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Found 16 results

  1. Tired of working on games that never get released? Then you're at the right place! Game Description Titanforged Entertainment is currently working on a 3D multiplayer game containing several board games. The environment of the game is something of an RPG tavern/potion/scroll shop and the game style is stylized with hand-painted texturing. You can think of the art style as in World of Warcraft or Fortnite or Warcraft 3, just to make it more clear. The environment is ONLY used for the looks. Meaning, the environment is only there as a lobby screen & waiting area. There will be a cinematic screen in the tavern and we will make it feel cozy and nice when people are in the menu's and waiting for a game. At the bottom of this post, you can see some screenshots from the game at its current state. Note that the screenshots are taken from the 3D software and are still not sculpted or textured which is why they look simple and plain. They will look more detailed at a later stage in development. The game contains multiple board (and card) games where people play against each other in for example Chess, Ludo, Snakes & Ladders, Uno, Poker, Scrabble, Drawing/Guessing and more. The boards we are developing will also be in full 3D. For example, Chess would have a castle/monastery environment with the pieces designed as character pieces. In this game you can play to gain ranks and medals. You earn coins from playing, which you can use to buy skins and different pieces in the coin shop. There are more features in the game but these are just some of them. Programmer Needed Titanforged is looking for a highly motivated and talented Programmer. You will be provided all the assets from the artists and it is your responsibility to bring life to the game. If you’re up to the challenge, we want to hear from you! Description: - We do not require a specific programming language. It is up to you, as long as everything is written nicely and the game is working as it's supposed to. - You should be able to program the game as a solo project. We only try to recruit members if necessary. - You need to have a passion for board games. - You are someone who finishes projects. Please do not apply if you have a hard time finishing a game. This will at least take 3-5 months before release. - You are confident when it comes to Networking and Multiplayer programming. The game will be released on Steam. - You should know how to build good security for the game to avoid cheating and 3rd party software. - You are able to spend at least 15 hours a week on the project. If you can spend more, that's great. Currently we are spending 35 hours a week on the art. - You are 18+ years old (Legal contract reasons) Big plusses (NOT REQUIRED): - You have previously released a game before. - You have a degree in your field. Notice that if you don't have a solid portfolio, you will be tested by creating a chess game. We will provide you the board, pieces and textures. You will "only" have to write the code. There is no AI / singleplayer programming. Payment The payment for the project is revenue share. This will be our first game to release on Steam and therefore we are currently all working for free. When the game is released on Steam, payment will be divided between each member as promised in the contract you will sign before working on the game. Your revenue share for the project will be 35% and is not negotiable. We predict high income for this game when it is released on Steam. A lot of the money will be saved in Titanforged Entertainment so that we can create a better next-game and afford anything we need. Our goal is to progress such that we can do this full time and pay our members monthly. Contact Information If you're interested in joining us for this project and hopefully for the future projects, you can add me on discord Nafei#9413 or write an email to Nafei@titanforged.net Screenshots
  2. Hello. I continue the tradition of asking for your opinion on this forum when I launched my third game. My second game, which I first launched on this forum, Red Ball Evolved, has been greatly modified as a result of your advice and now has almost 300,000 downloads. The game loaded on Google Play is called "Inside The Maze" and is a puzzle game. To reach the end of each level, you must use the objects around you and avoid the dangers that appear in your path. As before, accept your advice and opinions, both positive and negative, on the principle that praise encourages and criticism is constructive I'm sure there are mistakes that have escaped me. The game can be downloaded here. You can support me with a short review or stars on the game page. Thank you!
  3. Hi everyone I’m currently learning programming and getting into the world of game developing. I set to myself the goal of trying to make a League of legends card game in unity, I already came with a few ideas but I’m still talking with friends and researching in different places which would be the best way to proceed with this project. I’m not really sure where is the place to post this but I’m looking for people who could help me, either by how could I put the “soul” of league into a card game if you know what league is about,how to make a card game that feels like a moba, any advice on the best way to develop a card game on unity, different mechanics that I should consider putting in the game, helping me find the right place to post this or Anything that you think could help me on this project. I will be more than thankful with anyone with the will to help me, sorry if you find any mistakes here, not a native speaker.
  4. Hey everyone! My name is Freya, and I am currently developing a board game called 'Confined'. The game itself is set in a prison, where all players scavenge for items, do missions and interact with other inmates in a desperate attempt to escape... No one can trust one another as opportunities for betrayal and sabotage constantly emerge. If the premise described above interests you, I am looking for all sorts of people to help out! Whether you're an aspiring artist, composer, writer or just a geeky person bursting with ideas, feel free to contact me! Gmail: confinedDev@gmail.com I'll provide more details upon contact. I hope to hear from some of you! 😊
  5. I finally got a chance to play Twilight Imperium 4th edition so I figured I'd do a write up. We had 5 players and it was a blast. For race selection, we used this website about a week before the game http://www.mygurps.com/TwilightImperium.html and selected 3 choices per player. Here's what it rolled up for us (underlined is what we chose): Yellow (Eck (me) ) may choose from The Clan of Saar, The Naalu Collective, or The Nekro Virus. Green (Devin) may choose from The Barony of Letnev, The Mentak Coalition, or The Winnu. Blue (Matt) may choose from The Federation of Sol, The Yssaril Tribes, or The Xxcha Kingdom. Black (Eric) may choose from The Ghosts of Creuss, The L1Z1X Mindnet, or Sardakk N'orr. Blue (Alex) may choose from The Yin Brotherhood, The Emirates of Hacan, or The Embers of Muaat. To save time, I setup the map before hand since I was hosting. I went with a 5-player symmetrical design and tried to balance out tech specialties, resources, influence, and planet types. Here's what I came up with. See the future pictures for how that red section gets essentially "cut-out" for a 5 player game. Map setup With a mostly balanced map, we rolled to see who would get first pick of starting locations. And the last person to choose was awarded the Speaker token. One other house rule we played with was the Speaker would get to pick the 6th Strategy Card. The secondary ability on the 6th card would get triggered after the Speaker activated his Strategy Card. Round 1 start And then we started playing. It was a pretty standard set of early turns where people moved out and claimed a few systems. The only thing of special note was the Mentak (Green) chose Warfare but instead of claiming more of his central pie slice, he instead claimed the contested planet between him and the Hacaan (Purple). This led to immediate border friction and posturing between the two races. Green was there first, but Purple felt pinned in behind the Gravity Rift (black hole). I feel like the Naalu (yellow) are late bloomers so I was quick to make friends with my more combat focused neighbors. Here's what we looked like after Round 1. Round 1 complete I made a deal with the L1z1x (black) player to allow me to claim the green tech specialty planet and move out of the system so he could have the bigger resource value world. The green tech specialty would allow me to get my racial tech Neuroglaive faster and make it so I could hold my own versus all those dreadnaughts. We also exchanged Ceasefires. I couldn't quite take Mecatol this round so I moved adjacent to claim that victory point and set me up for next turn. I made sure to get Sol's (blue's) permission before taking that world and gave him our border planet to solidify the peace. I also traded my racial promissory note to the Mentak which allowed him to move first in the next round. Giving him a slight edge with the coming conflict of the Hacaan's (purple's) fleets. And I bought a sabotage card from the Hacaan which helped fund the war efforts. Publicly trading for a sabotage was great since it made people less likely to play action cards against me. Round 2 Complete Round 3 was very tense. L1z1x (black) chose Imperial, but his dreads could only move 1 (at the start). I delayed my move as long as I could so he was low on tactical counters. Then when he upgraded his dreads, I activated Mecatol Rex. At this point he stated multiple times that if I did that, he would roll through my territory. But this was the same turn I got Neurogalives. I told him I was no longer afraid of his fleets, Mecatol Rex was mine, but I would not strike first. He was still low on counters so he couldn't really do anything but stew this turn. While this was going on, the Hacaan (purple) got pinned in by Mentak (green) and Sol (blue). The space cats started massing a big fleet and told the Mentak (green) player he was coming for him. Blue claimed a few more planets and a couple of points. Round 3 complete L1z1x (black) started an arms race with my peaceful Naalu (yellow), threatening me the entire time. Not much was exchanged besides words however. Black was still token starved so he couldn't attack me without crippling his own position thanks to Neurogalive. Big things were happening on the other side of the board. The Hacaan (purple) used an action card to connect Alpha and Beta wormholes to threaten the Mentak's (green's) homeworld. In response, the Mentak moved their speed 3 cruiser fleets through the Beta wormhole and took the Hacaan's homeworld. My daughter was wandering in and out of the game all day. She was in the room around this time. After the game she asked me if green attacked purple with his cruisers because she saw he could sneak through... #ParentingWin Blue started moving his fleets towards Mecatol but I made some sweet deals just to get his ceasefire. Round 4 complete The Mentak (green) counter attacked the Hacan (purple), but the space cats played skilled retreat. Then they retook their homeworld. The Federation of Sol (blue) started moving towards Hacan (purple). L1z1x (black) built up a ton of PDS and upgraded them meaning I couldn't go crazy in his backyard. The glorious Naalu (yellow/me) made a series of plays over this round to gain 5 points. Imperial - held mecatol +1 Imperial - (Public Objective) Held 6 non-home system planets +1 Secret (Action phase) - Win a space combat versus a player with the most points +1 Secret (Status Phase) - Own two faction technologies +1 Public (Status Phase) - Own two unit upgrade technologies +1 So I went from 3 points to 8 points in one round. I still had the Speaker token so I'd get first choice of strategy card, and as the Naalu I would get to act first no matter which Strategy Card I chose. Nobody could take Mecatol from me this round since I had waited so late in the turn to make my move this turn. I knew there were action cards or agendas that might be able to mess me up, but the only thing that popped up was Seeds of an Empire. Voting on that either the first player would gain a point, or the last player would gain a point. I was scared for a moment because I thought first player might lose a point. Round 5 complete We didn't bother playing out any of round 6 because I was going to choose imperial, score a point for Mecatol, and score a point for one of the objectives that they couldn't take from me. Victory Naalu (yellow/me)! Final score: The Naluu Collective - 10 The L1z1x Mindnet - 6 The Mentak Coalition - 6 The Federation of Sol - 4 The Emirates of Hacan - 3 Final Thoughts: Fourth edition is much more streamlined than 3rd. The 5 player game took 8 hours including a break in the middle for pizza. Being the Naalu and going from 3 to 8 in one turn and then winning the first action of the next turn was really impressive, but it also felt a little bit unfair. Hanging out at 3 points, people didn't feel I was a big threat so they never felt the need to stop dealing with me diplomatically. But I was also on Mecatol Rex for the entire game and nobody attacked me there once. So I don't feel too bad about winning. I liked our 6th card house rule, and I also liked the 5 player wedge cut out. Most of the others didn't like it however, because they felt like it took away too many planets. I don't think they realize that with a 6th player we'd have someone else occupying space AND we'd also have to deal with 5 blank tiles so there would be EVEN FEWER worlds. I know people had fun though because they're already asking me when I'm hosting another round. Maybe we'll play the 14 point game soon. Next Game: https://www.gamedev.net/blogs/entry/2265456-twilight-imperium-4th-edition-game-2/
  6. Setup Game 2 was supposed to be a 6-player game, choose whatever race you wanted, balanced map. That dropped to a 5-player game when one of the players couldn't make it. Then a 5th player bailed last minute and his phone didn't send the message. It's worth noting that he felt terrible about this and apologized multiple times. So instead of having the map setup and ready to rock and roll right at game time. We started 30 minutes late and had to build the map the old fashioned way. I think it's a testament to the streamlined improvements that we were still able to finish in a reasonable 8.5 hours (including pizza phase). Here's what happened... Race selection method - choose whatever you want. Speaker - roll randomly and Sardakk N'orr got it. Devin - Mentak (green) - Playing Mentak again. Damn pirates Dalton - Federation of Sol (blue) - New player - came super prepared and even had notes for early strategies after listening to Space Cats and Peace Turtles. Javi - Letnev (purple) - New player Eck - Sardakk N'orr (black/me) - I won the last game, so for this game I was going to go for more role-playish fun. I planned to go combat focused and support others who did the same. The 5th player - no show was supposed to play Embers of Muat. I was hoping to trade the War Sun tech with him, and I'd have payed silly prices to make that happen. Ah well... Some other time! Instead we randomly built the map, and I didn't take a clean pic of it because I was focused on analyzing the new board. Sorry about that! One thing to keep in mind for a 4-player game is every strategy card gets picked so every secondary action is possible on your turn. This is super useful for counting on secondaries as part of your grand plans. I only mention this cause I took too long to write up this after action report, so I don't recall all my strategy card picks. Round 1 - I told the table my idea of me wanting to take the game a little less seriously. I'd still try to win but my goal was to be a warlike bug race. Everyone else was welcome (and encouraged) to play their best. They were game so the first proclamation I made was - whoever wins the first combat, gets my support for the throne! The table snickered and agreed. Other than that, it was a pretty standard early turn, Sardaak N'orr (black/me) got Warfare and expanded towards Letnev (purple) for some early trading partners. Everyone else expanded a bit. 0 - Mentak (green/Devin) 0 - Federation of Sol (blue/Dalton) 1 - Letnev (purple/Javi) 0 - Sardakk N'orr (black/Eck/me) Round 1 end Round 2 - Federation of Sol (blue) was poised to take Mecatol this turn and chose Imperial. The rest of the table agreed this was a bad idea (once Sol gets on Mecatol, it's hell to kick him off) so Mentak (green) blocked him with a couple of cruisers. Blue took our shared border planet without even talking about it. Though I respected the move as a combat-focused-space-bug, I planned my counter strike for this transgression. 1 - Mentak (green/Devin) 0 - Federation of Sol (blue/Dalton) 2 - Letnev (purple/Javi) 0 - Sardakk N'orr (black/Eck/me) Round 2 end Someone offered me a stick of gum... It made me laugh pretty hard. Round 3 - This was an exciting turn. Lots of combat so the space-bugs were pleased! The Federation (blue) kicked those pesky Mentak (green) pirates off of Mecatol. A bug of my word, I gave him my support for the throne. Letnev (purple) lost two ground forces trying to take a border world I said he could have. Blue had blocked the only access into his undefended world... That is, it was the only way if you were unwilling to risk the Gravity Rift... Sardakk N'orr (black/me) hurled a carrier past the gravity rift successfully to take the Federation's (blue's) richest world. For those that are unfamiliar with the rule, every ship you send out of or through a Gravity Rift gets a +1 to their speed. However on a 1d10 roll of 1-3, the ship is destroyed. It could have been the Federation's undefended homeworld, but Blue was a new player and I didn't want to be THAT mean. 3 - Mentak (green/Devin) 4 - Federation of Sol (blue/Dalton) 2 - Letnev (purple/Javi) 1 - Sardakk N'orr (black/Eck/me) Gravity Rift Snipe Round 3 end Round 4 - I forgot to take a picture cause so much stuff was going on. And it's been too long to remember ALL the details. Sardakk N'orr (black/me) managed to kick the Federation (blue) off of Mecatol through a combination of action cards, bombardment, and a ton of ground forces. I got back, gave up, and got back my Support for the Throne. I think it wound up in Mentak's (green's) hands. This time I think it was for destroying someone's Dreadnaught? Sardakk N'orr (black/me) had a massive fleet on and around Mecatol Rex when the agenda Ixthian Artifact came up. I had lots of influence but definitely not enough to win the vote. I put down 19 against, other people put 24 for. Then I played the action card to get +5 votes. Since I was the speaker, I broke ties... We rolled the die anyway as a what-if and it came up 5. WHEW! Mentak (green) snagged a poorly defended Federation (blue) world and blew up a space dock. And people also started building up their fleets.<score guess> 6 - Mentak (green/Devin) 5 - Federation of Sol (blue/Dalton) 4 - Letnev (purple/Javi) 3 - Sardakk N'orr (black/Eck/me) <pic missing> Round 5 - Lots of fleet massing! Sardakk N'orr (black/me) had nearly ALL their plastic out on the board at one point. More massive battles, Mentak (green) jumped ahead to 8 during the round, but I used the Silence of Space action card to sneak through the overly defended wormhole and snipe his homeworld. Now Mentak(green) was in a weird position. To get his homeworld back he'd have to attack me, which would lose his support for the throne... 8- Mentak (green/Devin) 6 - Federation of Sol (blue/Dalton) 6 - Letnev (purple/Javi) 5 - Sardakk N'orr (black/Eck/me) Round 5 end Round 6 - Sadakk N'orr (black/me) wound up playing Diplomacy on Mentak(green's) home system, meaning he couldn't take it back this round. He still scored a secret objective though which brought him up to 9. People tried desperately to kick Sardakk N'orr (black/me) off of Mecatol, but just couldn't do it. There was too much plastic on the board. 9 - Mentak (green/Devin) 7 - Federation of Sol (blue/Dalton) 6 - Letnev (purple/Javi) 7 - Sardakk N'orr (black/Eck/me) Round 6 end Round 7 - With a point for mecatol, and a 2 point tech objective, Sardaak N'orr(black/me) was able to clinch the victory. Had I been unable to score mid-turn, Mentak (green) would have won without owning his home system by scoring his last secret objective. The picture of the board was pretty much the same, since my first action ended the game. Final score 9 - Mentak (green/Devin) 7 - Federation of Sol (blue/Dalton) 7 - Letnev (purple/Javi) 10 - Sardakk N'orr (black/Eck/me) VICTORY!!! Final thoughts This was a long and crazy ride. I think I wound up giving my support for the throne away about 4 times? I really shouldn't have won this game, but the second half of the game lined up perfectly as far as agendas and objectives were concerned. Other people just couldn't score those big 2 point objectives and I barely managed to eek out a victory. I am now 2 for 2 in my Twilight Imperium 4th games! Wish me luck for the next game. Other Notes Here was our cool 5 player map setup. This took quite a while to balance and even though we didn't actually use it, I thought others might be interested in a balanced Twilight Imperium 5 player map. The red hexes are impassible, and the 2 trade goods were a suggestion online. I'm not sure the trade goods are necessary though. Special thanks to my daughter for helping me tweak the board. Prev Game: https://www.gamedev.net/blogs/entry/2265302-twilight-imperium-4th-edition-game-1/ Next Game: Haven't played yet...
  7. Hi everyone! I have spent several months on my first hobby game project and decided to push it out to get some feedbacks. Would really appreciate it if you'd give it a try! It is live (and free of course) on http://www.airline-club.com ! The game is still in very early development stage, but I think it is quite playable My goal is to have a simulation good enough to generate data similar to real world's, while giving flexibility to simulate new outcome based on the dynamics of the conditions. For example one can start a really successful airline in a city that can actually alter demand distribution that is different from those observed in our current world (some part that I have not implemented yet but on the list for more end-game type - Airlines can make heavy investment in city/airport such as funding airport expansion, city projects to enhance a city's attributes etc) Several screenshots: Virtual passengers taking various routes using a flight going from San Francisco to Tokyo: The main highlights are: 1. Real passengers that make decisions on what route to take based on various factors : Awareness of your airline, Loyalty to your airline, ticket pricing, seat class, service quality, # of connections, total travel time etc etc. This is different from several games that I played before which appeared to oversimplify flight demand with no connection flights. Having realistic simulation here provides many different strategic options 2. Thousands of airports with basic data driven by real geographical information (surrounding city population, income, airport scale etc) 3. Demand from airport to airport is calculated dynamically (not really based on real world data), which means various changes in game condition (not yet implemented, conditions are static for now) will affect demand accordingly 4. Reactive UI - not a UI expert here. But at least I tried to make the code runs fast and the control flow reasonable A quick clip of the gameplay can be found here: https://uc50f3ae07e58d5abedb49ec99d6.dl.dropboxusercontent.com/cd/0/inline/AJusVsuSNgpWPKZsgBp7Eoo_WHboR0yZkArO4N4CewWG2580AOWDvIEbEruILjNmsgoLXaUqs3uJGMojsALOgz0B8StIMe2s0XTqvY85AyUzVMKS2EDyXq6ZGzhobshfTGFJm02puIcd5zkGg7IpsGYEfcP0WWK40o6UpReN67I1ok52wI11m04pZv4Zp9JAydQ/file Many thanks for your attention again and hope to see you in the game soon o/
  8. Franco Calonico

    What "THS" mean?

    Hi everybody, i was researching tabletop games which has been funded on kickstarter. I saw the batman tabletop game and the designer says (on FAQ) that: "the THS system used in this game has been crafted for years by its designer". What "THS" mean?
  9. Foreword Learning to make content for games is a journey that never ends, but trying to break in for the first time is a difficult process. When I started several years ago, I came across too many theoretical articles on content creation for games and too few applied examples. To this end, I've put together this brief article on elegant design, but decided to do so from the vantage point of an applied (theoretical) example. Disclaimer: at the time of writing this article the suggested card effect had never been released by the developers, but by the time of its release a very similar effect was added, possibly proving the legitimacy of the process. Enjoy! On Elegance The title of this article states that "Elegant" Content will be designed here. So, what exactly IS Elegance in design? To answer this question I find no better alternative than to quote Mark Rosewater, Head Designer for the Magic the Gathering team over at Wizards of the Coast: In the words of Rosewater: How big should a piece of text be if you want it to be elegant? The answer is as big as it needs to be - and not a word more. Elegance requires taking a holistic view of writing. Every word, every sentence, every paragraph is a piece of a larger puzzle. It's not enough to understand the impact of a single element. Elegance requires simplicity. Simplicity requires a single purpose of thought. This means that elegance starts before you write a single word. A good sculptor must know his image before he picks up his chisel. There are many ways for you to explain an idea. The most elegant one though is not through definition but by example. By connecting your idea to one already known by the reader, you're leaving the work of teaching to someone in the past. Education is hard. Comparison is easy. A common barrier to elegance is the belief that only one way will work. Often a writer is unable to abandon a beloved piece of prose even when evidence demonstrates otherwise. If something doesn't add to the larger sense of the piece, you have to learn to let it go. But remember: "If I had more time, I would have written a shorter letter." - Marcus T. Cicero Choosing our Game I was just as lost as you are. I mean, for the most part, I thought I understood what the above meant until I actually started to implement it and figured these were all pretty words... The truth is that these words are perfectly accurate, but without a proper example to ground them into a process they're meaningless to a beginner -- so let's change that shall we? Now that we have a rough understanding of what it means to design elegantly (but have yet to see it applied to truly understand what it really means), we need to pick a framework (a game) to which we will apply this knowledge. For this example, I chose the relatively modern board game/miniature game "Star Wars X-Wing Miniatures". If you are not familiar with the product, I would recommend a quick read of the core principles of the game. They can be found on the game's website, or I could just give you the link now couldn't I? Now, I'll assume you have not read through that documentation and cover the basics. It's important to note that the more you know about the core game, the more you'll understand this article, but that understanding of the game is not mandatory to understand how elegance will be applied to design as a whole, though some of its subtleties might be lost on you. The Framework - Core Mechanics / Components X-Wing Miniatures, at its core, is a game of ships moving, attacking, and getting destroyed. Each ship comes with stock capabilities ("stats": attack, defense, life/shields), specific maneuvers it can do (moves) and specific actions it can perform (boost, focus, barrel roll, etc.) Each ship also comes with a set of customizable "slots". These slots can be filled with upgrade cards before the game starts, which effectively constitutes the player's list. For example, the Millenium Falcon allows the player to bring 2 "CREW" upgrades along, so you could bring Chewbacca and Luke aboard Han's favored craft to recreate some of the greatest Star Wars moments if you wanted. Upgrades come in various types, and each ship fields a unique combination of them: Astromech: Much like the famed R2D2, these are droids you can attach to some crafts to add some special abilities Salvaged Astromech: Similar to the Astromechs, but faction-specific to the Scum and Villainy (think Boba Fett & Friends) Torpedoes: Expendable ordnance. Fire and forget! Missiles: Pretty much the same as torpedoes, they're just "different" Cannon: Repeated-use secondary weapons. They tend to pack a punch. Turret: Repeated-use secondary weapons. These tend to fire "out of arc" (360 degrees) Bomb: Expendable ordnance, dropped from your rear, and only trigger when someone moves over them, or at the end of a combat round. Crew: Having them on your ship grants abilities. System: Having this equiped to your ship grants abilities (it's just like a crew or astromech in a different package). Modification: Once again, grants special abilities. Modifications are special in that every ship can field one. Illicit: Tend to be "single-use" abilities. Elite: Grants special abilities. Unlike others, these are not physical additions to the ship, its armament or its cargo (crew). Rather, this depicts the pilot's skillset (but, mechanically, this is just the same). Title: Provides a branching upgrade for the craft itself. These are ship-dependant. The Process As this article is focusing exclusively on content creation, we'll assume there's a framework in place (as per the above). In other words, you're not a designer creating a new game. Rather, you're a designer adding to a previous game's success. This could be a board game or digital product (TCGs for example). The example provided here will fit most competitive-driven scenarios. It would not apply to games such as a single-player experience where you're adding new levels, but most of it may just as simply carry over. I chose this particular example given that my experience as a fresh designer, and that of many colleagues to come locally, was related to this type of content so it is a much easier example for me to work from. What to make When designing content, you generally have a frame in place. This frame is determined by theoretical elements of the game. Whether they become a part of the end product or not is irrelevant: these are the building blocks you have to work with. For example, in X-wing, one might argue that the core building block is the Tie Fighter, which for a long time was the most cost-efficient unit and one of the simplest. Looking at it allows one to reverse-engineer parts of the game economy quite efficiently: The unit is costed at 12 points, and does not have any upgrades, and boasts fairly average/poor stats (aside from defense). When creating a new ship, it helps to bear in mind a few of these beacons so as to avoid creating something that does not make sense, even beyond just the game balance itself. As a junior designer or a designer in charge of adding content to a pre-existing game for which a specific sandbox has already been established, it is important to leverage these building blocks to ensure coherence. One then needs to commit to an idea. This can be done in two different ways: A - Determine a mechanic that the game requires, and then define how this can be articulated in terms of flavor or B - Come up with a flavorful idea and then break it down into its mechanics. Method B tends to work great when the game is just starting, especially if there aren't really any player base yet. Method A requires more insight into the metagame and is usually best employed when having access to player data or a large pool of playtesters to observe. For this essay, I've decided to cheat a little. I've actually employed method A but will present it as though I had come through method B. The reason for this will be explained further. For some reason, as a designer, I have determined that it would be great to add some form of cheap kamikaze ship to the game. I then proceed to write down my objective: Objective: A kamikaze ship that incapacitates a larger ship. The reasoning is that, from my experience of playing and analyzing the game, there is unused design space, but more importantly: a piece missing that could help everything else fall into balance (or closer to a more balanced state). Think of it like looking at a game and realizing something is "OP" (overpowered) in the eyes of a credible majority, or identifying it on your own however subtle, and finding a clever way to address this by introducing a new option for the player pool that, in turn, will have an effect on the metagame, and hopefully minimize the 'OP' strategy in some meaningful way. How I go about making it When using method B to design (top-down design), I need to translate a concept into game mechanics. This is a very fun and challenging process. It effectively requires one to consider mundane text and convert it, leveraging all of the game's mechanics to have an effect that makes as much sense from a mechanical standpoint as it does from a flavor standpoint. Our original objective was: Objective: A kamikaze ship that incapacitates a larger ship Translating this into game terms, I can break it down into keywords to be further refined into mechanics: Kamikaze: The action of attempting to collide with an enemy to cause harm, and be destroyed in the process Incapacitate: The action of causing irreversible damage Larger ship: a ship which has above-standard stats, most likely, sustainability. I can further break down Kamikaze as follows: - Requires collision between this object and another to trigger - Has a one-time trigger to cause harm - Self-destruction is the end result I can also break down Incapacitate into a game effect: - Deals damage Note: Sticking to dealing damage alone would not be irreversible. Several game effects can repair the damage. More importantly, we need to ensure that this effect has a higher or at least similar potency against larger ships than smaller ones, and damage alone would tend to scale the opposite direction (1 damage against a small ship representing a much larger % of their total hull than it would on a larger ship). Furthermore, I should break down effects that I feel would be irreversible and work well with larger ships. One of the things larger ships tend to have that smaller ships don't is upgrades, so I chose this effect: - Destroy an upgrade card At the time of writing this article, there was no game effect that effectively allowed to remove a ship's upgrade card as a result of an attack. By the time of publishing, however, such a game effect was created (fate?). The above effects can be brought together as a list of conditions and effects. An exhaustive explanation of this ability could read as follows: "When this ship collides with an enemy ship, if this ship's current Shields value is higher than the enemy, destroy this ship. Then, deal 1 damage to the targeted, and choose one of its crew upgrade cards. Remove that upgrade card from the game". Applying Elegance There's no denying the above game ability fits the original objective. It fits the criteria set forth in the original description of the intended effect. Elegance does not challenge this, rather, it simply asks whether there's a way to achieve the same result without being overly specific and exhaustive (optimize). For example, I've included a condition that requires for the Shields of the ship to be higher than that of its target, the intent is to convey that one couldn't ram another ship if their shields could protect them. If the ramming ship has higher shields, it could effectively tear through the opponent's shields with its own and attempt to ram against the hull. To be elegant, however, one might have decided that the added complexity of this clause was insufficient to justify it being included. Or perhaps, it could've been simplified to focus on the effect. For example: "When this ship collides with an enemy ship, destroy this ship. If the target has no shields left, choose a crew upgrade card from the target and remove it from the game. Otherwise, removed all shields from the target". The above revision retains the idea of shields, but assumes a slightly different interpretation: by ramming in the opponent, its shields are lost. If there weren't any shields left to protect the ship, instead, a crew dies. This removes some of the mathematical computation that players would need to consider when using the card, and already makes it a bit more elegant in that regard. One might argue this is still unnecessarily complex... "When this ship collides with an enemy ship, destroy this ship. Then choose a crew upgrade card from the target and remove it from the game." Simple and effective. The concept of shields vs shields is entirely lost, but the core idea of ramming remains prevalent. One (such as the designer himself) who was aware of the history behind this ability might feel like the idea is missing something, that it does not feel sufficiently 'true', but the game effect does benefit from being clear and concise. More importantly, if the intent was indeed to minimize the potency of an 'OP' strategy, the shield clause would make this card's usage very circumstantial, whereas the latter implementation makes this a great fit. Note that I've listed "crew" upgrade card in the above game effect. This would support the original concept as it could be translated as someone dying aboard the enemy spacecraft due to the harsh collision. With the 1 damage, one could reason that this could've been a localized hull breach that caused the crew's death. The effect makes sense, but it may not make sense within the game. For this, we'll need to take a look at the metagame. On Metagame, or seeing the game holistically Seeing the game holistically is an art. It requires to play and look at a lot of players to see what stands out. If the game has the benefit of having a competitive scene, then the designer should really be observing (a lot) before making any hasty decisions. Information will never come from any 2-3 games where something happened, but rather, from the plurality of these experiences and how they shape the game. In a popular game such as X-Wing, players that are allowed a certain level of control over their custom lists will eventually start to polarize their choices around significant archetypes. At various levels (casual, softcore, midcore, hardcore and competitive) players will start to field several similar lists, that is, lists that have more in common than they have different. This alone would probably be worth an article of its own, but once a designer has started to understand what 'works' and how it is played by players, and what the associated feelings are (is it fun playing? is it fun playing against? is there any frustration when strategy A doesn't or does work? etc.) he can start listing the issues that the game likely needs to address. This doesn't happen overnight, and some of it might remain hidden to the untrained eye. More importantly, a game that has periodic content releases such as X-Wing deals with a shifting metagame, that is, if they release only every year, then the metagame goes through several phases: Last year's metagame New year's 'infancy' stage New year's 'mature' stage Anticipating next year's stage At each of these stages (and sometimes in-between) players click on 'new things' they hadn't considered before, and start leveraging that, which is identically met by how other players have discovered new things, or have adjusted their former strategy to compensate for new ideas. In a perfect world, this constantly changes, but in the real world, there are periods where it goes stale (and the massive introduction of new content is required to keep things moving forward, even if it means only nudging players in the direction of formerly underutilized strategies). At the time of writing this article, a new wave had just gone out, and the metagame revolved around several poles, two of which, though very interesting and fun, demonstrated some 'OP' cases or at least, the potential to be. To be fair, the metagame for this specific wave was still in its infancy, but it proved a very interesting ground for analysis. Put simply, the two problematic poles were: - The empire has gained access to a new crew (very expensive "Palpatine") which granted them the ability to change one die's result to any specific result every turn (which tends particularly well with 'aces' that dodge enemy fire and are basically glass-cannons). By further increasing the survivability of the Empire's aces, and making them deadlier, lists that fielded Soontir Fell soon became near unstoppable (at least, at first!) - The infamous 'TLT' (Twin-Laser Turret) becomes available. Put simply, this is a turret (which can fire in any direction, in a game where facing is critical) which has the greatest weapon range (and is the only turret to do so), Add to that that though each attack is limited to 1 damage (which is generally what most turret attacks would do to begin with against aces) this turret attacks twice, and is a perfect counter to aces as it tends to force their opponent to spend whatever defensive measures they have against the first attack (Palpatine for example) and simply get hit by the second. It is also an upgrade that fits the 'tank' class of ships (Y-Wing most notably) and based off its two attacks, is the most reliable damage source in the game. No criticals, no strokes of luck, but just an ongoing barrage of attacks from a list like the 4 Y-Wings which packed as much as 8 attacks per turn (and half of these would generally go through defenses). It is a very strong strategy because it works against aces and tanks alike. - The 'Autothruster' is a simple modification that improves defenses against attacks made from long range (range 3) or attacks made 'out of arc' (turrets). Basically a response to the TLT. As I said, I cheated a bit when planning this article because, as a player and avid designer, I already identified that this wave of content (unlike most previous waves) introduced specific cards that could really annihilate entire lists in a blink of an eye. While most previous waves did so by having several pilot abilities and upgrades work together, Palpatine, the TLT and the Autothruster all severely impede other strategies and act as direct counters. There's nothing inherently wrong with that, and to be fair, most of them are fun to play with or against and, as time has proven, relatively well balanced, but it called for a 'universal' response. I figured that what the game was essentially lacking is a card that allowed players to try and identify what was the core threat in their opponent's list, and eliminate it, to see if the rest of the list could still hold. Instead of allowing anyone to field a list that had a 'combo' you couldn't do anything about, it tests the opponent's ability to build something that can survive that deliberate sabotage attempt. As a result, destroying an upgrade outright felt like it made a lot of sense. Stapling that effect to a kamikaze cheap ship such as some kind of custom Z-95 made a lot of sense as well, though as history has demonstrated, the official design team found a similar way of going about it but at the crew upgrade card level and without the need to lose a ship (which is probably more balanced). Refining the Concept: tying the content to the metagame The above explains the situation we are in, and what needs to be addressed, but asks a question: What (if any) type of upgrade card should we limit this effect to? Our original solution mentions 'crew upgrade card' which does fit the Palpatine case, but it entirely forgoes the TLT and AT. That leaves us with two outcomes: A - Target a specific scenario (kill crew for example) and hose that strategy, but risk allowing the other two spin out of control. or B - Lose a bit of context and flavor, but allow this solution to work across the board. Note that solution B may prove equally or more dangerous to pre-existing staples of the game. If the 'rest of the game' relies on missiles for example, and that this card could effectively be used to destroy any missile before it fires, or any potent crew, etc. it could very well make this particular card the new metagame staple and unbalance the game, unless it isn't necessarily cost-efficient. For the purpose of this essay, we'll let elegance win, assuming that the designer has identified all potential use cases and costed the upgrade appropriately, knowing that, under most circumstances, trading this particular ship against any upgrade wouldn't be worth it, unless the latter is 'OP'. The end-result would be that this card shouldn't see too much play, but remain a valid answer to TLT, Palpatine, and AT. As the card gets released, it sees a lot of play because it is new, and during this period, a lot of TLT, Palp or AT players see a lot more losses than usual, eventually reconsidering the value of their strategy. A number of these players stop using these lists, or tweak them a bit to add a post-kamikaze end-game, which in turn makes the list less efficient (and less OP) but more versatile. As a response, players' interest in this kamikaze card decrease slowly, but the metagame effect has already rippled through lists and much fewer players rely upon the TLT PALP and AT uber lists, and occasionally get crushed as a result. Those that use the kamikaze find other uses for their card and either bait their opponent or try to identify the opponent's new powerful upgrade that they can't counter otherwise and kamikaze on it. After a few months, some people use our new card, but not so much, and they don't tend to dominate the scene, but more importantly, we see much less TLT, Palpatine, and AT, though we still see them, and they're still good when they show up. We've just created fear for players that couldn't be countered before that they might be now, and this fear alone has helped move the metagame towards a more balanced direction. It doesn't mean a sudden TLT list couldn't show up at an event and that none of the players there would have a kamikaze, landing them a sudden win, but it greatly diminishes the likelihood of this happening and brings the game closer to being 'skill-based' where every player decision matters more than the list they are playing. It also results in the creation of a card that comes with a huge baggage of player decision and opponent guessing. The player needs to figure out what to destroy, and the opponent needs to guess what that might be, assess whether this is something he's willing to live with or react. Our final effect: "When this ship collides with an enemy ship, destroy this ship. Then choose an upgrade card from the other ship and remove it from the game." By comparison, the card released a few months later: A short aside on Design Space I've hinted at metagame analysis as being its own art, but haven't really mentioned 'design space', and yet I feel it is critically important to Elegance in design. Put simply, design space is the art of knowing the player's capability to consider different information. For example, a game like X-Wing focuses primarily on 4 stats (Attack, Evasion, Hull, and Shields) and then applies movement patterns, etc. All of these things require some concentration on the player's part so that they can understand, internalize and remember the rules all the while remaining open to new streams of content (such as cards, which tend to be rule-breakers and individually require brain space of their own). If too much design space is occupied by the core mechanics, the game cannot expand, and if the new content is too complex, then the game quickly reaches a point where it is impossible to understand everything at any given point and very hard to play a game without having to refer to the rules, or a lengthy read of some cards, etc. Games such as Magic the Gathering used to field a number of very complex cards, which when put on the table inevitably led to players stopping everything else, reading the card 2 or 3 times, asking a number of questions, and this basically halted the game because these cards simply required too much attention, or in other words, exceeded the design space. That's not to say a game doesn't have room for complex mechanics, but rather, that design space is like a budget, and it needs to be spent wisely. A clever designer will allow for complexity where the tradeoff between complexity and fun is balanced. In general, the core precepts of the game (those most likely played by the majority of players over the course of their games) will be kept simple, so that the majority of the game flows naturally, and will allow for uncommon situations (though not necessarily rare) where a pause is warranted to refresh the players' memory on some of the concepts less used. In X-Wing, one of these concepts is the simultaneous rule of fire. Most pilots in the game have a unique pilot skill level which determines in which order they play, and in the case of ties, the player with initiative (determined at the start of the game) will play or attack first. Simple: follow the numbers, and if there's a tie, remember how that tie was broken at the start of the game and always resolve the order in this manner. This is elegant because every player is expected to understand the order of numbers 1-10, and a simple (and single occurrence) action determines tie breaks. That being said, sometimes a ship with the same pilot skill as another might destroy it when attacking, and it may be hard to internalize that pilots from the same pilot skill wouldn't play at the same time. In these particular scenarios, a specific rule is invoked (the simultaneous rule of fire) and the damaged pilot is marked as dead for all intents and purposes except for the fact it is allowed to fire at its regular turn, as though it hadn't yet been destroyed. How often does that rule actually come into play? Unclear, but most likely in under 10% of the games. The rule is elegant because it does cover something that the designers felt had value, yet it doesn't get in the way of the actual game and keeps it simple (for the majority of people, they won't struggle with a specific sub-phase in combat). It is ok to sacrifice elegance if design space allows it. It can allow for some 'noise' to make things a bit more organic and realistic, but it is critically important for the designer to bear in mind the extent of this finite resource and how much of it they're willing to invest in mechanics. A designer's ability to apply elegance to their core mechanics and content is what allows them to withhold design space for later use and is the key to longevity in a content-driven game. Article Update Log - May 16 2015 - Original Article - September 5 2016 - Revisited (post Boba Fett crew release)
  10. thondal

    DragonEvo TCG - Beta

    Dragon Evo is a browser based online action card game. The game features both RPG and traditional CCG elements. It is set in a fantasy universe where players much choose one of the factions to represent. The game has been a early alpha/proof of concept game that we have had out for the last 2 years. Now, rewriting almost all of the codebase and updating all UI of the entire game we are finally ready for the beta. The game is free to play and can be access at https://play.dragonevo.net/ If you like TCG and would like to help us out make this game even better, please have a look and test it a bit.
  11. Looking for interested parties for this game project It's a hybrid competitive table top game that combines physical and mobile for play. Fans of MOBA's would appreciate this project. PM me if interested.
  12. Little monsters have captured your home. Use all your skills to pass through all levels of this addictive puzzle. Click and send each monster back home through the portal. Protect your home. Once, in violation of the temporary opened a small portal in one of the apartments. From this portal jumped out small funny monsters and began to house in the apartment and restore order. You have to collect all of the monsters and return them back to the portal). A fascinating game that will make you break your head. Go through each level of 150 and send all the annoying monsters home. The monster in my house is one of the coolest puzzles that will make you strain your brain and pass each level with pleasure. Game: https://play.google.com/store/apps/details?id=com.yad.monsters Developer's site: https://yet-another-developers.ru/
  13. We're making a hard magic system for our tabletop game. That is to say, the magic system has restrictions it can't circumvent. This is both important to the world and to the gameplay, since the players are also bound by these rules. It also means that we can allow custom spells without game-breaking consequences. So, here's the rules of the system in the game's lore, and the gameplay rules we have so far. Then I'm pretty sure I'm going to need help with the custom spell rules. How We Actually Need Help: Custom spell rules: We haven't written the custom spell rules. Jeremy's busy this week, and I want to get started. Since custom spells are the backbone of this system, firm rules need to be made for them fast before more work can be done. I don't need to get it well refined, that's Jeremy's job, but I want to get an outline done before he gets back on Monday. And personally, I'd appreciate any help I can get. I'm going to post the basic framework below, and then it's a matter of figuring out effects that can be achieved with this magic system and assigning reasonable-sounding values to them. Jeremy will fine-tune the numbers later. Spells have a level from 1-5, and cost a number of points to cast equal to their spell level squared. This is NOT equal to the number of points allowed to build a spell of this level, which is as of yet undetermined but will be linear. Spells can be targeted, affect a line of squares, a cone, or a spread. The longer the range or larger the area of effect, the higher the cost. Targeted spells have the lowest cost, and it grows linearly based on their range. Line spell cost increases linearly, cone spell cost grows by the square of their range, and spread spell cost grows by the cube of their range. Spells can also be concentration or fire-and-forget. Concentration spells drain points each round while active. They have no listed duration, and drain the given value per round. Fire and forget spells have a set duration, and do not require the caster's attention. They have a flat cost. Separate damage types face energy resistance separately, but each one gets a caster ability bonus separately. Spells that fire multiple shots should be a thing. So should spells that have effects like advantage (roll attack twice and use the higher one). Also, spells with increased save DC. And spells that are better or worse against specific targets, such as spells built to damage spirits specifically. Spells that provide a buff have a type, such as "area", "personal", or "weapon". You may only have ONE buff spell of each type active at any given time. I'm sure there's more things I haven't thought of I need to come up with rules for. That's part of why I'm posting this. That's literally all I have on these right now. I'll need to get details in the morning. Brainstorming on ideas for what effects to add for each ether type is also appreciated. I may have to clarify a bit more on how each ether actually affects the world, though, because a lot of things are either right out or would have to work in very specific ways. (IE: Teleportation is right out, which means summoning is too.)
  14. toheka1brian

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  15. Arcmage is a libre card game We’re a small community of free culture-loving individuals, creating a free card game. A game that’s truly open, liberated, free & gratis. A game that is fun to play both casually and competitive, and that is a joy for your eyes. We are challenging the industry by showing what united card game players and developers can create, and by sharing with the world. Welcome to the revolution. We're looking for people that can help us grow the existing game and are in need of Players try out our game online or with friends using printed cards give positive and constructing feedback to improve the gameplay find loopholes in the general rules or the card rules Card Inventors create card rules, think about strategics, mechanics, synergies create fun to play pre-constructed decks, safeguard the card's strengths and balance throughout the entire game Editors & Writers native english speakers that can improve the cards and the professionalism constructing the lore, the background story, and so much more Artists all our artwork done by Santiago Iborra is of very high quality and it is a challenge to match his level and style all our artwork is published using GPLv2 or above we're looking for people who enjoy creating fantasy artwork and that are willing to contribute Communications & PR help spread the word, and increase our online visbility organize and manage communication (internally towards our community and externally to others) manage/create our social media presence (non existing for now) Where is arcmage today? When looking for a project to join, it makes sense to look at the current status and see that it will deliver something, so your effort/time/creativity will not go to waste. We've already came a long way, arcmage has a finished rule set and we have online video tutorials a set of finished cards that go into two ready to play pre-constructed decks a number of playable, work in progress decks & cards a well defined general design document (in collaboration with wtactics.org). See our wiki an extensive quality grade art collection (in collaboration with wtactics.org) an online card database and card generation tool professional downloadable print-ready pdf's an online browser version of the game In fact arcmage is playable today, but we need your help to get it to the next level (more cards, more decks, more noise in the social media) What is in it for you? All contributors to arcmage are unpaid volunteers, people who love to play collectable card games, but don't like the commerce of it all. All your work will be enjoyable by anyone, free of charge, free to adapt, free to co-create, free to play. Kind regards, Nico Goeminne
  16. I wrote this nearly a year ago, but didn't get around to publishing it. Now that more info is coming out about the game, I think it's a fine time to share the epic struggle between Lazaraus and Talon. Original Post: It's been over a year since I posted last so let me catch up my Game Dev buddies. You already know that I landed my dream job at Harebrained Schemes working on Battletech as a Unity/C# Tools developer. The job has been amazing and my co-workers are awesome. I look forward to going into work every morning and since then I've gotten to do even more cool things: Go to Gen Con and show off the super pre-alpha. Talk to fans about the game. Sign people's Battletech rulebooks, swag, and posters like I'm a rockstar. Play table-top Battletech with oversized minis on twitch in a live-action show where damage is recorded by taking hammers, dremmels, and soldering irons to the minis. (Check out Death From Above on Hyper RPG) Help work on and shape a game that was such a big part of my teen/college life. Win the Ultimate Multiplayer Battletech Trophy for the first season at HBS. Anyway, back to the post at hand... Connor is a coworker of mine and one of the main DFA stars (Talon). There's a pretty big audience for the show and interest was expressed in getting to watch Connor and I battle it out in multiplayer. I wasn't setup to record the video so instead I took screenshots of us playing so I could write up this play by play post. We were fighting a Battle (20 Million C-Bills) fight on Big Loch. There's an island in the center with some trees, hills, and bigger cover surrounded by a body of water. I took a Jenner, Trebuchet, Hunchback, and Kintaro. Connor took a Commando, Centurion, Kintaro, and Jagermech (LRM variant). Round 2: We start out on opposite sides of the island. That beacon off in the distance marks where his units spawn. I start by moving my Trebuchet to the left and my Kintaro to the right. If he charges up the middle, he'll have to choose his facings carefully. I send my speedy Jenner up the middle to scout things out, and my Hunchback also takes the straightest route since he's the slowest unit I have. Round 4: Connor was too clever to go charging up the middle. Now my Trebuchet is a bit out of position, but it can still bring its LRMs to bear through indirect fire. You can see the results by the slight damage to armor, and minor amount of stability damage on his Centurion. I probably should have taken an action shot, but I was concentrating so hard on the tactics of the match. You can also see my Kintaro is out of position all by himself. Luckily I was able to use the initiative track and that cover to keep him fresh for a round or two. Round 7: There's only so much dancing around cover I can do and my Kintaro takes a pounding. I try to finish off the Commando and give the Centurion a tempting back shot. It's risky but my Kintaro's front armor is pretty wasted. Round 7: My Kintaro fails to take out the commando and I'm a little worried at this point. My hunchback finally gets close enough to threaten the Jagermech next turn. Still Round 7: Instead of shooting at the Centurion, I sprint my Jenner up to shoot at the Commando. It's on the edge of death now but still alive. Lucky for me Connor's Centurion missed an 85% AC/10 shot to the Kintaro's rear. He puts his back to the wall thinking he's safe... Round 8: In round 7, I made sure all my units were done before Connor's. That guarantees that I get to go first in round 8. I use my Jenner to finally finish off the Commando. Even though he only had 1 leg, he still had his large laser. Not only that, he could of still meleed one of my units to knock him down or just use his activation to manipulate the initiative track. Active units are always a threat. Round 8: My Kintaro somehow manages to stay alive even though it gets knocked prone. You can see here I have a pretty even spread. My right side is the least damaged so I try to offer that in future rounds. My Jenner is pretty exposed in the water, but he'll have to decide between taking a shot on my light or finish off the Kintaro. Still Round 8: I didn't take a screen shot, but Connor finished off my Kintaro and I take out his fresh Centurion with my Trebuchet. It was able to move just far enough up to get a rear shot on his Centurion. There were rocks in the way but my Jenner spots for him which allows me to indirect fire for some awesome back shots. Then my Hunchback slams an AC/20 into the center torso of the Jagermech. Round 9: Connor turns the Jagermech's back to my Hunchback. It was probably the right move since his front CT was gone, but the rear armor wasn't enough to save him. The AC/20 lands home in the rear CT. His Kintaro blows away my Jenner, but goes up a ton of heat to do it. He tries to use the rock as cover. Round 10: After the Kintaro moves, my Hunchback climbs the hill and manages to crit the SRM ammo. He only has a medium laser left so Connor calls the match. It was a great fight and I barely won. When I over-committed my Kintaro early in the fight I thought Connor was going to give me my first defeat. My luck held out though and the damage clustering favored me (both giving and receiving). Connor also meant to take a pilot with Sensor Lock but misclicked during the setup. I didn't talk much about the pilot skills, but they play a big part. My Kintaro had a pilot that gives him evasive (normally only granted by sprinting and not firing). That's one reason he could soak so much damned fire. My Jenner had Sensor Lock which allowed him to clear evasive and grant line of sight to a unit. My Trebuchet had master tactician which let him act one initiative phase sooner and exploit the sensor locking Jenner. My hunchback had Bulwark which gives you defensive bonuses for staying still. I had to move him every turn so it never came up. I don't remember everything Connor had but I do remember he had Master Tactician in his Kintaro... That thing being able to act during the light phase is freaking ridiculous. Anyway this was the first time the mighty Talon and Lazarus clashed on the field of battle and it was glorious. I can't wait for everyone to experience the fun and excitement of a multiplayer match. - Eck
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