by ARCangel » April 29th, 2016, 1:54 am
by Bobman » April 29th, 2016, 7:28 am
by Scorch » April 29th, 2016, 7:59 am
by Stiopa » April 29th, 2016, 11:51 am
by Scorch » April 29th, 2016, 12:39 pm
Stiopa wrote:That's probably one of the reasons our group focuses on 20x20 (and it's a good system, too). I like to fit in an ITS game once in a while, but I have more experience with unofficial systems. I wonder how new ITS will change things, from what I see CB tries to fix this problem. The question is, will it succeed.
Balance is also very meta-dependent. Concerning Morats - if your opponents use a lot of E/M, other Isolating stuff, or go on Lt. hunts often, the Morats look more resilient than in other metas.
And then there's HSN3 and all changes it brings. It was stated somewhere last year that one of its purposes is to level the field a bit, rebalance units and sectorials. In a few months we will have enough data to know how it went.
by ARCangel » April 29th, 2016, 2:27 pm
by !vg3g@%71 » April 29th, 2016, 6:12 pm
by MARC C » April 29th, 2016, 8:01 pm
Scorch wrote:...and in many areas ITS is falling out of favour because of its favouring of netlisting stuff.
by Scorch » April 29th, 2016, 10:59 pm
MARC C wrote:Scorch wrote:...and in many areas ITS is falling out of favour because of its favouring of netlisting stuff.
Do you have data to back up that statement? I'm really curious. In my area ITS works just fine in no less then 4 stores out of 5. The fifth no one plays Infinity.
by Prophet_of_Doom » April 30th, 2016, 3:45 am
by Scorch » April 30th, 2016, 11:23 am
Prophet_of_Doom wrote:The reason many people do not use certain models is because they may not have learned how to use them best or they do not play missions where these troopers would shine.
Many aspects of the game have been left a bit abandoned, to be honest. Terrain rules and structure traits are not used widespread, for example.
the idea of infinity is that different troopers are good for different missions. I sometimes feel that ITS should have more of that and it is time CB stresses that Infinity is more than just ITS.
by Pierzasty » April 30th, 2016, 12:13 pm
by MARC C » April 30th, 2016, 1:32 pm
by MARC C » April 30th, 2016, 2:03 pm
by Stiopa » April 30th, 2016, 3:34 pm
by ARCangel » April 30th, 2016, 5:42 pm
Stiopa wrote:As for terrain rules - I'm working on a cohesive table terrain set right now - PanO bioweapon research facility hidden somewhere in the Paradiso jungle - and I hope that this will make us use those rules more. With a bit of work such terrain can represent mountains or desert, too. And I'm considering creating a mission set of my own for this table, with objectives tied to specific terrain pieces. I wonder how this will turn out.
by Prophet_of_Doom » May 1st, 2016, 10:04 am
Scorch wrote:This is one of my personal reasons that I don't like ITS.
The abstract nature of the system almost forces people to leave out large quantities of the rules, in order to keep it 'fair' for everyone. Nimbus Zone is one of the few missions I have played that at least incorporated some form of terrain rule. And for that same reason the mission isn't very popular.
I understand ITS as a international tournament system. It does a good job at being that; fixed point objectives. Each player having the same distant from the objectives. It's all very abstract, fair and one might even say.. artificial. But I find it very unfit for narrative campaigns. BoW at least incorporated some terrain rules in their missions; those missions that took place in the jungle apparently needed a zone of jungle terrain through the middle of the table.
I hope the terrain rules will become more and more incorporated in the system in the future. Make a narrative before you start playing the mission. For me, personally, Infinity becomes a much richer game, with much higher 'stakes' when you can delve into a narrative with your opponents.
by Errhile » May 1st, 2016, 12:55 pm
Prophet_of_Doom wrote:
But I am still a fan of asymmetrical missions, and thus I have a project called 20x20 Commando Edition. Unfortunately, there is no way this could ever be playtested to satisfaction. It is purely a fun project of which I am uncertain whether anyone but me will ever see it.
by Stiopa » May 1st, 2016, 1:18 pm
Errhile wrote:Prophet_of_Doom wrote:
But I am still a fan of asymmetrical missions, and thus I have a project called 20x20 Commando Edition. Unfortunately, there is no way this could ever be playtested to satisfaction. It is purely a fun project of which I am uncertain whether anyone but me will ever see it.
Just in case - colour me interested
by MARC C » May 1st, 2016, 1:18 pm
Prophet_of_Doom wrote:About the chess clocks: When do people have to press? Everytime an ARO needs to be declared? Would make sense, but doesn t this lead to the clock being forgotten about a lot? I mean, if it works, great, but I can see that things can get wrong there.
As an Ariadna player, I have to agree that larger forces can take too much time. That is an unfortunate unbalance in a tournament setting.
by ARCangel » May 1st, 2016, 3:47 pm
Errhile wrote:Prophet_of_Doom wrote:
But I am still a fan of asymmetrical missions, and thus I have a project called 20x20 Commando Edition. Unfortunately, there is no way this could ever be playtested to satisfaction. It is purely a fun project of which I am uncertain whether anyone but me will ever see it.
Just in case - colour me interested
by Mob of Blondes » May 1st, 2016, 6:31 pm
by Errhile » May 1st, 2016, 7:26 pm
by Mob of Blondes » May 1st, 2016, 8:28 pm
by Errhile » May 1st, 2016, 8:57 pm
by Mob of Blondes » May 1st, 2016, 9:04 pm
by Bobman » May 1st, 2016, 10:03 pm
MARC C wrote:
Not everyone has the same perception of time. Some people don't even realize they are slow decision makers. We have one guy who takes between 15 to 20 minutes just to deploy. Another one managed to play only a maximum of 1.5 to 2 turns per game in one tournament. Issuing warnings didn't work. Using a Chess clock showed them how slow they actually were. It was a shock for them. These two guys are both super friendly its just they didn't play fast enough.
.
by MARC C » May 1st, 2016, 10:04 pm
by Prophet_of_Doom » May 2nd, 2016, 2:49 am
by Errhile » May 2nd, 2016, 8:42 am