I really hope that new objectives are coming in wave 3, at least one of each type. Getting a little sick of the current ones, would love to have new ones with each wave.
Objectives in wave 3
I cuncur
I am not tired of the current objectives. Each list uses them in such different ways that they are great seasoning to build with.
I have to say, while I am leery of fan made things usually. . . these. . . they're beautifully done. . .
I really tried to come up with situations where they would be overpowering and unbalancing for the game but I honestly can't find anything glaring. . .
I mean with the whole First player chooses one of three objectives they are strong but not the end all be all. . . Screed GSD lists would always have Nebula Encounter in it. Motti Lists might take the Wounded Prey, Determined Stand is interesting and while good I am not sure if changing a single die is a great idea when you loose all defense tokens. . . Admonition might be able to do it though. . . Hmmmm
Thanks Lyr, I know how uneasy you are with fan-made material so I really appreciate the praise ![]()
Do note, though, that Determined Stand (on the photobucket page) is still very much "work in progress" and not one of the six cards I recommended above. It's not in the Vassal extension, for instance. Once polished some more, it may form part of a future set of 6.
Thanks Lyr, I know how uneasy you are with fan-made material so I really appreciate the praise
Do note, though, that Determined Stand (on the photobucket page) is still very much "work in progress" and not one of the six cards I recommended above. It's not in the Vassal extension, for instance. Once polished some more, it may form part of a future set of 6.
They are REALLY well balanced. Just giving player 2 a push in advantage as it should. These are something I can EASILY see FFG using.
Hope to give these a go shortly I think.
THESE OBJECTIVES ARE AWESOME! I'd use these!
Wow, they are really nice and sound really fun.
...
Except Determined Stand. That one needs a little more work.
First its really rules wonky. Say I spend a nav token to go down to zero. When I reveal the dial, doesn't that push the speed back up to 1 immediately?
Also it looks extremely circumstancial. The 2 damage you get from any face change (red or black) isn't enough to usually overcome the sitting duck cannot spend defense penalty until you're really good at maneuvering.
This could be good with like Corvette Spam or Rieekan lists.
Hmm.
I think it could be better worded, and be idk... that one is weird.
Yeah, like I said, it's a very early version and to be disregarded for now (it's not part of Shipyards Set I). The idea is that it rewards speed 0 with increased firepower but lets players reduce speed to 0, attack, and then speed up again immediately - if you plan your dials carefully.
EDIT: moved it to a WIP sub-folder to avoid confusion
Edited by DiabloAzulTHESE OBJECTIVES ARE AWESOME! I'd use these!
Wow, they are really nice and sound really fun.
...
Except Determined Stand. That one needs a little more work.
First its really rules wonky. Say I spend a nav token to go down to zero. When I reveal the dial, doesn't that push the speed back up to 1 immediately?
Also it looks extremely circumstancial. The 2 damage you get from any face change (red or black) isn't enough to usually overcome the sitting duck cannot spend defense penalty until you're really good at maneuvering.
This could be good with like Corvette Spam or Rieekan lists.
Hmm.
I think it could be better worded, and be idk... that one is weird.
You would not be allowed to use another navigation command that turnTHESE OBJECTIVES ARE AWESOME! I'd use these!
Wow, they are really nice and sound really fun.
...
Except Determined Stand. That one needs a little more work.
First its really rules wonky. Say I spend a nav token to go down to zero. When I reveal the dial, doesn't that push the speed back up to 1 immediately?
Also it looks extremely circumstancial. The 2 damage you get from any face change (red or black) isn't enough to usually overcome the sitting duck cannot spend defense penalty until you're really good at maneuvering.
This could be good with like Corvette Spam or Rieekan lists.
Hmm.
I think it could be better worded, and be idk... that one is weird.
Oh.
Unfortunately it seems that 10 games hasn't reminded me enough of that rule. =/ Perhaps some reminder text on the objective card could go a long way?
So I guess if you happened to reveal the dial, you could only gain a nav token, to be used at a later turn?
Yeah, like I said, it's a very early version and to be disregarded for now (it's not part of Shipyards Set I). The idea is that it rewards speed 0 with increased firepower but lets players reduce speed to 0, attack, and then speed up again immediately - if you plan your dials carefully.
EDIT: moved it to a WIP sub-folder to avoid confusion
Yeah see: The creator's intent was to make a temporary speed drop, even he forgot this rule apparently.
(Too many rules in this game!)
Spending a Nav token is not the same as resolving the Nav command, even if the effect is similar. It's like spending a Nav token to avoid the tractor beam effect. So you *can* slow down from 1 to 0 by spending (should it say "discarding" instead?), attack, and then resolve the Navigate command to move and end the turn at speed 1.
But yeah, it's confusing ![]()
Spending a Nav token is not the same as resolving the Nav command, even if the effect is similar. It's like spending a Nav token to avoid the tractor beam effect. So you *can* slow down from 1 to 0 by spending (should it say "discarding" instead?), attack, and then resolve the Navigate command to move and end the turn at speed 1.
But yeah, it's confusing
Imo you can SPEND it, but to gain the effect you have to RESOLVE A COMMAND. Thus... still, I think that the rule applies that you could only do one or the other.
Anyway. Im not perfect on the rules though.
Either way, interesting cards.
You should probably just say:
"When a ship executes an attack, it may choose to reduce its speed to 0 for this turn only. Place an objective token on that ship, and remove it at the end of the turn. (Do not change speed dial). "
Special rule:
"When a ship at speed 0 is attacking, it may change 1 dice to any face."
"The second player may spend 1 defense token when defending at speed 0."
(Makes for funny imagination of Evade at speed 0 though. Maybe non-evade defense token?)
Imo, gaining a nav token in this case is not worth it.
--
Its a weird card anyway... Cuz, the ships don't tend to stand still in this game anyway.
Being new to the game I'm not at the point of being "tired" of them but I did have the same thought about this. I have to believe we will see more objectives with expansions. Since each opponent brings their own to the game it avoids the "you have to buy this or you can't play" argument people make
Spending a Nav token is not the same as resolving the Nav command, even if the effect is similar. It's like spending a Nav token to avoid the tractor beam effect. So you *can* slow down from 1 to 0 by spending (should it say "discarding" instead?), attack, and then resolve the Navigate command to move and end the turn at speed 1.
But yeah, it's confusing
Spending a token for a card effect would not trigger the use of a command. However spending the token to use its effect (such as slowing down to 0) would constitute spending a command.
Think about Engine Techs or other cards like that. You have to spend a command to use their effect yet you are still considered to have used that command.
I don't think the game needs new objectives yet. At least not tournament objectives. I think fan-made casual objectives are great to spice things up. I even think some non-tournament objectives with more interest scenarios that are created by FFG wouldn't hurt. But right now the game just doesn't need more objectives.
do you think acheivements should count for more points? Or are they in a good place?
I've been feeling they're in a good place. They are better as you get to know the game better.
I don't think we'll see objectives changed until damage decks are changed too. Objectives to me feel like one of those things we're supposed to work with for a while and accept as a standard part of the game.
If you don't like objectives in your casual game just don't use them. Or stick with Contested outpost and superior positions... they are the ones that impact the game the least I feel.
I don't think we'll see objectives changed until damage decks are changed too. Objectives to me feel like one of those things we're supposed to work with for a while and accept as a standard part of the game.
If you don't like objectives in your casual game just don't use them. Or stick with Contested outpost and superior positions... they are the ones that impact the game the least I feel.
I am not sure what's wrong with the damage deck. . . It is brutal as is.
I wouldn't mind seeing some well crafted additional objectives tossed out there. I'm gonna have to give the ones DA posted a go, as they look to add some spice. I do think its a bit early in the games lifespan, though for official ones to start popping out as they would affect what is very much a fledgling tournament scene . OP said wave 3, I'm thinking around 5 at the earliest.
I'm not saying I don't want to use objectives, I'm saying that I'd like new objectives to keep them fresh. When I first started playing I was super excited by each objective, and how it really changed the game. Now that I've gotten used to them, they're not such a big deal. I'd like for that to be shaken up.





