Testing the interface still. The basic influence rules are almost done it seems, but we found an interesting issue with Attack today. Can you Attack an opponent twice in the same turn?
At first I thought it would be crazy, since high level influences are already quite powerful. Then there's the timing issue: if Marcellus does two attacks (4 and 3, with the augments) against Cleopatra's street influence (level 3) should the 4 hit first, reducing Cleopatra's influence so the 3 can hit next?
We solved this temporarily by ordering it the other way: the 3 attack would be resolved before the 4 so the defender gets a slight advantage. This is also relevant for characters getting attacked by multiple opponents. Even if multiple attacks against the same target by one person are disallowed, someone taking multiple hits from multiple people is still an issue.
A stealth issue came up last time we tested it: according to the rules as I have them now, Stealth is supposed to target one of your current actions within the same influence: so you stealth your watch or stealth your attack. But. Since the actions you're currently inputting aren't in the system, its not entirely easy to implement this. So we settled on stealth affecting one of your action types. This has the slight quirk that if you attack two opponents (or one twice?) with one influence, one stealth action will cover both (ditto for blocks and watches and maybe some other actions that aren't immediately coming to mind). Its not the solution I hoped for, but it was easy and the luxury yacht solution might just not be worth it.
Finally, we're still working out some stuff with traces. I think the previous musing about traces indicates that if you trace a level 0 action, you ought to learn who did it even if they have no levels of that influence. Now, a quirk is if they didn't have any influence when you observed them, but now they do when you're tracing them... I guess it also makes sense that you now have a network and it wasn't refreshed, so you should have identified their influence network. Ok.
So: if Cleopatra does a level 0 gauge and you spot it, then trace it when she is trying to grow a level 1 influence, you didn't get any info. But if you spotted her the turn later (or even traced her the turn later) when she's successfully grown that level 1, you're in luck. If Marcellus does the Street level 0 watch for blocking and you notice it and trace him but he does have 3 levels of Street, you would know he was behind the watching.
We didn't get to test Refresh yet, but there might be some odd timing there relevant to when you should learn that a refresh has happened. But hopefully that'll get sorted out next week. I'm hoping that we'll be able to so some tests with other people soon, but it might take two weeks to be ready for that.
At first I thought it would be crazy, since high level influences are already quite powerful. Then there's the timing issue: if Marcellus does two attacks (4 and 3, with the augments) against Cleopatra's street influence (level 3) should the 4 hit first, reducing Cleopatra's influence so the 3 can hit next?
We solved this temporarily by ordering it the other way: the 3 attack would be resolved before the 4 so the defender gets a slight advantage. This is also relevant for characters getting attacked by multiple opponents. Even if multiple attacks against the same target by one person are disallowed, someone taking multiple hits from multiple people is still an issue.
A stealth issue came up last time we tested it: according to the rules as I have them now, Stealth is supposed to target one of your current actions within the same influence: so you stealth your watch or stealth your attack. But. Since the actions you're currently inputting aren't in the system, its not entirely easy to implement this. So we settled on stealth affecting one of your action types. This has the slight quirk that if you attack two opponents (or one twice?) with one influence, one stealth action will cover both (ditto for blocks and watches and maybe some other actions that aren't immediately coming to mind). Its not the solution I hoped for, but it was easy and the luxury yacht solution might just not be worth it.
Finally, we're still working out some stuff with traces. I think the previous musing about traces indicates that if you trace a level 0 action, you ought to learn who did it even if they have no levels of that influence. Now, a quirk is if they didn't have any influence when you observed them, but now they do when you're tracing them... I guess it also makes sense that you now have a network and it wasn't refreshed, so you should have identified their influence network. Ok.
So: if Cleopatra does a level 0 gauge and you spot it, then trace it when she is trying to grow a level 1 influence, you didn't get any info. But if you spotted her the turn later (or even traced her the turn later) when she's successfully grown that level 1, you're in luck. If Marcellus does the Street level 0 watch for blocking and you notice it and trace him but he does have 3 levels of Street, you would know he was behind the watching.
We didn't get to test Refresh yet, but there might be some odd timing there relevant to when you should learn that a refresh has happened. But hopefully that'll get sorted out next week. I'm hoping that we'll be able to so some tests with other people soon, but it might take two weeks to be ready for that.
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