Deep Sky Derelicts

Deep Sky Derelicts

View Stats:
Suggestion: Enegize changes so Energize goes as "sub-turns."
As things stand, Energized lets you play multiple cards sequentially, one, after the other, after the other.

This is really great... When it's you. When it's the NPCs, it's really un-great, because they often have broken OP cards that if played back-to-back-to-back-to-back wipe out player characters before they can react/act to mitigate things.

It turns Energized derelicts into a game of full-on rocket tag. If you're pumping Initiative and get good draws you can wipe out a whole hostile party untouched. If you don't, you'll very often wind up wiped.

I would propose, instead, that Energized actions all wait until the end of the turn. Every actor which has a turn coming up goes, then once the last actor has gone, the energized actors act again in their initiative order.

IE, say I have a Leader (Init 20), Scrapper (Init 15) and Medic (Init 10), and I'm facing off against a Wurmling (Init 18), an Eyebot (Init 14) a Janitor (Init 9). We're fighting in an Energized Derilect, so everyone starts off Energized 1.

My leader acts first, and Inspires, Critting, and thus Energizing both the Scrapper and Medic. They're now Energized 2. The Wurmling acts. My Scrapper acts. The Eyebot acts. My Medic acts. The Janitor acts.

Now my Leader gets to go again, for being Energized 1. She Inspires again, and this time only Energizes the Scrapper. The Scrapper is now Energized 3.

The Wurmling acts again. My Scrapper acts again. The Eyebot acts. My Medic acts. The Janitor acts. Everybody's Energized (1) is exhausted.

My Scrapper acts. My Medic acts. My Medic's Energized is exhausted. My Scrapper acts again. My Scrapper's Energized is exhausted.

New round begins. Everybody gets Energized 1.

[e] There should, however, still be effects that cause the player to act immediately again, for example when playing a card which augments another card, such as weapon amp cards.
Last edited by ShadowDragon8685; Nov 25, 2019 @ 9:27am
< >
Showing 1-1 of 1 comments
Protectron Nov 25, 2019 @ 11:12am 
My proposal is to remove ship-wide energize effects from the game entirely. It is not possible to balance those derelicts properly, since certain strategies will make those derelicts boring while others make them really annoying or game-ending.

A full team of morphs, especially if they've got two or more eye-morphs, will never let you take another turn again if you don't kill them in your turn (or at least disrupt them) first, for instance.



< >
Showing 1-1 of 1 comments
Per page: 1530 50

Date Posted: Nov 25, 2019 @ 9:24am
Posts: 1