Gameplay Logistical Improvements
07-06-2012, 12:36 AM
(This post was last modified: 07-06-2012 12:41 AM by Kamikaze28.)
Post: #7
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RE: Gameplay Logistical Improvements
(07-06-2012 12:29 AM)timcoffman Wrote:Chess does not have fog of war. You don't gain any information by making a move in chess and then taking it back. You would gain information in Outwitters by doing this.(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. (07-06-2012 12:29 AM)timcoffman Wrote:(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.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. Allowing any hex to be bombed would enable absolutely pointless actions which are currently not possible. Un-shelling and re-shelling a Bombshell on the spot is a user error to me, which might be addressed by implementing a delay before a second tap is registered or even allowing the re-shell to be free. I am in no way affiliated with or authorized by One Man Left Studios, LLC. Any information on Outwitters I present is founded on personal experience, public knowledge or the Outwitters Beta Test. |
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