file New round structure - OPTION B - we'd like your feedback!

18 May 2018 15:19 #87134 by elotar
"When old age shall this generation waste,
Thou shalt remain, in midst of other woe
Than ours, a friend to man, to whom thou say'st,
"Beauty is truth, truth beauty," - that is all
Ye know on earth, and all ye need to know..."

Combat with dozen steps with several sub-steps for each is ugly. Obviously it can provide more precise timing, but if you want effects, timing of which result in ugly sequence, than it means that there is a problem with desired effects.

Effect of IG is bad not because of timing - special timing window appeared because IG was needed to counter overpowered SCE effects. I'm still wondering, why SCE was so overpowered at Jyhad time, when there was only just three such cards (majesty, earth meld and form of mist), so it demanded two counters (IG and Psyche).

If even we believe, that all of this was justified, than when moving forward we should think not about not preserving everything exactly as it is, but for design intent. IG at manuever(approach) step will still counter SCE - decks packing SCE do not use manuevers, everything else is not relevant.

:splat: NC Russia
:DEM::san::nec::cap4:
The following user(s) said Thank You: Brum

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18 May 2018 15:51 #87136 by Sambomb
What about just name every “sub step” and merge pre and after where it’s viable?
Before range -> Preparation
Range -> Maneuver
After maneuvers and before strike -> determined range or close/ranged step to enable certain cards to avoid “only usable at”
Strikes -> define strike
-> Resolve strike ( s:ce go to finish step )
-> Resolve damage
-> Aditional strike ( loop to define strike )
After strike and before press -> Resolution
Press step -> Press
End of round -> Finish ( if press are defined loop to preparation )
End of combat -> End

I know, it will be a lot of new keywords but having them in the manual and maybe at teaching playmats and reference cards will turn the combat in a more intelligible thing

Archbishop of Itaocara
Prince ID #510

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18 May 2018 16:13 #87138 by Kraus

What about just name every “sub step” and merge pre and after where it’s viable?
Before range -> Preparation
Range -> Maneuver
After maneuvers and before strike -> determined range or close/ranged step to enable certain cards to avoid “only usable at”
Strikes -> define strike
-> Resolve strike ( s:ce go to finish step )
-> Resolve damage
-> Aditional strike ( loop to define strike )
After strike and before press -> Resolution
Press step -> Press
End of round -> Finish ( if press are defined loop to preparation )
End of combat -> End

I know, it will be a lot of new keywords but having them in the manual and maybe at teaching playmats and reference cards will turn the combat in a more intelligible thing

Isn't this, once again, practically option A, as per here:
www.vekn.net/forum/rules-questions/76613-new-round-structure-option-a-we-d-like-your-feedback

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18 May 2018 16:31 - 18 May 2018 16:46 #87139 by Sambomb

Isn't this, once again, practically option A, as per here:
www.vekn.net/forum/rules-questions/76613-new-round-structure-option-a-we-d-like-your-feedback

Yes but without Start and End of each step.
I think this as mix between both.

Archbishop of Itaocara
Prince ID #510
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Last edit: 18 May 2018 16:46 by Sambomb. Reason: Add image

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18 May 2018 16:43 #87141 by elotar

I think this as mix between both.


No, it's not. The choice is between an ugly scheme (A), and Beautiful one (B or something, which B might became). There may be different kinds of ugliness but they all belong there. ;)


:splat: NC Russia
:DEM::san::nec::cap4:

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18 May 2018 19:13 #87151 by darkmore
NO!

Combat in vtes is as complicated as it needs to be, do not simplify it!
Combat is still very interesting and fast we just had a tournament with 1 hour time limit and a lot of wienne combat decks and the play was still super fast.

With simplified combat we would gain nothing only lose the magic of the combat, please do not nerf this!

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