- Posts: 3674
- Thank you received: 166
Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
Weekly Trash - StarCraft: The Board Game
- Mr Skeletor
- Offline
- no gamer cred
Starcraft is really good. The hard decisions are best about it. The short amount of time forces you to specialise on one type of tech. That's fine with me, you can try other types in another game. That keeps replay value high (especially with three different armies).
Yeah, I'm kind of baffled by this complaint as well. To me it's a strength - in every game of Nexus I have played every player has built every unit in available to them. After one game I have seen it all. In Starcraft im lucky to be able to build half of the forces available to me, which means there are heaps more options to pursue, and that alone makes the game a hell of a lot more replayable as there will be different units going against each other every time.
Please Log in or Create an account to join the conversation.
I hope the expansion helps make each of the tier 3 units more useful, so there is actually a reason to try different ones in different games, though. (who ever builds tanks?)
Please Log in or Create an account to join the conversation.
First, is the thing I love about the about the game. I love the technology, unit and timing interaction. A typical game of Starcraft will average about 5 turns or between 4 - 7 turns. The typical game of Starcraft will be very close going into turn 5. Usually most player will have a shot at winning. So basically in turn 1-4 you are just trying to position yourself to win the game in turn 5-6. Part of positioning yourself is getting ahead in scoring (conquest point) but part of the the positioning is also having the right technology and units on the board for your final push. Some people will go down the path of using the same units / technology every game but it's probably better to pay attention to the other players in the game when picking your units.
Second, we're making a change on how planets are selected. The last two games I've played we've had very lopsided planets. In Friday game we had 4 guys and the staring conquest points were 4, 3, 2 and 1 the game before it was 4, 2, 0. The guy with 4 conquest starting points has a huge advantage over the guy with just 1. At Euroquest we're going to draft the plantets. This should help balance out the game.
Please Log in or Create an account to join the conversation.
Second, we're making a change on how planets are selected. The last two games I've played we've had very lopsided planets. In Friday game we had 4 guys and the staring conquest points were 4, 3, 2 and 1 the game before it was 4, 2, 0. The guy with 4 conquest starting points has a huge advantage over the guy with just 1. At Euroquest we're going to draft the plantets. This should help balance out the game.
Unbalanced planet distributions and z-axis placements can be a big detriment to a game. I'm making some maps that are balanced to use with friends. This 2-player map is my most recent one: www.boardgamegeek.com/image/389028
Please Log in or Create an account to join the conversation.
I'm gonna be playing this *finally* weekend after next and the biggest thing that bothered me when it came out was the fact that this was planet to planet warefare instead of contained to one area like PC game.
Keep up the good stuff!
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
- Mr Skeletor
- Offline
- no gamer cred
- Posts: 3674
- Thank you received: 166
Please Log in or Create an account to join the conversation.
Aaron - Do you play with the event deck on those maps as well, or do you make any other modifications to the rules aside from transports and such?
I listed some special rules to use with the map on the associated thread: www.boardgamegeek.com/article/2766493
I'd still play with the event deck (minus "navigation error" cards), but I guess you don't have to if you don't want to. Any suggestions on what different rules there should be are welcome.
Please Log in or Create an account to join the conversation.
- Mr Skeletor
- Offline
- no gamer cred
- Posts: 3674
- Thank you received: 166
Basically I love the maps but the whole 'planet to planet' system thing doesn't work on it. I'd maybe jack off the blue paths and set the map up in such a way that you have 'areas' instead of planets, and modify the rules to reflect the smaller scale. For example lines could be green to designate different sections in the same area, blue to represent two different areas that can be crossed by units without a transport, and black to designate two different areas that can only be crossed by flying units or ground units if you build a transport along that line. You'd need to think of something to counter the increased usefulness of flying units however.
Please Log in or Create an account to join the conversation.
I think that's basically what I came up with. Only green paths you don't need a transport for, but blue you need a transport or flying.Yeah I saw those, but they weren't really what I meant.
Basically I love the maps but the whole 'planet to planet' system thing doesn't work on it. I'd maybe jack off the blue paths and set the map up in such a way that you have 'areas' instead of planets, and modify the rules to reflect the smaller scale. For example lines could be green to designate different sections in the same area, blue to represent two different areas that can be crossed by units without a transport, and black to designate two different areas that can only be crossed by flying units or ground units if you build a transport along that line. You'd need to think of something to counter the increased usefulness of flying units however.
Please Log in or Create an account to join the conversation.
- Mr Skeletor
- Offline
- no gamer cred
- Posts: 3674
- Thank you received: 166
Mr Skeletor wrote:
I think that's basically what I came up with. Only green paths you don't need a transport for, but blue you need a transport or flying.Yeah I saw those, but they weren't really what I meant.
Basically I love the maps but the whole 'planet to planet' system thing doesn't work on it. I'd maybe jack off the blue paths and set the map up in such a way that you have 'areas' instead of planets, and modify the rules to reflect the smaller scale. For example lines could be green to designate different sections in the same area, blue to represent two different areas that can be crossed by units without a transport, and black to designate two different areas that can only be crossed by flying units or ground units if you build a transport along that line. You'd need to think of something to counter the increased usefulness of flying units however.
True, but you cant nest on that middle platform.
Please Log in or Create an account to join the conversation.
Would you object to me packaging your rules and mapset into a file? I knew this existed at BGG but could not find it until I came back here for your link. Let me know. This should be front and center on the Files links instead of dozens of Polish translations.Unbalanced planet distributions and z-axis placements can be a big detriment to a game. I'm making some maps that are balanced to use with friends. This 2-player map is my most recent one: www.boardgamegeek.com/image/389028
Please Log in or Create an account to join the conversation.
Anyone try Broodwar yet?
Please Log in or Create an account to join the conversation.