Post Reply 
 
Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Veggienauts Bramble - Suggested improvements to initial beta version
10-07-2012, 02:26 AM (This post was last modified: 10-07-2012 02:39 AM by Ravernoth.)
Post: #30
RE: Veggienauts Bramble - Suggested improvements to initial beta version
(10-07-2012 01:32 AM)RandyDogz Wrote:  I think allowing a friendly unit to move onto a thorn would be interesting. Right now thorns can really get in the way - while I'm sure practice will help with more efficient placement, right now they seem to be the only friendly unit that can be detrimental. Snipers in particular can get difficult to use when there are a lot of thorns. When standing on a thorn, opponents first attacks clears thorn but no dmaage to the unit that was on it?

3 movement feels like a little much, you could more easily get to spawn/wit points which is a big wit waster to clear.

2 hp thorns could be overpowering for the same reason, needing to send a soldier or 2 runners (plus 2 wits to attack twice) to clear.

I've been trying a lot of thorn spamming, ie aggressively spreading to the opponents base, and it can work. This makes bramble interesting as perhaps it can be played aggressively for offense or more passively for defense.

The other thing that kinda seems off is no +1 wit for thorn kills, just because its different from the rest. And that burrowing doesn't cost anything. One of my fav things about Outwitters is the simplicity and consistency of rules, and I worry that over time there are more and more 'exceptions' complicating things. Especially thinking of new players, you don't want to lose the 'easy to learn hard to master' idea.

But again, I think trying to test drive the bramble AND the +1 wit for kill change at the same time makes it challenging to evaluate. For instance +1 wit for thorn kills is probably too much and would really weaken the bramble, but then maybe 2 hp thorns would balance it out, there are a lot of variables....

All that said, I think the bramble seems pretty well balanced as is. I'm curious, how much 'tweaking' was done on other specials (this is my first beta)? Were initial concerns 'worked out' as people got practice on how the use them??

Although the 'exponentially spreading barriers' mechanic sounds cool initially, I do wonder if it's the right ability to add to Outwitters.

It sounds like it can be underpowered in most situations but overpowered in some, and really changes the feel of the game.

Those who are in the beta - is it fun to use and interesting to play against? I'm wondering if when it's used aggressively by the opponent, does it become frustrating just trying to remove thorns that are clogging the map?

This is apart from whether it's balanced. The other specials have simple abilities, yet powerful and effective abilities. My vote would be for something simple, more controlled and easy to understand e.g.

- Only 1 Thorn per turn, but more powerful e.g. able to attack
- A different type of ability altogether, that still fits the Bramble theme e.g. immobilizing an enemy unit with a Thorn
Find all posts by this user
Quote this message in a reply
Post Reply 


Messages In This Thread
RE: Veggienauts Bramble - Suggested improvements to initial beta version - Ravernoth - 10-07-2012 02:26 AM

Forum Jump:


User(s) browsing this thread:
7 Guest(s)

Return to TopReturn to Content