Necron Rising Track
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
X X X X X X
13 (endgame for game with 2 players)
Regards
Necron Rising Track
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
X X X X X X
13 (endgame for game with 2 players)
I like the concept, but it has some gameplay issues in its current form. You've got a big, ambitious concept - you just need to focus on your design. You seem to be very interested in the flavor of the Necron race, but I don't see it much in this scenario. Instead you've got a doom track that rather simply ticks onward and occasionally does a random bad thing to the players. It's very standard. There's nothing wrong with standard if you're going for a streamlined co-op experience - but it doesn't really capture the concept you're talking about.
Simultaneously, the rules for the confrontation are rather complex and the confrontation itself is, as you've flagged, going to be a problem for players arriving at different times. Complexity can be endured, especially for homebrew scenarios, for the sake of great concepts but the way it works also is leading to poor gameplay as you've highlighted.
You should focus on one goal or another. Do you want to craft a simple, smooth and elegant co-op scenario? If so, make sure the rules are simple and intuitive as possible and focus on making the gameplay feel great. Or would you rather bring this big concept of going against the Necrons to life? If so, focus on what the necrons should make the players feel and figure out how to bring that feeling to life. In that case, you can make the mechanics complex if need be, it's a homebrew scenario that you can take your time explaining.
Currently, the scenario doesn't deliver on its theme in the quest to keep gameplay rather simple - but the gameplay isn't simple or satisfying enough to stand on its own. I believe that you've likely had a LOT of fun playing this scenario, but I have a hunch that's because co-op scenarios in Relic are *awesome* and go a long way to minimizing a lot of the frustration that the game otherwise has.