Post by revjj on Jun 30, 2014 22:06:53 GMT -5
Love the game - I was in the gaming industry (computer) from the early 1980's to 1999 - got tired of $$$$$ to just put blood on the screen. I worked at SSI and was involved with most all of the Gold Box games. (D&D and such) I even have worked with the "Warhammer" people. (I even have the British Space Hulk and their multi squad vs aliens game that I can't remember the name of LOL! So anyway that is my background and my frame of reference - (Now I am a boring IT Administrator LOL!)
A phase counter would be nice - You press end of turn and it does not end the turn - you do not know "how much" turn is left - just another "bar" is all thats needed of change the colors in the dots on the menu button. (That orange thing in the upper right of the battle screen.
Why do the knights loose AP? (AP counter drops when the knights have done nothing) Turn ending does not seem to be a valid reason. If I can expend all 6 points in one phase, then I should be able to expend that in any phase. The true end of turn is valid for "loosing" AP for they cannot be stored up. Phase seems to go 6 points to 2 points to 1 point then none - end of turn... Often you do not get to spend the last points unless an Alien is in the area. You should be able to finish off your AP's.
If the Knights loose AP then the Aliens should too. They should not have their full movement at the last phase. Move of 3 - Attack- attack... When the non-moving Knight is down to 2 AP.
Alien movement. In the rules list you have movement values for different aliens. Ancient Xeno move 3, Modern Xeno move 2, Gravity move 2 - so I imagine this is per phase - If we have 3 phases in a turn then an Ancient could move 9. I have seen them move 1 space at a time "crawl" and also jumping to the third space. Which is a move of 3 but they do it multiple times... Movement is inconsistent with movement description.
1. Does it cost AP for Aliens to "turn"?
2. Do they have to stop when they come into line of site of a Knight who still has unspent AP?
3. There seems to be no "pre-warning" blips for emerging aliens.
4. Do Aliens get to "Cut" corners - do the diagonal moves - maintaining their facing?
5. Aliens can leap past Knights - Two knights facing each other across a doorway in a room as guards or in the kill so many aliens scenarios. Alien get one space way from the doorway, then next move is in the room past the two guards. (Primarily on Aliens moving 3 spaces - seems to be a ZOC issue)
There should be an "undo move" button. Not combat - but move. The number of times a finger brushes the screen that causes a back-step or turn is very common. Got into the habit of always selecting the Knight from the left panel and not trying to select them on the field. I have had them move when trying to target an enemy.
Visual display - I understand the limits of processing power, so having real time updates as you move your knights would be cumbersome. You might want to add this ability to the scout. BUT as a suggestion for the ease of the coder - ONLY put a "movement blip" when the "enemy" moves if they are out of range. (Like the board game - you did not see the aliens until they came within your line of sight - also gives the ability to have false readings)
The units are fantastic, the board is awesome - you folks have done a bang up job! It is a blast to play!
In the old Space Hulk you had "lightning claws" close assault specialist- How about a Florentine Fighter - two swords, Gloves or Axes? (to avoid the pesky trademark stuff)
Love the Story lines too.
Well thanks for an AWESOME game!
A phase counter would be nice - You press end of turn and it does not end the turn - you do not know "how much" turn is left - just another "bar" is all thats needed of change the colors in the dots on the menu button. (That orange thing in the upper right of the battle screen.
Why do the knights loose AP? (AP counter drops when the knights have done nothing) Turn ending does not seem to be a valid reason. If I can expend all 6 points in one phase, then I should be able to expend that in any phase. The true end of turn is valid for "loosing" AP for they cannot be stored up. Phase seems to go 6 points to 2 points to 1 point then none - end of turn... Often you do not get to spend the last points unless an Alien is in the area. You should be able to finish off your AP's.
If the Knights loose AP then the Aliens should too. They should not have their full movement at the last phase. Move of 3 - Attack- attack... When the non-moving Knight is down to 2 AP.
Alien movement. In the rules list you have movement values for different aliens. Ancient Xeno move 3, Modern Xeno move 2, Gravity move 2 - so I imagine this is per phase - If we have 3 phases in a turn then an Ancient could move 9. I have seen them move 1 space at a time "crawl" and also jumping to the third space. Which is a move of 3 but they do it multiple times... Movement is inconsistent with movement description.
1. Does it cost AP for Aliens to "turn"?
2. Do they have to stop when they come into line of site of a Knight who still has unspent AP?
3. There seems to be no "pre-warning" blips for emerging aliens.
4. Do Aliens get to "Cut" corners - do the diagonal moves - maintaining their facing?
5. Aliens can leap past Knights - Two knights facing each other across a doorway in a room as guards or in the kill so many aliens scenarios. Alien get one space way from the doorway, then next move is in the room past the two guards. (Primarily on Aliens moving 3 spaces - seems to be a ZOC issue)
There should be an "undo move" button. Not combat - but move. The number of times a finger brushes the screen that causes a back-step or turn is very common. Got into the habit of always selecting the Knight from the left panel and not trying to select them on the field. I have had them move when trying to target an enemy.
Visual display - I understand the limits of processing power, so having real time updates as you move your knights would be cumbersome. You might want to add this ability to the scout. BUT as a suggestion for the ease of the coder - ONLY put a "movement blip" when the "enemy" moves if they are out of range. (Like the board game - you did not see the aliens until they came within your line of sight - also gives the ability to have false readings)
The units are fantastic, the board is awesome - you folks have done a bang up job! It is a blast to play!
In the old Space Hulk you had "lightning claws" close assault specialist- How about a Florentine Fighter - two swords, Gloves or Axes? (to avoid the pesky trademark stuff)
Love the Story lines too.
Well thanks for an AWESOME game!