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Gameplay Logistical Improvements
07-06-2012, 12:29 AM
Post: #6
RE: Gameplay Logistical Improvements
(07-06-2012 12:17 AM)Kamikaze28 Wrote:  
(07-06-2012 12:05 AM)timcoffman Wrote:  Players almost universally expect to have the option to experiment before committing their actions.
This mindset is brought to you by Hero Academy where you have to experiment before committing your turn unlike board games like chess where undos are a thing of training. Outwitters is really about think first, then act.

These games (Outwitters and Hero Academy) most closely resemble physical board games, where all my friends certainly let me take back my moves when I screw up so long as they haven't revealed anything. Your example of chess is a good one: in chess, I can make my move then keep my hand on the piece while I survey the new landscape before committing by removing my hand to indicate it is my opponent's turn.
(07-06-2012 12:17 AM)Kamikaze28 Wrote:  
(07-06-2012 12:05 AM)timcoffman Wrote:  The problem is, that's not how people actually play. For example, I tapped my Bombshell twice by accident, and suddenly I've lost two actions by mistake (transforming and un-transforming), with no logical reason why I can't just take bake my move- I've not received any new secret information yet.

The interface needs to be completely reworked to allow you to take your moves back at any point UP UNTIL you've received new information, i.e. revealed a hex which you did not see before. This implies that you would need to confirm any action which DOES reveal a new hex, which is a much better mode of play than an optional confirm on move actions.
I can understand that this frustrates you, but as you already said - the interface would have to be heavily reworked to clearly communicate which actions can be undone and which ones can't be undone. An inconsistent undo button might produce more headaches than solve problems.
I think the interface would have to be re-worked, but I'm suggesting a COMMIT function (with, for example an option to autocommit your moves in the settings). It doesn't get more clear than that.

(07-06-2012 12:17 AM)Kamikaze28 Wrote:  
(07-06-2012 12:05 AM)timcoffman Wrote:  When the Bombshell displays possible targets, it reveals hidden opponents which are one step beyond your current field of vision.

Thus, I can identify the presence of any opponents just beyond my sight without using any Wits. I would expect this to be contrary to the designers' intentions.
This came up during beta and was discussed at length - the truth is: you cannot incorporate the Bombshell mechanic with the other rules without breaking some implicit assumption - apparently, this approach was deemed the most acceptable by the devs.

I would suggest that this can quite simply be solved by (1) only showing the potential damage indicator on visible opponents and (2) permitting bombing ANY hex, not just hexes containing opponents.
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RE: Gameplay Logistical Improvements - timcoffman - 07-06-2012 12:29 AM

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