by Steamforged Games Ltd
Also, how divided Glory points? All of them got the player, who made final shot, or other participated in hunt (attack, take conditions, etc.) also got few?
I have a question about machines. How will we track wounds and conditions of machines? I mean, if you have on board 3 same machines, it looks difficult to track, which one damaged, missed components and so on.
Thanks fo very informative update. Maybe the best of all campaign. At last we know, how to play in it. :D I'm very glad to participate in your project.
@Sam Savage Cash Thanks for your comment.
Unfortunately, I do not play the video game. And I need to see those "if X happens, machine behaviour is Y. " statements to see how interesting and varied they are. They could be good, but if the options are trivial and there is little variety, then the game will not be so much fun.
The other games I spoke about doing this well are a bit more complex than "If X then Y". But I do have some co-op games that run the opponent in exactly this way. They get predictable quickly.
Great update but yeah, 1000% should have been posted since day one of the kickstarter.
Will characters within one tribe be also unique or it will be mostly same deck and play style for all?
Good update. (Though it feels like something that should have been there in week one, so there would be time to go into details over the campaign.) I agree with AGN1964, the part I was most interested in, how different machines act and react to players, falls a little short here. (Understandable, as this is only an overview, but maybe you can comment on that a little bit giving one or two examples.) Also the way different terrain tokens change the gameplay would be interesting.
May we expect another gameplay video in the last two days? I feel like showing is often better than telling when it comes to these very general concepts of the game, and seeing the live action of a late game state might show us how tense and interesting the game ramps up to be.
In this case it's likely to be akin to the video game, in that if X happens, machine behaviour is Y. Removing components gets different reactions, attacks that only lightly wound get a fight or flight reaction depending on the machine type, I'm guessing if you're hidden it also alters the response.
Finally, I got the stat details for the machines.... happy Phil
I would like to have more details on the how the machine differ. Walking the route or standing still is not very exciting. I hope the difference is in the behaviour card, but you gloss over that. I don't want to see all cards/decks, but can you tell us something?
Other games use the behaviour deck idea very well. But they tend to use complete decks. I am not sure how much you can put on one card, to give us interesting and different behaviour for each machine. Can you show us a couple?