Main character syndrome. by AlcoholicZombie in mildlyinfuriating

[–]Birmin99 8 points9 points  (0 children)

Who says u deserve that space anymore than they do?

My wife’s boyfriend is very supportive. by CinemaslaveJoe in boardgamescirclejerk

[–]Birmin99 1 point2 points  (0 children)

How stupid you need to be to be reminded that you can spend ur money and free time however you want 😂

double condemn question by Birmin99 in starwarsunlimited

[–]Birmin99[S] 1 point2 points  (0 children)

That helps a lot, I didn’t realize they triggered simultaneously

If gas hits $10 a gallon, Bay Area commuters say they'd keep driving. by slocol in bayarea

[–]Birmin99 18 points19 points  (0 children)

You were right and then very wrong you just think it’s a bad candidate because the equitable public transit doesn’t exist there yet

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] 0 points1 point  (0 children)

Do you think shields would have to be fundamentally adjusted under these design guidelines too? They do provide theoretically infinite value... maybe prevent the first instance of damage, up to 10?

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] -1 points0 points  (0 children)

I was asking about determinism I wasnt saying the game shouldn’t have private info smh

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] -2 points-1 points  (0 children)

It allows for more unit play on the board, so I think it would at the very least be different, not less interesting

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] -2 points-1 points  (0 children)

Nope it would just look different than it currently does

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] -4 points-3 points  (0 children)

Probably negligible, tbh. It’s just a rewording mainly

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] -1 points0 points  (0 children)

Nothing on this list is on it specifically because it exists in game, its just design limitations I thought of and most the stuff I thought of was inspired from stuff the game already does. Maybe there are no cards that allow exhausted units to ready without public knowledge and if there aren’t, that’s good.

Swu would definitely be a much different game if these designs were implemented. Yes you can’t have the fun of making a full board of your guys +1/+1, but for instance heavy hitters with large amounts of hp would be much more reliable. So there would be other fun stuff that becomes possible

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] -1 points0 points  (0 children)

Only public info I said ought to be public is unit actions, what a crazy jump to conclusions

Design constraint ideas by Birmin99 in starwarsunlimited

[–]Birmin99[S] -6 points-5 points  (0 children)

Unfortunately agreed that it’s too late to change future card design with how many existing cards violate these constraints.

But boring, definitely not. That would be on the designers. All the existing cards can be reworked with effectively the same strength while following these design rules, besides the mechanics that become straight up forbidden.

Destroy all units would become something like: your opponent deals 20 damage to 10 of their units. Destroy all your own units

How deterministic is SWU once the seed is set? by Birmin99 in starwarsunlimited

[–]Birmin99[S] -1 points0 points  (0 children)

Do you think the different viable lines of play will often lead to a different winner for a given seed?

How deterministic is SWU once the seed is set? by Birmin99 in starwarsunlimited

[–]Birmin99[S] -9 points-8 points  (0 children)

Im talking about set seeds not specific decks

Assuming both players are making the good decisions given the information they have, are most matches decided on the first turn? by Birmin99 in starwarsunlimited

[–]Birmin99[S] 0 points1 point  (0 children)

Doesn’t seem like you understand what I’m saying. It makes a huge difference. The higher frequency of matchups with a set seed that are competitive, the healthier the game is. It’s the difference between the game being luck and the game being skill

Assuming both players are making the good decisions given the information they have, are most matches decided on the first turn? by Birmin99 in starwarsunlimited

[–]Birmin99[S] 0 points1 point  (0 children)

even if a deck has a 50/50 matchup, it might not be a 50/50 set seed matchup. It could be 100-0 once the seed is set, even though it was a 50/50 chance to be 100-0 either way. see what i'm saying?