billiv15 wrote:
Grand Moff Boris wrote:
I'm not suggesting we abandon gambit. I'm suggesting that rather than simply throw up our hands and remove maps from the field, we find a new way to deal with the issue. So far I have heard at least three really good suggestions, and have a couple of my own:
I'm all for new ideas, but unless its something as similarly simple as Gambit, I won't be supporting the idea. Let's look at your ideas then.
I knew you would point out flaws in the ideas even before I finished reading your post. Eh, I might have done the same thing if our roles were reversed. Obviously, any idea would need LOTS of playtesting before it could be implemented. We've got about six months...
billiv15 wrote:
Grand Moff Boris wrote:
1. Change the way Override works. I am less excited about this one than some of the others, but someone made the suggestion that Override only work until the end of the current round. This gives a chance for players to win initiative and open the door.
I'm not sure that this will work. You only get one activation when you win init. So opening the door is all you would get to do.
Let me flesh this one out more fully, with the understanding that it's not really an idea I support right now. At the end of the current round, all Override conditions are removed, and the door statuses are checked before rolling initiative for the new round. A more accurate way for me to have presented this would have been to say that at the end of the last character's turn, before the turn ends, all doors return to normal status. Doors with characters adjacent to them become open, so you aren't necessarily wasting a turn. It's also important to note this idea was suggested long before the 1-activation rule went into effect.
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Grand Moff Boris wrote:
2. Add to the Force power section of the rulebook, "A character may spend a Force point to open or close a door on its turn." This is canon with the movies.
I would be fine with this one, but it doesn't really solve the problems. To do this, the figure is going to have to waste it's turn dealing with the door. It's still gonna get shot to pieces that round.
This one needs more fleshing out, too. How long the door remains open or closed would be open to revision.
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Grand Moff Boris wrote:
3. Change the 10-round rule to state that at the end of 10-rounds, if no winner has been determined and all the other stated conditions have occurred (no attacks, damage, etc.), the player with the character who used Override the most times during the game loses.
I suppose this would stop the obviously abusive lock out scenario, but to be perfectly honest, this isn't the issue of the game right now. Lock outs are not the primary problems of top tier play (I understand how they are in lower levels, without easy access to ugnaughts). So I agree, to prevent the big fish from trouncing the newbie, this would be ok, but it does almost nothing to competitive play, and would not make Taris/Teth any better in the competitive game.
I think when the LOS rules change, IF they change, then Teth will have to go anyway. It will actually become possible to get a stalling victory without locking a door closed after that occurs.
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Grand Moff Boris wrote:
4. Create new victory areas. Obviously the center of the map is not the best place for it, especially on these newer maps.
I view this as overly complex, and it doesn't solve Taris and Teth anyway. The problem isn't singularly open gambit, it also has to do with the placement of doors near the edges of the maps, and 0 reasonably safe places to cross it for squads not built to run on them.
It worked for DDM for years (and yes I know that game tanked, but the victory conditions had nothing to do with it). If done correctly, and carefully, its not as complex as it sounds. What if the victory area for each player included the opponent's 4-square starting area, or extended from the center to 8 squares instead of 4? There are lots of options worth considering, and IMO nothing that would be any more complex than learning the game as it currently exists.
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Grand Moff Boris wrote:
5. Rather than a single 5-point bonus, a player scores gambit bonus points when a character he or she controls enters a square in the middle of the map. This would solve some other issues that are impacting the game, beyond just getting gambit bonuses.
I am not sure I follow you here, but are you saying, that I get 5 points every time I have a figure enter the center? The abusive squad designs for these maps, generally have high activations anyway, so I am not sure it's a huge help. I also forsee using Gha Naght to bring in 10 mouse droids with lobot to flood gambit, or in a less competitive setting, using Gha Naght and Kazdan Paratus to do so. But perhaps I am not understanding your idea here.
Yeah I am not fond of this idea, either. That said, I infer from your posts that you do recognize that Gambit as it is today doesn't work the way it was meant to originally, and I am tossing out the suggestions that I have either heard from others or came up with on my own. If none of these are good enough, well then hopefully someone else can think of something better. Aside from just "throwing the baby out with the bath water," do you have a suggestion (and by that I mean something other than just taking out Taris)?