Huperspace Escape is unacceptable

By thecactusman17, in Star Wars: Armada

I had an opponent hyper out, it was devestatingly awesome. It kept his ship unscarred and resulted in one of my ships being scarred (it didn't hyper out itself because it went before his hyper ship, and I needed to ensure his ship was killed on the next turn). It sucked (for me) but I love the mechanic.

Our group all lives anywhere from 30 - 60 min of each other, after the initial meet up every battle has been 'find a time & place' for each set of combatants and our planning stuff is all done online.

So instead of giving the player a chance to salvage his fleet for the next game, since all games are connected in a campaign, you would rather have it that they are stuck so you can get the satisfaction of pounding on them more?

In CC a win is a Win. And ships that Hyperspace out are considered destroyed for fake purposes and don't get Veteran status or any benefits.

Now if you Really wanted to destroy a Unique Title, Demolisher!, I get it but it is still a fair rule for a campaign. Regular game I could kind of understand but I have still had games where both me and the opponent realized the game was over turn 4 or 5 and just called it and shook hands. Many players still do that already because a mutual forfeit can still be done in good sportsmanship.

the mechanic is there to keep people from being too frustrated when they are having their fleet being destroyed in a game where it's not just the current battle that matters but a series of battles that are the key.

Im sorry you feel this way and I don't know if it's just one player that made you hate this or if it's just something that happened to your group as a whole but I have not heard anyone talking about this as a bad feature before and only heard good things about it. As a campaign feature I think it's great and this is coming from someone who has been undefeated in his campaign group and doesn't look to be losing any time soon because I am maxed out at 500. But I would totally be cool if Mikael wanted to Hyperspace out next game.

Hear that Mikael, I'm challenging you! :P

Maybe bring extra pieces and play a casual game after the campaign meet up?

Play different games?

Don't play the CC, but maybe more of a league series?

In the CC, you gotta know when to keep your forces intact instead of fighting to the last ship.

That's what a narrative campaign is about instead of just going for broke every game, like competitive play.

5 hours ago, thecactusman17 said:

Today, up to 3 fleets reset. On turn 2. Play your game, or quit.

I am confused. The retreat is limited to turns 4 onwards

4 hours ago, thecactusman17 said:

For what it's worth, several playes are resetting because nearly every large ship in the campaign has died at least once now.

The issue is that the commitment in distributed groups doesn't allow for HE. I know Drasnighta is around somewhere. Try to convince him that it's legit when he drives 2+ hours to get to a game.

I have players at my store spending $10 just in travel expenses to go cross-bay on mass transit. Driving would cost more, plus be an hour drive or more each way. Imagine doing that and your opponent ends the game midway, with no alternative game available.

That's a monetary and time expense for one player's convenience. When our players have to spend that time and money just to attend, it really affects your view of how mechanics work.

Here's a thought, if your group is all within minutes of each other: Declare at your next game that there will be a one hour limit before the game starts and a two drink minimum purchase. See how many people stick around to start on time.

nothing stopping those two players from ending the CC game there for points and keep playing the game to the end just for fun. forcing the fight to the end in a campaign is just wrong.

6 minutes ago, ouzel said:

nothing stopping those two players from ending the CC game there for points and keep playing the game to the end just for fun. forcing the fight to the end in a campaign is just wrong.

THIS ^^^^

Just record the Campaign stuff (Because tactical withdrawal is a legitimate strategy) and keep playing to satisfy your desire for completion and justify the time/$$ spent coming together.

Everyone is happy

5 hours ago, thecactusman17 said:

This ship, and the Interdictor, have been 100% ignored in our local CC games, arguably the games most likely to see odd combos due to the increased fleet size and non-standard fleet rules. Neither ship has a place. It just doesn't perform any job effectively for the points. And before you ask, every one of our Imperial players (myself included) has an Interdictor. It just has no fleet role except as at best an unkillable rock that survives without giving up points. Which is absolutely infuriating when you only get one game every two weeks.

I just want to point out that if you have issues with escaping into Hyperspace, an Interdictor is a sure fire way to prevent that from happening.

4 minutes ago, Eggzavier said:

I just want to point out that if you have issues with escaping into Hyperspace, an Interdictor is a sure fire way to prevent that from happening.

We made sure to have an Interdictor fleet to make sure we could deny a damaged fleet the chance to escape and refit.

From the OP's writing, it just sounds like he got up on the wrong side of the bed this morning.

He's talking about ejecting a player for using a legitimate rule in the game. That sounds like he did not set the house rule from the start. Also, he's saying it hasn't happened yet.

Well, if ejecting players midway through a campaign (which wastes weeks of play, rather than hours) is the way you solve issues, then I'm really glad I'm not in your group.

Do you unilaterally make up the rules for your group to play with, or is it the consensus of you and the other 2 or 4 players that the "offender" be exiled for using a rule of the game, after the campaign has started?

Hyperspace Retreat can only be used in turns 4 and 5 and the points value of the ship is considered as destroyed for the purposes of winning the game. You have to be very desperate to avoid scarring to take the option.

I also took an Interdictor in my fleet to prevent it happening pretty much at all.

If your opponent is Hyperspacing out turn 4, take the win, take the campaign points and laugh at their weak fleet's cowardice :-)

4 hours ago, Teloch said:

Sounds like a troll.

But in case your not: If no one has withdrawn in your games yet, then you have no experience to base your views on other than what you think the outcome will be.

If your gaming group wants to play that way, then good for you guys. If not, I can see them just ejecting the bully whose trying to force his own rules into their campaign.

Cactus isnt a troll. He's just bringing up an issue that is hurting his enjoyment of the game.

That said cactus, I do think its one of those things that works for the majority of players but is working out poorly for your group due to circumstances that really aren't (and probably shouldn't be) taken into account by designers. House rule it to taste, IMO.

Whoops

Edited by Madaghmire
Stupid new forums!

Grr

Edited by Madaghmire

I think hyperspace escape is one of the rules that make the campaign special and to me a lot more fun than a tournament. I really like having to decide whether it is worth it to stick it out and hope to do some more damage or just try to escape if you know you are likely to lose the engagement. My motto is usually to live to fight another day. That being said, the two times I have tried to use it, an interdictor stopped it and then I lost the ships I was trying to save.

6 minutes ago, emfrank72 said:

I think hyperspace escape is one of the rules that make the campaign special and to me a lot more fun than a tournament. I really like having to decide whether it is worth it to stick it out and hope to do some more damage or just try to escape if you know you are likely to lose the engagement.

My thoughts exactly. My first round of the campaign was a real nail biter, and without doing any numbers crunching both my opponent and I realized it was gonna be a very tight game.

Then I put my opponent in a bind and he had to jump away to save his main ships, giving me the win.

It's an additional tactical element that I actually think is one of the strongest parts of the campaign.

1 hour ago, GiledPallaeon said:

It's an option in the CC rulebook. It is absolutely illegal in regular and tournament play, but the CC addendum changed a lot of that.

Sorry. I went over your head, didn't mean to

I know what "hyperspace" is and the CC rules. The OP put "hUperspace" in the topic title. That's why I said I didn't know what it was and then spent the rest of the post talking about it like I did.

5 hours ago, thecactusman17 said:

Imagine doing that and your opponent ends the game midway, with no alternative game available.

Eh...maybe I'm missing something, but...what happened to the player you just had a match with? Did he literally disappear into hyperspace?

If not, I'd chalk up the points for the campaign and then go about knocking out a quick, regular game with them. And if you REALLY hate hyperspace escape that much...bring an interdictor!

While most citizens of the galaxy use well-known hyperspace lanes, those in the far northern quadrants of the Galaxy tend to use the "back roads" of Hyperspace lanes, more commonly known as "Huperspace Lanes".

Anyways, going back to the topic of this thread, I disagree with the OP 100%. Hyperspace escape is part of the campaign and is a legitimate strategy for saving your fleet when you're in an unwinnable situation. Better to lose the battle than lose the majority (or all) of your fleet. It's a mechanic meant to enhance the campaign, not to juke players out of a full 6 rounds of play.

Ejecting a player out (or even considering it) for using a strategy offered by the campaign that helps the campaign experience is unacceptable. And if no one in your play group has done it, how do you have any grounds at all to say it ruins the game?

Feel free to make custom house rules for your play group that denies the use of Hyperspace escape. But make sure everyone is okay with it. From the sounds of things, if you're cutting out Hyperspace Escape and people are rebuilding their fleets multiple times, why are you playing Corellian Conflict? Why not just play regular games of Armada? Then you'd get your full 6 rounds in every time.

24 minutes ago, Mikael Hasselstein said:

From the OP's writing, it just sounds like he got up on the wrong side of the bed this morning.

He's talking about ejecting a player for using a legitimate rule in the game. That sounds like he did not set the house rule from the start. Also, he's saying it hasn't happened yet.

Well, if ejecting players midway through a campaign (which wastes weeks of play, rather than hours) is the way you solve issues, then I'm really glad I'm not in your group.

Do you unilaterally make up the rules for your group to play with, or is it the consensus of you and the other 2 or 4 players that the "offender" be exiled for using a rule of the game, after the campaign has started?

I'm ejecting you from this conversation for not following the nice rules!

j/k ;)

Just now, Reiryc said:

I'm ejecting you from this conversation for not following the nice rules!

j/k ;)

No, no, go get him! He's a meany Imperial that has been terrorizing my teammates and he deserves it! :P

Just now, Beatty said:

No, no, go get him! He's a meany Imperial that has been terrorizing my teammates and he deserves it! :P

Sounds like you're doing ok, so that's at least a plus!

3 minutes ago, Reiryc said:

Sounds like you're doing ok, so that's at least a plus!

Well I'd admit I'm looking forward to Mikael and me going head to head. I think it will be the battle of the campaign. It's just we both have been playing as the defensive player protecting our valuable bases. I might have to go on the offensive next game.

Isn't this issue much like getting a "BYE" in a tournament or showing up on "Armada Game Day" at your local store and not enough opponents show and/or those times when people don't want to play "Blue on Blue" or "Red on Red?" You're committing to play a game that should be fun and enjoyable for all, but there are times it just doesn't pan out that way.

36 minutes ago, Reiryc said:

I'm ejecting you from this conversation for not following the nice rules!

j/k ;)

1-star-wars-quotes.gif

:P

Actually, no, I strangely enjoy these angry soapbox posts/threads.

25 minutes ago, Beatty said:

Well I'd admit I'm looking forward to Mikael and me going head to head. I think it will be the battle of the campaign. It's just we both have been playing as the defensive player protecting our valuable bases. I might have to go on the offensive next game.

Yeah, having a 60 point advantage going in will give you a chance.

But if you beat me, I may have to pull a Cactus Man and eject you from the game. I will have driven 15 minutes, and to have my fun dashed by you playing according to the rules of the game will have invalidated my commute.

I'll play with one arm behind my back and promise not to have that smug look.

But seriously, I will have a 60 point advantage? I thought it would be like 20 points or something.