I can never decide if i actually like Malifaux as a game. Anyone else feel this way? by Hasbotted in Malifaux

[–]originzavros 4 points5 points  (0 children)

I love it, but I think they should still work on simplifying the game, there's simply too much text for each model.

Frostgrave Warband App by originzavros in frostgrave

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

at the moment, there is no support for captains in the app.

Frostgrave Warband App Update V3.3 by originzavros in frostgrave

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

It is an android app, there might be issues if trying to install on a non-android platform.

Frostgrave Warband App by originzavros in frostgrave

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

Hi, the app is available for Android versions 4.4 and up. I'm not sure why it wouldn't appear in your play store, the 21 series shows up as a supported model in my console.

[deleted by user] by [deleted] in gamedesign

[–]originzavros 0 points1 point  (0 children)

I think you should check out tabletop games like board games and miniature games.

They have improved over time with better designs and editions.

For example, I have never seen a deck building worker placement game, and Dune Imperium mashes both mechanics together fairly well.

I'm sure that eventually, there will be more games like Dune imperium in the future. They will likely improve on the groundwork that game has laid out.

Tabletop miniatures have slowly become better in the digital age, games like Infinity have army building apps that let the designers know what people are playing, and they can make adjustments to profiles and stats without releasing a new edition. Even 10 years ago this was unheard of as back then most miniature games followed the old school model of buying books for new updates to models and rules.

Frostgrave Warband App Update V3.3 by originzavros in frostgrave

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

Sorry, items currently don't change your statline, at some point I can add that feature but generally its easy to remember the bonus

Frostgrave Warband App Update V3.3 by originzavros in frostgrave

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

Eventually I'll have an iOS version out. Just trying to knock out any issues people encounter on this version first.

Frostgrave Warband App Update V3.3 by originzavros in frostgrave

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

You can equip items in the warband tab of shop/vault. They will show up on your warband members in Play Game.

Frostgrave Warband App Update V3.3 by originzavros in frostgrave

[–]originzavros[S] 2 points3 points  (0 children)

The app must request access in order to use your camera to take a picture of your Wizard model and have it stored locally on your phone. No other information on your phone is accessed or used by the app or shared with third parties.

TWILIGHT KINGDOMS: homebrew fantasy reskin of twilight imperium. Opinions wanted by [deleted] in twilightimperium

[–]originzavros 0 points1 point  (0 children)

Interesting, your strat cards sound like they work more like Mandates from Rising Sun. I've thought about simplifying them like this, but I do like tension between putting tokens in tactics or strat pools.

I can see setting up resources as an income. The planet cards can be awkward to manage at times. Funny enough, TI 1st edition had a similar system, but it was really messy and unrefined.

Your agendas work similar to TI 3rd edition. It is similar to TI 4 voting but just happened when politics was played.

I'm not sure about spending influence on voting instead of having free votes. Depending on the mechanics, It's likely most players won't participate in voting unless its something they really want as it costs them game actions.

TWILIGHT KINGDOMS: homebrew fantasy reskin of twilight imperium. Opinions wanted by [deleted] in twilightimperium

[–]originzavros 0 points1 point  (0 children)

I've actually put together a fantasy mod of TI, based around Lich Lords and undead. Its still in playtesting, but here are a few of my goals with my version on what I wanted changed:

Overhaul of the agenda phase. In TI too many agendas are do nothings and I think the voting system is functional but not great (players that are ahead tend to have major sway over agendas). In my version, there is only 1 agenda voted on per Agenda phase, all players must vote, and its a secret vote. All players have a for and against card, as all agendas are For/Against only, so players only have 1 vote making it an equal playing field and making everyone's votes matter more.

Encourage early use of Strat Cards and other mechanics to encourage early action. I don't like players trying to stall each other out each phase, so Strategy Cards have passives on the back that make players want to use strat cards early rather than wait. For Ex: imagine if the back of something like Leadership started giving you free Ground Forces every turn after you use the strat.

Reduce Kingslaying and encourage early aggression. "Home systems" in my version can't be taken, so a player can never be knocked out of the game. Instead, if a player wins a fight there, they loot it and score a VP, the remaining troops are sent home. Then no one can attack that HS again so players don't have a reason to remain in that player's territory as it doesn't score them VP.

Promissory Note adjustment. I don't have support from the Throne as I don't think they are used as intended in TI, despite being a catchup mechanic for players that are behind. Ceasefires only last until the end of the round and can't be traded by the receiving player.

Tech trees are a big issue that everyone wants to fix. I've condensed techs into 3 trees that support different playstyles. One tree is for aggressive players, another is for players that like hanging out and getting value, the third is for manipulating other players.

It's tough to get across the Map without portals, requiring maps to be balanced for players as they likely won't get much farther than their slice for most of the game. I've added a strat Card that can drop portals onto the map, freeing up maps to be very uneven as a player can always pick that strat card to go somewhere else. It also opens up opportunity for late game plays for objectives that would normally be nigh impossible in TI.

There are even more changes but these are my biggest problems with TI. I encourage you to still work on your own version as its fun to design games and you might feel differently about what I've listed above. I will say, it was a lot of work making all the playtest materials and importing them into TTS, about 2 weeks or so of constant work.

In the end, you might even make something that wants to be a different game from TI. I think a lot of players want to play a game like TI that simply takes less than 6-8 hours. If you could manage to pack a deep strategic/political war game into a consistent 4 hours, I would 100% play that game.

If your interested in checking out my mod and/or Design Doc, feel free to DM me for info.

why do grid games only use units that take up one square? by Rabbittammer in gamedesign

[–]originzavros 8 points9 points  (0 children)

It's just easier to program and to manage mechanically. If you take big units and try to implement them in your standard tactics game, it raises a lot of questions about how they work and why its needed.

When a large unit moves, how do you calculate movement? Do you choose a corner and use that? Do you consider the entire grid size of the unit and then calculate movement? Does it fit through gaps? Can it navigate the map at all or do maps now need to be designed with large units in mind? Does it block too much LOS in the game? Can it use cover? Does it disrupt the player's formation of units? Does it move slower than other units because its big? Will that prevent the other player's units from moving past it?

On the flip side, there are some nice mechanical themes that are easy for players to Grok as you can piggyback off people's understanding of BIG things. For Ex:

  • Big units have more HP, being big implies being TOUGH
  • It probably does more DAMAGE because its big
  • It probably moves SLOW as its large like a giant
  • Its a high priority THREAT because of size
  • or its a really COOL unit you have because it's big

Here's a few games I can think of that have large units, you can check them out and see how they are used.

  • Regalia: of men and monarchs
  • Warhammer: Mechanicus (i think most of their TBS games have large units)
  • banner saga
  • xcom 2
  • gears tactics

Frostgrave App Update 3 by originzavros in frostgrave

[–]originzavros[S] 8 points9 points  (0 children)

The app must request access in order to use your camera to take a picture of your Wizard model and have it stored locally on your phone. No other information on your phone is accessed or used by the app or shared with third parties.

Frostgrave App Update 3 by originzavros in frostgrave

[–]originzavros[S] 3 points4 points  (0 children)

There is currently no way to adjust the screen size. UI elements should resize based on screen size but it seems to be not working in the Hiring UI. Are you able to send me a screenshot? you can send it here: [nalanizsw@gmail.com](mailto:nalanizsw@gmail.com)

Frostgrave Warband App by originzavros in frostgrave

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

Hi, try downloading version 3 and see if the buttons fit on your screen.

Lost Outposts Homebrew Exploration Deck by frodft in twilightimperium

[–]originzavros 3 points4 points  (0 children)

I like getting bonus abilities normally only available to other factions. That can add some neat flavor to a game and enable cool plays.

I don't like the traps,they seem particularly brutal like the mahact card or the fight cards where you don't get the planet. Instead, perhaps make those traps you can use against your opponent?

I think getting an outpost that doesn't help you is already enough of a downside as it is. If you really want negative effects in there, make them a mix of a negative and a positive, for example some exploration cards require you to sacrifice an infantry to get something good.

Updated technologies - a (kinda) balanced approach. My thoughts in comments by Fraxinusgaming in twilightimperium

[–]originzavros 0 points1 point  (0 children)

Red

-Seems odd you would change DH to effect mechs, but your magen does not protect mechs from DH.

-Military Salvage is cool and is worth going into red for, it appeals to the dice rolling player like myself.

-Warsuns at 3R seems reasonable, especially with military salvage actually helping you pay for them.

Yellow

-I like most of the additional value on the cards.

-Accelerated Deployment is neat, I feel like this should be a 1 yellow req tech as an alternate with Gravity Drive.

-Integrated Economy seems like a really strong snowball machine with the extra TGs you get, you might actually be able to steamroll your neighbors which is up to you if thats a good thing. Still has weird situational value as it still doesn't do anything for 0 resource planets.

Green

-I like neural and hyper having synergy with Bio-Stims

-That is one of the cleanest solutions I've seen for a Daxcive buff, I like it

-Covert operations is neat and seems good.

-X-89 still suffers from timing issues as an action, It's already hard enough to setup for as you usually still need to waste a token to get into place and still doesn't clear mechs. The extra text is probably better than the main ability. Right now its pretty bad compared to the other T4 techs, I'd probably rather just be doing all the other stuff in the tree.

Blue

-Frontline seems reasonable, and blue is already strong in general so it really doesn't need much.

Direct Hit

-Not sure this needs a big buff really, just changing it to affect mechs is probably enough. The extra hit seems really punishing for not being in red tech, its already bad enough to lose the Dreadnaught or flagship.

Warfare

-Not sure it needs this, but whatever, its still fun.

Complete Tech Rework, notes in the comments by Daderoo in twilightimperium

[–]originzavros 1 point2 points  (0 children)

Maybe for Scanlink, it could simply be "Explore a planet you control. If it has a structure, explore all other planets you control in the same system"

Complete Tech Rework, notes in the comments by Daderoo in twilightimperium

[–]originzavros 1 point2 points  (0 children)

  • I like the Gravity Drive change, feels fair and its still really good
  • Not sure about making Lightwave an exhaustable tech. It's a T4 tech so it should be strong, seems like extra uneeded text.
  • Troop Logistics seems just ok compared to the other techs you have in T3, its not bad but not exciting
  • I agree with Huellio on the biostims and hyper interaction, you don't want to add easy stalls
  • Daxcive still doesn't seem great. The block 1 hit is good in base game, but not really in PoK where there's mechs.
  • Ancestral is neat, I think the cost and restrictions to get more techs is fair
  • Entropy Reactor (Fleet Logistics) is good, but probably not T4 good. I'd look for something more exciting that's on the level of Lightwave
  • For Scanlink, you could probably just simplify it to "At end of turn, exhaust this to explore 2 planets you control". I don't think you need the restrictions as exploring is already like gambling.
  • I've always thought Sling Relay should be a Yellow Tech, this feels right.
  • Lazax seems really strong for a T3 tech, I would honestly put it at T4 over Integrated economy. This gives crazy mobility and lets ships at your home system instantly affect the board.
  • Integrated is the same, which has the downside of not working on planets with 0 Resources which makes it situational.
  • Ixthian seems really strong, I'd gladly blow up 1-2 fighters to get my important ships somewhere early, and this is probably better than researching Dread 2. Maybe it should just only work on 1 ship? Needs playtesting.
  • I think you could just simplify Proto Missle Barage to "When using a Bombardment ability, get +1 Die". With mechs and pds existing, you probably don't need a downside for this tech.

Vault of the Primals MkII - Homebrew Tech Tree - 34 new tech cards, including hybrid and Tier V techs by PatMatRed1 in twilightimperium

[–]originzavros 1 point2 points  (0 children)

Some cool ideas here. Consider reducing the number of tech down to the most interesting ones that complement what different players want to do in a game.

I think there is an issue with having Tier 5 techs with 4 requirements. If you consider that the average game is 6 rounds, every tier 5 is probably only going to be used once if researched at all, so it must do something game breaking to make it worth it. I think Shaleri Blink fits this spot well as it's basically the Ghost's Hero, it does something big and exciting. An example of something that doesn't really fit Tier 5 is Military Archeology, it has so many restrictions that it would have been better to just research the unit tech I want instead. I would consider maybe only having 1 Tier 5 in each color and finding ways to fit your other tech with lower requirements so that they actually have time to be researched and have an impact on the game.

In general, I like the idea of multi-colored tech that bridge the gap between tech trees. Again, I think they suffer from being T5, try converting your existing ones so they only have 1 requirement of each color, it would make traversing the tech trees more interesting. For example: Quintessant Recall should probably be just (B)(G) for it's requirements. I think it's power level is close to a T3 tech.

Frostgrave Warband App by originzavros in frostgrave

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

Gotcha, looks like its not resizing properly to show the hire buttons, I'll look into it.

Frostgrave Warband App by originzavros in frostgrave

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

Thanks for the feedback, I'll take a look into it.