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Messages - ksym77

#1
Pacto / Re: Pacto - Future Plans
May 22, 2023, 10:42:24 AM
Awesome! Thank you!
#2
Pacto / Re: Pacto - Future Plans
May 22, 2023, 09:19:05 AM
I thought I saw the rules would be out midnight on Sunday? Have they been delayed or do I just not have the right info?
#3
Firstly I'm going to preface this by saying I'm very new to the game and probably have no idea what I'm taking about.

In the (admittedly very few) games I have played, my thought process when playing my cards has gone like this:

The sixth card is the most important as there is no way to move the marker after this card so I should save the highest card I will play for last.

The fifth round is the next most important, going down to the first round (as the number of remaining chances for my opponent to interfere with the marker if I have won the round before  goes down each round), so I should play my cards in order from lowest to highest.

Is there a strategy for playing your cards that works better than this? I have noticed my opponents have tended to do the same. Is there a better strategy that I'm missing here?
#4
Rolling a die is simpler (although not by a huge amount since the revised card system would only involve checking your claim against at most three icons in the centre of the card), but I would certainly argue it isn't quicker  :D. Turning over a card from a deck is much faster than locating, shaking and rolling a die (although we are talking seconds for each really). Also there are no issues with dice landing in awkward positions or falling off the table and having to be re-rolled. Plus no arguing over whether a die is cocked!
#5
I don't think you're being too negative - it is nice to have the discussion and see different opinions!

In my theory-crafting each player would have their own deck that they would use for both command and combat and which would only be reshuffled either when it ran out or when a certain condition was met to do so (commander uses a red card to do it/no generals in the army have any cards at the end of the turn/something else). In that way the card luck would average out over the course of the game as a player drawing good cards early would result in fewer good cards for them later and vice-versa. Cards being held by generals would be a feature rather than a bug as they would be allowed to play their cards as combat results which would link the combat element of the game to the command element.

To change the percentages it would be relatively easy I think to do something similar to Lawrence suggests and instead of using numbers with modifiers just have up to two results on each card - a base result and a result if you have a certain claim value. So a green card would normally just be a wound but there would be some that would be an S at base but go up to a wound if your claim were +2 or greater. It could even work out to be simpler than using dice as there is no need to convert your claim to a die colour - you would just pick one card and assign either the single result shown on it or one of the two results based on your claim.
#6
When you would roll a death die you would flip the top card of your deck.

Every card already has a number (0 for Black up to 4 to Red) so all that would be needed is a range of numbers and their equivalent results, plus modifiers to the revealed card's value based on being 'up a dice'.

My calculation put a Skull on a total of 4.5, a Wound on a 3+ and an S on a 2+ (the 4.5 for a skull is to make it impossible on a 'white dice' and no easier on a 'yellow dice').

The modifiers would be:
-0.5 for a 'Black Die' situation
+0 for a 'White Die' situation
+0.5 for a 'Green Die' situation
+1 for a 'Yellow Die' situation
+1.5 for a 'Red Die' situation

So if you are in a situation where you would roll a green die, you would flip a card and a red card would be a kill (4+0.5), a yellow card would be a wound (3+0.5) and a green card would be an S (2+0.5). White (1+0.5) and Black (0+0.5) would do nothing as they do not meet the value of the lowest threshold (2+).
#7
The dice do make it easy to know what a result is immediately on producing it and that is a really strong point in their favour. Each player having a card deck they used for both commands and combat would have an advantage in evening out luck (since you are bound to get good cards eventually) and could allow generals to substitute cards in combat for UGs in their command (even using their phase upgrade for their own UG). On the other hand there are fewer possible outcomes with the cards (5 vs 6) and there are different percentages of each result than those allowed by the dice (which have been determined for balance) so using a card system would certainly have as many downsides as upsides. I was just interested to see if I was on the same page as the developers with my thinking!
#8
Oh, interesting! I find the card system to be my favourite part of the game! What did you do for commands before the card deck was added?
#9
I'm new to wargaming in general but I've played a few games of MeG and I feel safe to say I'm hooked!

I am just curious as to why this game uses dice for combat and shooting? The card system for orders is wonderful and therefore there is already a deck of cards in play, and rolls are made by file so nobody has to throw handfuls of dice at once - so I'm interested in why the decision was made to add dice rather than use the card deck to resolve anything requiring a random result? Is it down to wanting certain fixed probabilities for certain results? Or would it just not have the right wargaming feel without some dice? Or were there other factors too?

Cheers,

Kieran.