On 5/14/2019 at 8:43 AM, ForceSensitive said:For one thing, the cards wouldn't be using the same formatting anyway so may as well redesign the appearance to make them more readable. Minor, but real.
this might be a more individual problem I dont think we need a 2.0 for that
Other things are still on my mind too. Activation advantage needs core rules balancing. I've seen others ideas for this, I have my own version of course. It's possible to do.
Agree no 2.0 needed simple pass rule will do. funny thing tho lately I'm seeing this as less of a problem with better tactics I'm employing
Squadrons work currently fairly well. But one tiny imbalance and they seem to be the first thing to break. **** the game was practically released with Broken Rhymer. Than they had to Nerf Riekan twice because he interacted with them. Gallant Haven got nerfed, flotillas had to get limited partly because of their cheap ability to activate squads. The list just gotta on and on with these guys. Let's not even talk about Yavaris right now.
Only thing thing here I can agree on is Riekan I think he should only be ships but IMO Motti is a harder nut to crackThe command system is great... But... Nobody ever seems to get it. And why should they? Everyone I had to teach the game to, this was one of the many snags I'd run into. Two reference a stat on the card, the other two are arbitrary things you just have to remember. There's a disconnect between the effect of the command and the ship performing it. I.e. Concentrate Fire does the same thing on a ISD as it does on a CR-90. There's also a disconnect between the size of a ship and how much it can do on a turn. When the MC-80 Commander decides to order squadrons, the steering and engineering crew take a smoke break and go play cards with the Gunners? It just disappoints and every play session me and the guys jeer it. We can do better with this.
This is a key part of the game its what makes Armada Armada. It rewards players who know when to pop the right command at the right time. all part of being a good AdmiralSquadron combat is swingy AF. At this scale of battle game, combat between squadrons should represent the dogfight nature that it is. Warhammer does this in Age of Sigmar and 40k. Pretty sure Drop Zone Commander does this. X-wing tracks a 'skill' stat but for equal skill has a simultaneous rule. FFS Axis and Allies has this. Counter shouldn't be a special ability of squads, it should be a core ability of all squads that some squad types do better at. It should not be possible to steam roll just because the game is designed to. For that matter it should be a core ability of ships too.
To much has already been said about Squadrons else were not going to poke that bear again here
Also I fear for what delaying the second edition will do the games base. X-wing and it's transition is a cautionary tale. They waited too long to do it at all and lost a hefty chunk of players who have up on the BS, and then when they finally got around to it there was so much to convert that many bailed anyway. It's recovering now but I feel like they aren't getting the response they wanted. Of the old players in my area, or if twenty or so at one regular night, there are three left. And we're nowhere near to the old numbers with the new players joining yet. Armada is already on the proverbial ropes. Our area, it's *almost* died. Were down from 12 players to MAYBE 4 on a regular basis. I'd hate to see it died because of bad design management.
2.0 will kill this game. many players dropped once X Wing did it and in our area Armada is on the rise it would grow faster if there was stock but if a 2.0 came out I know almost everyone in our group will drop it. We picked up a few player because the dropped X Wing and had time and money for a new game. the game design is not a bad one the conclusion form competitive gamer's that I speak to say the love the game its the tournament structure and format that keep them way. Competitive players don't like to be submarined.
Look. I may sound Doom and gloom on this, but my heartfelt feeling is this: Armada is a great concept with a lot of original ideas and mechanics that have never been done before. It would be insane to expect them to have gotten it right on the first shot. X-wing was much the same. Moral is: it may not need it now, but it is wise to give it one before it's too late. At some point you have to say okay, that was good, but it was a first go, now let's make it better.
I really dont see any reason to have a Armada 2.0. The reason X Wing needed on was it was dying under its own weight due to never been taking seriously in development as a game that would evolve into what it would become. the developers mention this many times. When Armada first came out you could see all that what they learned from X Wing and put it into Armada. The bigger problem with the game is the tournament formats that is what keep the players from wanting to invest for the reasons I talk about above.