FFP shifting Inherent

Started by gameplan.exe, March 23, 2011, 03:54:56 PM

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gameplan.exe

I've seen this mentioned a few times and, as an X-men fan, I really like the idea. I'm just curious about various circumstances that might arise from this, that I haven't fully considered.

Thoughts?
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

Nostalgic

#1
If someone is restricting their team to characters on a homebase, especially those homebases with negative inherents, there should be some logical advantage.  :P There may be a need for an additional stipulation on the defense to make it an unmodified power card, but it would still help.  The exceptions would be inherent abilities that grant a bonus to power card defense.

Post Merge: July 22, 2011, 04:45:19 PM

What are the 'overused homebases'?  I mean besides FFP of course.  :P
ncannelora -"I don't care if you're Captain - freakin' - America, you ALWAYS avoid a Standoff with Wolverine!!!"

a_noble_kaz - "If Mr Fantastic had an AO, he would be the god of Overpower."

gameplan.exe

Well, I could easily see this getting abused with Asteroid "M" or Muir Island.
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

Nostalgic

Do you mean do to the battlesite inherent, the specials of the characters, or the combination of the two?  Is there some trick with those two battlesites that would particularly exploit the shift mechanic?
ncannelora -"I don't care if you're Captain - freakin' - America, you ALWAYS avoid a Standoff with Wolverine!!!"

a_noble_kaz - "If Mr Fantastic had an AO, he would be the god of Overpower."

gameplan.exe

#4
Their Aspect cards. They read,
QuoteFor remainder of game, Muir Island's (or Asteroid "M"'s) team may draw 1 card from top of
            Draw Pile immediately after blocking an attack using an Intellect (or Fighting)
            Power card. Discard if duplicate.

So, on with Muir Island, every time I shift an attack to Professor X to block it with his 7I Power card, I could draw a card. This also makes it much easier to use Colossus or Nightcrawler on that team.

And on Asteroid "M", every time I shift an attack to Quicksilver to block it with his 6F Power card, I could draw a card. This also makes it much easier to use Rogue and Scarlet Witch on that team (although her Negates are more or less mandatory).

Post Merge: July 22, 2011, 04:45:13 PM

Quote from: ncannelora on March 23, 2011, 06:00:20 PM
Their Aspect cards. They read,
QuoteFor remainder of game, Muir Island's (or Asteroid "M"'s) team may draw 1 card from top of
            Draw Pile immediately after blocking an attack using an Intellect (or Fighting)
            Power card. Discard if duplicate.

So, on with Muir Island, every time I shift an attack to Professor X to block it with his 7I Power card, I could draw a card. This also makes it much easier to use Colossus or Nightcrawler on that team.

And on Asteroid "M", every time I shift an attack to Quicksilver to block it with his 6F Power card, I could draw a card. This also makes it much easier to use Rogue and Scarlet Witch on that team (although her Negates are more or less mandatory).

For that matter, with Asteroid "M", I would probably only ever use Magneto's 3-stat, at that point.
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

Nostalgic

Good examples. Aspect cards are the 'aspect' of the game that I am the least familiar with.  However, I'm not so worried about it being broken if it depends on a randomly drawn aspect card being in play.  I suppose some of the counters for DoW would work against that as well.  Another way to modify the shift mechanic would be to allow 1 shift per battle or require that to shift the attack you have to "burn" a card from the draw pile.    Sort of like a 'free' image inducer.
ncannelora -"I don't care if you're Captain - freakin' - America, you ALWAYS avoid a Standoff with Wolverine!!!"

a_noble_kaz - "If Mr Fantastic had an AO, he would be the god of Overpower."

CoS

it would not even be acceptable if it did not also require that 1) the attack be blocked and 2) the block must be made with a power card. Still is way to powerful for certain home bases.

gameplan.exe

Quote from: CoS on March 23, 2011, 06:41:53 PM
it would not even be acceptable if it did not also require that 1) the attack be blocked and 2) the block must be made with a power card. Still is way to powerful for certain home bases.

Yeah, the erratum regarding the shift would apply to the other Homebases, too.

But I think that Muir Island and Asteroid "M" would gain too much. Still, it's a fun idea  :)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

Nostalgic

Quote from: ncannelora on March 23, 2011, 06:45:36 PM
Quote from: CoS on March 23, 2011, 06:41:53 PM
it would not even be acceptable if it did not also require that 1) the attack be blocked and 2) the block must be made with a power card. Still is way to powerful for certain home bases.

Yeah, the erratum regarding the shift would apply to the other Homebases, too.

But I think that Muir Island and Asteroid "M" would gain too much. Still, it's a fun idea  :)

With the penalty of burning a card or two from the draw pile, and the 'power card only' requirement for defense I think it its at least worth testing.  It's also not as good as FFP since they don't have to burn cards to shift the attacks.
ncannelora -"I don't care if you're Captain - freakin' - America, you ALWAYS avoid a Standoff with Wolverine!!!"

a_noble_kaz - "If Mr Fantastic had an AO, he would be the god of Overpower."

Palatinus

I like the idea of some kind of basic benefit from using a homebase beyond just not having a sum deck limit.  I'm not sure the shift power is the best option, but maybe it is.  Something that is always there as a benefit would be great though because it really would help the bases with drawbacks.

The Dude

This was actually my house rule and in my admittedly small circle we love it and have yet to find any problems with it after about a year of playing this way. I think it's just logical that a real team like the X-men or Avengers should have a benefit that a random assortment of heroes like Spawn, X-Man, X-Babies, Scarelt Witch, Heroes for Hire teaming for the first time wouldn't have.

More than that it makes those teams playable in a competative environment. For a game based on comic books it is ludicrous that making an Avengers team actually hurts you significantly due to mismatched powergrids. This takes that out of the equation in a balanced way. Now your mismatched grids can be used for defense only.

Even with this bonus there are still obvious drawbacks 1-When you lose a hero you are going to have Powercard discards that most standard teams won't have, 2-your deck construction is limited to 4 of 6 characters instead of every character in the game. 3-in about 20-percent of cases the homebase has a negative inherant. 4-Your opponent can always play an anti-shifiting card to destroy this strategy see Brass or Bastion's inherant. 5-If your opponent is using Marvel Universe they have Venture advantage every battle.

So yes it is a good, much needed benefit to allow real comic teams to overcome the problem of mismatched grids but not without some costs.

gameplan.exe

Quote from: The Dude on April 10, 2011, 03:12:36 PM
This was actually my house rule and in my admittedly small circle we love it and have yet to find any problems with it after about a year of playing this way. I think it's just logical that a real team like the X-men or Avengers should have a benefit that a random assortment of heroes like Spawn, X-Man, X-Babies, Scarelt Witch, Heroes for Hire teaming for the first time wouldn't have.

More than that it makes those teams playable in a competative environment. For a game based on comic books it is ludicrous that making an Avengers team actually hurts you significantly due to mismatched powergrids. This takes that out of the equation in a balanced way. Now your mismatched grids can be used for defense only.

Even with this bonus there are still obvious drawbacks 1-When you lose a hero you are going to have Powercard discards that most standard teams won't have, 2-your deck construction is limited to 4 of 6 characters instead of every character in the game. 3-in about 20-percent of cases the homebase has a negative inherant. 4-Your opponent can always play an anti-shifiting card to destroy this strategy see Brass or Bastion's inherant. 5-If your opponent is using Marvel Universe they have Venture advantage every battle.

So yes it is a good, much needed benefit to allow real comic teams to overcome the problem of mismatched grids but not without some costs.

Exactly. Maybe I should just join your circle  ;D
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

Nostalgic

#12
Quote from: The Dude on April 10, 2011, 03:12:36 PM
Even with this bonus there are still obvious drawbacks 1-When you lose a hero you are going to have Powercard discards that most standard teams won't have, 2-your deck construction is limited to 4 of 6 characters instead of every character in the game. 3-in about 20-percent of cases the homebase has a negative inherant. 4-Your opponent can always play an anti-shifiting card to destroy this strategy see Brass or Bastion's inherant. 5-If your opponent is using Marvel Universe they have Venture advantage every battle.

So yes it is a good, much needed benefit to allow real comic teams to overcome the problem of mismatched grids but not without some costs.

DAAAAAANG!  :D


Good points.  ;D

I may still play it like an image inducer is always in effect or burn a card from the current hand to shift, but that's case closed for me. LOL!

Post Merge: July 22, 2011, 04:45:00 PM

Quote from: ncannelora on March 23, 2011, 06:00:20 PM
Their Aspect cards. They read,
QuoteFor remainder of game, Muir Island's (or Asteroid "M"'s) team may draw 1 card from top of
            Draw Pile immediately after blocking an attack using an Intellect (or Fighting)
            Power card. Discard if duplicate.

So, on with Muir Island, every time I shift an attack to Professor X to block it with his 7I Power card, I could draw a card. This also makes it much easier to use Colossus or Nightcrawler on that team.

And on Asteroid "M", every time I shift an attack to Quicksilver to block it with his 6F Power card, I could draw a card. This also makes it much easier to use Rogue and Scarlet Witch on that team (although her Negates are more or less mandatory).

Just thought of a potential fix for this...

If an attack is shifted using the "homebase shift rule...  :P", the defense must be made with a power card that matches the 'primary power type' of new target character.  In the cases you mentioned both Xavier and Quicksilver would have to use an energy power card for defense.  Characters with dual/tri- stats like ghost rider or ironman would have a choice, or only allow them to defend shifted attacks with the 'primary power type' that's in the majority for the whole team.  8)

Edited for stat-3 quicksilver...
ncannelora -"I don't care if you're Captain - freakin' - America, you ALWAYS avoid a Standoff with Wolverine!!!"

a_noble_kaz - "If Mr Fantastic had an AO, he would be the god of Overpower."

Palatinus

I think this is getting too complicated, but the idea definitely has merit.  There may be a good way to balance this, but I think it should be able to be done with as few qualifiers as possible.

Nostalgic

Quote from: Palatinus on April 12, 2011, 10:09:24 PM
I think this is getting too complicated, but the idea definitely has merit.  There may be a good way to balance this, but I think it should be able to be done with as few qualifiers as possible.

Suggestions?  :P

I was only making the suggestion to address the problem pointed out in the post I was responding to. 
ncannelora -"I don't care if you're Captain - freakin' - America, you ALWAYS avoid a Standoff with Wolverine!!!"

a_noble_kaz - "If Mr Fantastic had an AO, he would be the god of Overpower."