Dust and echoes
Ghost of Shitposts Past
- Location
- Fortuna Penal Colony
@HoratioVonBecker
Super-secret GM discussion is in progress, stand by please.
Super-secret GM discussion is in progress, stand by please.
It just feels like two traits rolled into one. Either take the teleport or hard to perma kill units, not both.Perfected Logistics: The Grey Eternity has internalized the principles of teleportation, Esoteric duplication, and similar effects into its logistics. In addition to their supply chains being nearly impossible to disrupt, all units carry an emergency evacuation teleporter, letting them leave their outermost shells behind to escape a teleport denial field. Finally, all units' sapiences are so enormously reinforced, and so good at escaping attack, that they're several orders of magnitude easier to trap than to injure.
(Translation: No supply line sabotage, mortally injured units can usually get away, spirit-killing my guys isn't kosher but stuffing them in prisons/ludicrously tough Soul Jars is.)
I was a bit worried about that, but (Nigh) Indestructible Souls isn't quite mechanically worth a full Trait, in my opinion, it's just absolutely necessary to the faction's character and motives. Combined with the fact that (as far as I know) no-one has tried supply line sabotage on PCs yet, and the fact that they aren't too thematically different, I don't think it's unreasonable.It just feels like two traits rolled into one. Either take the teleport or hard to perma kill units, not both.
Actually it has one major effect, attrition rates. You've given up all of your civilian population for army units, which means your going to have to work hard to replace losses. The nigh-indestructible souls virtually negates that.I was a bit worried about that, but (Nigh) Indestructible Souls isn't quite mechanically worth a full Trait, in my opinion, it's just absolutely necessary to the faction's character and motives. Combined with the fact that (as far as I know) no-one has tried supply line sabotage on PCs yet, and the fact that they aren't too thematically different, I don't think it's unreasonable.
Nigh-indestructible souls, not bodies. Resurrection is only slightly cheaper than producing entirely new units. And if Only War factions get to increase their armies by 50% every turn, why can't I get a normal growth rate with no civilians?Actually it has one major effect, attrition rates. You've given up all of your civilian population for army units, which means your going to have to work hard to replace losses. The nigh-indestructible souls virtually negates that.
That's the thing though, i'm perfectly fine with one or the other but when you have "And as a side effect I don't have to worry about supply lines" on top of it then it becomes an issue.Honestly, you could summarize it this way: "My units are hard to kill, really hard to permakill, and as a side effect you can't blow up my shipments very easily."
Just realized I didn't finish the ability text: T, Onslaught: Search controller's library for a creature that shares a creature type and has a CMC of the same amount or 1 above. Put the card into the controller's hand.
What I gave you is better(and worse) than what you're asking for; In MTG each spell has at least one color, some have more, and there are five colors in total. In contrasts there are at least twenty different creatures types.Mmm. I do want it to affect creatures, though. Maybe give it a bonus against one Creature Type?
It's not. You attack a player and player decides if they want to block stuff; think of it as you're attacking objective A controlled by Faction A, and Faction A can decide to try and stop you or let you attack uncontested.If blocking is necessary for combat (I really don't know MTG), that sounds great.
Eh, I'm seeing it as being decently simple. If the spell is [Chosen Color] then it regards or acts like the creature has power and toughness two higher than it really is. I could go on but I'm running out of time, tag me at another point and I'll offer an example of what I mean.However, that ability will have some weird interactions with Shroud/Hexproof, Protection, First Strike and Double Strike.
Myself.Finally, is there anyone, anyone at all among you who is not ready for turn 2?
Just need to post Strategic Turn orders, then I'm good.Finally, is there anyone, anyone at all among you who is not ready for turn 2?
The issue was with Herokiller, not the thing that buffs against a specific color.Eh, I'm seeing it as being decently simple. If the spell is [Chosen Color] then it regards or acts like the creature has power and toughness two higher than it really is. I could go on but I'm running out of time, tag me at another point and I'll offer an example of what I mean.
It doesn't affect my build speed, and it doesn't make sense that I wouldn't use teleporters for my noncombat transport, too. I guess people could try to put up TAD fields around my mines, but really?That's the thing though, i'm perfectly fine with one or the other but when you have "And as a side effect I don't have to worry about supply lines" on top of it then it becomes an issue.
Okay, but why it it so good? It was supposed to be my main way of deploying low-level units.Just realized I didn't finish the ability text: T, Onslaught: Search controller's library for a creature that shares a creature type and has a CMC of the same amount or 1 above. Put the card into the controller's hand.
CMC is Converted Mana Cost. A creature can cost 2 Green mana, 1 White mana, and 5 Generic(any color) mana. The CMC is 8 mana. Whereas something with the cost of 1 Blue and 1 Generic has a CMC of 2.
A bunch of treatments to integrate the mind/soul/Aethyric imprint/what-have-you gestalt into one really tough form that can resist mind control and other damage (like souleating) as well as flee to other Planes if threatened. Giving the entity being upgraded a blank version of any pieces they were missing is usual, but can be opted out of.@HoratioVonBecker, the GMs require clarification upon what the mandatory upgrades are, and for likely people are to reject them.
@willyvereb
@Gears
@Chimeraguard
@Estro
@KnightofTempest
@Jebusman
@Dust and echoes
@mr_stibbons
This is my current Faction Sheet:
Can I get a consensus on my Traits, whether or not I did my math right, and whether or not I can sacrifice all my Civilians to double or triple the rest of my army?
I was told I couldn't offer it peacefully if I went Only War. Hence why I've been trying to rewrite it.I thought you'd put their minds into soul jars and give them mechanical bodies. As well as linking minds to interface in some sorts of Instrumentality way.
If not many people would refuse your offer then your bonuses as semi only war faction would also be lower if not even pointless.
We are discussing this already, including suggestions for traits/drawbacks.Without even going into the gm's all discussing this;
Your traits (and drawbacks) are a absolute Mess
all of them are walls of text, which to me is the first indicator something is going to be a chaotic hodgepodge.
Let's go over them one by one.
Perected logistics is a oddly specific, weirdly unintuitive shamble of about 3 different things which makesm e wonder why they're all jam-packed into one trait. You'd be better off splitting this into three traits, since each of them has a impact and together they just form a mess.
Do you want your units to escape easily, be in-soul-vincible, or amazing logistics? Choose.
Cryptotech is decent, since it specifies a simple aspect and ensures you are strong at that. this is the kind of trait the others should look like.
Optimized is another mess. What does this even flipping do? Tier A plus one army? what kind of stuff is that? Well fine, but you better have a good related drawback. something like Tier J minus one nonmilitary stuff.
Moving on to the drawbacks. Now, ideally, drawbacks take one of your traits and flip it onto the negative side of the coin. Some factions don't do this, and some players have opted for different drawbacks, but usually those are simple enough and still provide a detrimental effect.
These, however?
Enemy to all death is worthless. NPC's aren't required to be soul-sucking monsters and a lot of the factions that do probably won't see you as a legitimate threat. Not to mention the trait doesn't even seem to force you to attack anyone who is dealing in souls. On top of that, looking at your traits, there's not much connection between the drawback and any of the traits, the closest being the "souls cannot be destroyed" part, but flopping on a weak diplomatic/aggro penalty onto that seems stupid. This drawback can flip right back up to a morale boost, which is rather weird for a supposedly negative thing.
A lot more logical would be a hefty morale impact when facing soul-destroying foes or related.
Mandatory upgrades is again, kind of a diplomatic trait, but this one actually seems okay because it A: forces you to do something, B: is likely to come off very bad, since you're essentially being some sort of foot-in-the-door vacuum salesman. And everyone would love to shoot those guys. Not to mention messing with souls may not have the intended outcomes. I would juxtapose this drawback onto the soul trait. which begs the question what the first drawback juxtaposes.
Complications in Development is ehhh? why not just say all research is halved in time and be done with it? why all those exceptions? Throw away the exceptions to this drawback and you can juxtapose it with optimized, since it will mean your army is significantly stronger initially, but curveballs out when others start teching up into the lategame.
so yeah. my recomendations are:
Cut your first trait into 1 thing, not three, and dream up a good drawback to it instead of enemy of all true death since that's a worthless drawback. Possibly slot Mandatory upgrades as the replacement for that
Keep cryptotech and depending on the drawback for your first trait, maybe devise a new drawback for this one, (perhaps less capable of stealing tech from others?)
Keep optimized and worsen the tech drawback to equalize it.
Um, what?I was told I couldn't offer it peacefully if I went Only War. Hence why I've been trying to rewrite it.
The ability lets you search your deck for increasingly more powerful creatures who can then turn around and do the same thing. It gives you utility in regards to pulling out the creature you need for the given situation, while still balanced enough to not be stupidly good.Okay, but why it it so good? It was supposed to be my main way of deploying low-level units.
The second, if I must. But really, what am I supposed to do? They aren't going to start building trucks instead of teleporters.Perected logistics is a oddly specific, weirdly unintuitive shamble of about 3 different things which makesm e wonder why they're all jam-packed into one trait. You'd be better off splitting this into three traits, since each of them has a impact and together they just form a mess.
Do you want your units to escape easily, be in-soul-vincible, or amazing logistics? Choose.
Like @Shadows' Infantry bonus, but for my entire army. In return, I have to actually do my research for it to work; it shouldn't apply to enemy ambushes, sneak attacks, etcetera, unless I'm expecting them, and it also doesn't work if my opponent has enough diversity in their army group.Optimized is another mess. What does this even flipping do? Tier A plus one army? what kind of stuff is that? Well fine, but you better have a good related drawback. something like Tier J minus one nonmilitary stuff.
Hmm. I figured that if increased attacks from Kaijuu or Necromancers were okay as drawbacks, increased attacks from souleating and/or mind control dependent factions would be, too.Enemy to all death is worthless. NPC's aren't required to be soul-sucking monsters and a lot of the factions that do probably won't see you as a legitimate threat. Not to mention the trait doesn't even seem to force you to attack anyone who is dealing in souls. On top of that, looking at your traits, there's not much connection between the drawback and any of the traits, the closest being the "souls cannot be destroyed" part, but flopping on a weak diplomatic/aggro penalty onto that seems stupid. This drawback can flip right back up to a morale boost, which is rather weird for a supposedly negative thing.
A lot more logical would be a hefty morale impact when facing soul-destroying foes or related.
Exceptions? What? I can have up to 5 Secret Research Projects at a time, and up to 10 Normal Projects. The Disadvantage is supposed to let me only have 5 Normal Projects at one time, which should lighten my GM's workload, and not be completely irreversible, because I don't want to cripple my endgame build.Complications in Development is ehhh? why not just say all research is halved in time and be done with it? why all those exceptions? Throw away the exceptions to this drawback and you can juxtapose it with optimized, since it will mean your army is significantly stronger initially, but curveballs out when others start teching up into the lategame.
Spirit surgery, plus the inability to permakill major demon lords, disagreeable Gods, and similar. Are you saying that isn't enough?Here? If your mandatory upgrades are easy enough to swallow then it isn't a strong enough drawback to justify semi Only War type faction.
I think there are still factions willing to become machines in soul jars in return for immortality but the appeal would be far less. If it's just some spirit surgery and otherwise the guy is fine it'd be something subtle which technically not bad but nations may object to this out of sheer paranoia.
In retrospect that's still a malus but compared to being forced into a cyborg race living in soul jars this is certainly less of a disadvantage.
It isn't enough for even reduced Only War like bonuses.Spirit surgery, plus the inability to permakill major demon lords, disagreeable Gods, and similar. Are you saying that isn't enough?
TBF, no. Not even for the Reduced bonuses I was advocating for.Spirit surgery, plus the inability to permakill major demon lords, disagreeable Gods, and similar. Are you saying that isn't enough?
What exactly does this mean? "Pieces they were missing" is a very vague phrase.Giving the entity being upgraded a blank version of any pieces they were missing is usual, but can be opted out of.