Played Furball with a couple friends last night and it was a blast. VERY good for new players. You can fully load up a ship and its okay, because they only have to think about 1 ship. Anyways, I was hoping to get your thoughts on a couple of things to make the experience better.
1) We did 30, 40, 50 point ships.
I think this escalation is best and I'm sticking with it. But, in trying to make Furball lists I found some ships don't fit into 30 or 40 points, they're somewhere between - even after you fatten them up. Take for instance Soontir (Soontir Fel + Royal Guard TIE + Push the Limit + Autothrusters + Stealth Device). You certainly can't put him in the 30 point category, but I thought as a house rule if a single ship only (not one in a squad) is 4 or more points from the next level you can give him a hull upgrade and then put him in the next level. So in this case Soontir would get that build + 1 more hull and be a 40 point ship.
Is this crazy? Will it not work? There are many factors at work: casual game, lots of players, scary ships do tend to get focused down, etc.
2) The scoring system was okay, but needed work.
I ran it like this:
1 point for landing a hit.
2 points for destroying a ship (3 total for also hitting it).
I felt like that awarded the killing blow too much, and there wasn't enough reward given to surviving.
So, my adjustments:
1 point for landing a hit (but not destroying a ship), max 1 point per player per round.*
2 points for destroying a ship, max 2 points per player per round.
1 point awarded for each ship/squad surviving once time is called.
1 point awarded to all players in the case of a ship self-destructing (asteroid or edge), other than the ship that blew up.
Also:
1) On an accidental double red maneuver, the closest enemy ship to said ship gets to choose the maneuver. No collusion allowed.
2) A bomb or any other damage caused by a player on another player counts as a hit and the player that caused the damage scores 1 point for landing a hit, unless that person has already scored a hit that round.
If the ship is destroyed, the player that inflicted the damage receives 2 points for destroying the ship, unless they have already been awarded 2 points that round for destroying a ship. In such cases, it is treated as a self-destruct.
* The Corran double tap can gain 2 points in a round because he loses an attack the following round. Any hit, regardless if any damage or not was inflicted (Lt. Blount), counts as 1 point total per round, per player.
3) Squads:
While I was writing this I came up with the idea of squads. I think I came up with an idea that will allow for squads without it getting out of control and ruining the whole principle of this furball.
Here are my squad rules:
1) A squad consists of no more than 3 ships total.
2) Each player may have only have 1 squad, and it can only be placed in the 30 or 40 point slot.
3) Regardless of how many times a squad may fire, that player can still only receive 1 point for damaging a ship and/or 2 for destroying a ship per round.
4) If a ship in a squad is destroyed, the player that destroyed that ship is rewarded as per the normal scoring system.
5) A squad is considered still a squad until all of its ships are destroyed. Meaning, it can still get a point for surviving once time is called.
The idea is that a squad will mix thing up and add more offense to the game, but it is counterbalanced by fragility. A squad runs an above average chance of getting 3 points in a round by landing a hit that doesn’t destroy a ship AND in same turn destroying a ship. The downside is that they can get blown up a lot easier as well, and they also become a major target because of their fragility.
Anyways, a work in progress. What do you think? If you make a recommendation that’s amazing I’ll revise this post.
Thanks!