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Just curious what people want to see in expansions. I would like to see a few other map size pieces in different lay outs. New tactics cards, reward cards. Hero cards, quests.
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Ken on Cape said:
Just curious what people want to see in expansions. I would like to see a few other map size pieces in different lay outs. New tactics cards, reward cards. Hero cards, quests.
What I'd like to see:
What I DON'T want to see:
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TI3 Rulings: sigmazero13.ifastnet.com/ti3_rulings/find_ruling.php
I would like to see an adjustment made that would allow for 5-6 players to play instead of just the current maximum of 4.
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jasonspace said:
I would like to see an adjustment made that would allow for 5-6 players to play instead of just the current maximum of 4.
QFT.
XBL Gamertag - Frost King
sigmazero13 said:
Ken on Cape said:
Just curious what people want to see in expansions. I would like to see a few other map size pieces in different lay outs. New tactics cards, reward cards. Hero cards, quests.
What I'd like to see:
What I DON'T want to see:
I basically agree with Sigma on all points here. I would only add that hopefully we'll see more than 6 new heroes in an expansion and FFG won't just be string it along to stretch out the existing hero base from other games. Recycling molds is a neat cost-saving idea, but there comes a point when it's just exploitation. =P I think another 12 heroes would be a nice, balanced number.
I wouldn't mind seeing new units for the existing factions, but it has been made quite clear in other threads just how difficult it would be to make such a thing work without invalidating the existing faction sheets, which is certainly not a desirable outcome. I wouldn't want new resources anyway, because that would start to become a lot of crap to keep track of.
MP3 killed the radio star
I would personally want a little bit more of everything, all themed to some setting. The way the RuneBound expansions work would be good. Gimme a Sands-themed expansion with a new Good race and a new Evil race (or maybe two neutral races?), some new terrain, all that jazz. Toss in some new Quests, Heroes, Seasons, all of it.
I wouldn't mind seeing new unit types for existing armies, but it seems like the only way to make that happen would be a fourth resource type and either a sixth initiative slot or all-new army mats. But if they were gonna do it, I'd like to see some ocean combat going on.
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I agree with Sigma. Most important are more rewards, tactic cards and, most of all, quests. There are way too few with the original game. Also, more terrain would be superb.
Stefan said:
I agree with Sigma. Most important are more rewards, tactic cards and, most of all, quests. There are way too few with the original game. Also, more terrain would be superb.
I think it would be cool if there were more than one quest per hex, for sure. Maybe two opposing heroes are going to the same place for different reasons instead of just passing by one another en route. Might encourage a little more dueling among players who normally aren't that aggressive. Maybe even some kind of "race to the goal" quest where there are two (or more) copies of the same quest in the deck and one consequence of completing it is that all other copies are discarded/removed from the game. Then people who have that quest will probably want to get it done ASAP for fear that someone else will scoop them!
If each copy states how many other copies must be found and removed upon completion, that would also serve to avoid a cheat/misunderstanding where someone neglected to discard their copy after someone else finished it.
MP3 killed the radio star
Steve-O said:
Maybe even some kind of "race to the goal" quest where there are two (or more) copies of the same quest in the deck and one consequence of completing it is that all other copies are discarded/removed from the game.
I like the idea, but imo it would be even better if those type of quest were open. This would encourage duels even more, somehow like the blue quests in WoW:tBG.
I would like to see each expanion come with only 1 new army type. This would help with cost and FFG could add new map peices, quest cards extr...
Plus with this small expanion FFg could add 1 new neutral unit..... Would love to see them add the golem as a neutral. i could see it as a drawf box w/ golem neutral.
Then after some time the next box could be orcs. And so on and so forth.
Also I would love the option of have a new set of order cards for each army type but each race have a different numeber order to it. Except for 8 as it still takes time to build. so #1-7 would but diffent for each player. the under could have a higher # harvest but a lower # recruit. stuff like that. the timing and tactics would be cool to see as that take place. someone could play conqure but sorry, the play played mobilzed which goes before your conqure does.
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Steve-O said:
Stefan said:
I agree with Sigma. Most important are more rewards, tactic cards and, most of all, quests. There are way too few with the original game. Also, more terrain would be superb.
I think it would be cool if there were more than one quest per hex, for sure. Maybe two opposing heroes are going to the same place for different reasons instead of just passing by one another en route. Might encourage a little more dueling among players who normally aren't that aggressive. Maybe even some kind of "race to the goal" quest where there are two (or more) copies of the same quest in the deck and one consequence of completing it is that all other copies are discarded/removed from the game. Then people who have that quest will probably want to get it done ASAP for fear that someone else will scoop them!
If each copy states how many other copies must be found and removed upon completion, that would also serve to avoid a cheat/misunderstanding where someone neglected to discard their copy after someone else finished it.
Love the ideas! I could kind of do this now if, as a group, you flip 1 quest goal that is open for all heros to try. ofcouse it depents on the quest as some might now work well with this format.
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I really like the idea of adding new races for a 5-6 player game. It could be easily integrated into the existing game system and playing time is short enough already to add 2 new players and still make the game playable in 4-5 hours (one evening). The quesion of influence bids is already answered in another thread (1 with 0 influence ande the other with 5). And the rule about influence bids can allways be altered if inconvenient.
To make room for 2 new players, some terrain tiles should be added. These tiles should encompass some new neutral units starting there. Also, these terrain tiles need some new quests. New quests should furthermore be added for variety and to make room for the additional players.
Personally I'd also like to see some tactic cards detailing more interaction between heroes and enemy/neutral units present. The idea that heroes really don't mind entering lands (hexes) full of armies because they are normally undetectable doesn't sound right to me.
Fantus Victor!
Phil_Fantus said:
Personally I'd also like to see some tactic cards detailing more interaction between heroes and enemy/neutral units present. The idea that heroes really don't mind entering lands (hexes) full of armies because they are normally undetectable doesn't sound right to me.
Having one of your heroes enter enemy territory is always a very big risk - all it takes is a Coercion card and all of a sudden, your hero becomes their hero, and there's nothing you can do about it :)
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TI3 Rulings: sigmazero13.ifastnet.com/ti3_rulings/find_ruling.php
My surgestion so far would be:
that I is what i can thing of right now.
I also agree with what sigma posted and I really would not want to see much else added apart from more fate cards, as the deck would need to be larger than 30 cards for 6 players.
As for new tiles 4 would be enough (to give an additional two tiles to each new player) plus the starting tiles, tho I would like to see an additional 2 or 3 tiles to increase the variation of the map, may be one that has quite alot of water on it.
One major question tho regarding the new races, starting influence, would one start with none and the other 5 as the other options is to have 5 influence and 6 influence to start which does make them quite powerful (unless the tie-breaker rules were changed)
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jasonspace said:
I would like to see an adjustment made that would allow for 5-6 players to play instead of just the current maximum of 4.

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