Re: [SGII] Alien seed
From: Mark Donald <mark.donald@f...>
Date: Tue, 23 Mar 2004 08:50:15 +0100
Subject: Re: [SGII] Alien seed
Thanks for the feedback, Beth. I think you're right, on the face of it,
the
first idea looks simplest and most fun.
Mark
Beth.Fulton@csiro.au wrote:
> G'day,
>
> > Then the player is able to upgrade some of his force's
> > quality and leadership counters according to the dictates
> > of the battle.
>
> Defiitely sounds worth pursuing as an alien idea! Having seen some
> invert colonies in action I have less of a problem with a hive mind
than
> Laserlight does ;)
>
> > For example, it could be that the player has a certain number of
blue,
> > orange and red counters of varying leadership. At the start of a
turn,
> > he can then substitute some squad's yellow counters for the vet and
> elite
> > types depending on where he thinks the extra quality is most
urgently
> needed.
> > This represents the hive mind 'personally' tuning in to that area of
> the battle
> > and directing those particular squads with all the force of its vast
> alien will.
>
> I like this idea of just having x chits on the board and shuffling
them
> about as need be, I think that would produce a very interesting force
to
> work with and against.
>
> > Another way it could work is by using Node units which act as
outposts
> > and conduits for the Consciousness. Node units can upgrade the
quality
> > of a certain number of slave squads within a certain range. E.G. a
> Red/1
> > Quality/Leadership node could transfer its counter to create one Red
> /1
> > squad within 12". Or two Red/2 squads or three Red/3 squads. While
an
> > Orange/2 Node could create one Orange/2 squad within 10" or two
> Orange/3 squads.
>
> While also a good idea I think this one would be harder to get to work
> "fairly" in practice as its not a linear progression in usefulness as
> you move through the leadership values per colour... A Red/1 is not
> worth 3xRed/3 as just being red is incredibly important in the first
> place and so being 1 rather than 3 isn't that much better.
>
> > Another method might be to give the player Savas'ku style power
> points.
> > He then distributes these among his squads to raise their base level
> quality
> > and leadership and perhaps even armour and movement every turn.
>
> While also a cool idea I think this would be more an FMAS level thing
as
> it would probably bog down an SG game and require a fair amount of
book
> keeping (I have been trying to think up good ways of avoiding this
> particular problem myself, so if you come up with any I'd been keen to
> here it!)
>
> > One other thing I'd like to try is to allow the Consciousness
> > to override the effects of suppression. Suppressions can be
> > cleared if the Hive mind uses its super will to overcome its
> > slave's natural instincts. In game terms this means killing a
> > member of the squad to remove the suppression. The idea being that
the
> > imposition of the Hive mind overloads the circuits/neurons of
> > one member of the squad who drops down dead but it jolts the
> > rest back into action. Seems a suitably callous and alien way
> > to go about things.
>
> Not my kinda thing, but yes it would be interesting. Mind you part of
> the appeal of your 1st idea to me was having to think about whether
you
> wanted that Orange-1 over there so you could get some decent long
range
> fire going or over here so this squad stood a damn good chance of
> removing suppression.
>
> Looks good!
>
> Have fun
>
> Beth
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