admiralty Council.  Results may vary.  Consult your doctor before taking Hammer products.  If erection lasts longer than 6 hours, consult a professional.
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