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Post by ionicdesign on Jun 19, 2008 10:44:45 GMT -5
Ok so what of any of the proposed rules are in debate, which ones are universally agreed upon? Lets make a list and pare through the ones that aren't agreed upon and pass over those we are unanimous about.
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Post by Deleted on Jun 19, 2008 11:01:59 GMT -5
Ok so what of any of the proposed rules are in debate, which ones are universally agreed upon? Lets make a list and pare through the ones that aren't agreed upon and pass over those we are unanimous about. Seems like we tried to do that a couple pages ago, but got onto another subject and lost track of the debate. So what are the items in question? 1. Speed, limit, make uniform, or leave unchanged. 2. Re-generation, not do it, or do it, and if you do it is there a bridge 3. Special Powers, yes/no? 4. Flying figures... any restrictions? 5. Speed Boost... if so, how? 6. Flag/Turret placement? -Did we ever come to a clear decision on this? 7. Point values applied, or not?Those are the questions that I remember, so add to it if I forgot anything. From there, I think we should follow ID's lead and pick apart each item separately.
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Post by Radar on Jun 19, 2008 12:24:21 GMT -5
1. Speed, limit, make uniform, or leave unchanged. I'm ok with half-speed or a maximum of 8. I think otherwise the game becomes broken with Gen. Grievous bodyguards and R2-Q5 moving 24 in one turn. 2. Re-generation, not do it, or do it, and if you do it is there a bridge? I like that you can regenerate no more than one figure per turn to your starting line. I think that could work. Or it takes 2 turns to regenerate a figure. 3. Special Powers, yes/no? Yes, it is a major part of what makes the game what it is. 4. Flying figures... any restrictions? No, they're cool. 5. Speed Boost... if so, how? Tournament organizers are welcome to make any kind of terrain they wish, including areas with speed boosts, extra attacks, or biker bars. 6. Flag/Turret placement? -Did we ever come to a clear decision on this? Flag starts in the middle, returns to middle when the character holding it falls (not defeated, or S4 Vader will dominate all). I don't know about the turret. Hasbro put it in the package, seems like there should be a good use for it in CTF. Perhaps attached to the board, or one the edge of the field in the center, so people can attack (off the edge) the turret if they wish. I'm not sold on the turret one way of the other. 7. Point values applied, or not? Sure, point values help determine your team.
8. Does a figure have to stop when picking up the flag? Yes, we should count it as an attack. 9. Character limits? I think we should move to one character with the same name/persona. I think it is extra important when dealing with series 4 Vader in CTF.
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Post by grievous on Jun 19, 2008 12:55:29 GMT -5
Note that I have never played CTF so I'm just running off the top of my head.
1. Speed, limit, make uniform, or leave unchanged. I'd just say put a cap at 8 or so. I'd think making the speed uniform puts strikers at a disadvantage. Also, the worry of an R2-Q5 Trooper rush could be fixed by banning the droid in the format. Just a thought. 2. Re-generation, not do it, or do it, and if you do it is there a bridge One figure a turn at the starting line seems like a good idea. 3. Special Powers, yes/no? Heck yes. 4. Flying figures... any restrictions? I'd just say that the figure has to be on its base to be able to steal the flag. Flying to grab the flag seems abusable. 5. Speed Boost... if so, how? Meh. No opinion. 6. Flag/Turret placement? -Did we ever come to a clear decision on this? I'd say put it on the at the edge of the field lined up with the center. This way its the same distance from each player. 7. Point values applied, or not? Uh. Definitely. 8. Does a figure have to stop when picking up the flag? I'd count this as an attack.
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Post by superflytnt on Jun 19, 2008 13:56:17 GMT -5
This is where we are at as of TODAY... Requirements:To Play CTF, you require a 36"x36" area, (optionally) a Battle Case, a Flag device, and at least 10 Attacktix Figures. Setup:To prepare to play, get a 36"x36" area designated as a play area, and set the battle case (optionally) in the center of the play area. Put the flag in the center of the play area on the battle case (if present). Next, you need to select 2 equal teams of 5 to 10 figures each. The "Points Value" is to be suspended and not taken into consideration. Each team will put 3 of these figures in the leftmost corner on their side of the play area, your 'home base'. This is your starting lineup. The remainder of each players teams will sit in reserve. How To Play:One side, once determined to take the first turn, shall move as many figures as they desire up to 6 Tix. The maximum movement rate of any figures is 6 Tix. After all desired figures have moved, the player may fire as many attacks as they are allowed. At the end of this turn, the opposing player may move. Upon both sides taking their first turn players may bring one figure in from their reserves each turn, but with no more than 4 figures per side in play at once to be placed in their 'home base'. Figures that are defeated are to be placed into the player's reserves upon their defeat. Play continues until one team has successfully brought the flag back to their 'home base'. Speed Boost:Figures that upon their turn cross the midpoint of the play area are entitled to a 'speed boost' of 3 tix. This is a one-time bonus that is awarded only when a figure crosses the halfway point of the play area, and can only be used once per figure, per turn. Flag Capture:If a figure makes contact with the flag, they take possession of it and may not attack if they are in possession of it. If a figure is killed while bearing the flag, the flag is to be immediately moved to the flag starting position at the center of the play area. Battle Case:If the Battle Case is in play, there is a special consideration - the steps molded into the edge of the case are to be considered the only path to the higher level(s). If a figure uses these steps to rise or to descend the step itself will cost the figure 1 Tix of movement.
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Post by Cona Chris on Jun 19, 2008 14:51:10 GMT -5
1. Speed, limit, make uniform, or leave unchanged. I would like to see a uniform movement of say 8 tix and R2-Q5's effect is banned
2. Re-generation, not do it, or do it, and if you do it is there a bridge Yes, but not sure what the best way is to do this - needs testing I think. Perhaps it could be like when we were kids and if you get knocked down, you "go to jail" and have to wait two turns to come back out or something like that.
3. Special Powers, yes/no? YES
4. Flying figures... any restrictions? I like the idea that the base of the figure must touch the flag and cross the start line for the win. You can use flying to shoot.
5. Speed Boost... if so, how?I think this complicates things - l'd be in favor of not having it for now.
6. Flag/Turret placement? -Did we ever come to a clear decision on this? I like the center and when whoever holds the flag is defeated, put it back in the center.
7. Point values applied, or not? Yes - apply point values
8. Does a figure have to stop when picking up the flag? Yes - I'd count this as an attack.
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Post by ionicdesign on Jun 19, 2008 15:17:45 GMT -5
ok, from the couple of hours of play test the mrs son and I did this is what we liked
1. Speed, limit, make uniform, or leave unchanged.Superfly's 6 tix worked fine and R2-Q5's needs to be banned
2. Re-generation, not do it, or do it, and if you do it is there a bridge Yes, Sitting out one turn seemed to be a good fit, if it is longer a team can be decimated, and it can be a little tricky remember who has sat out how long) 3. Special Powers, yes/no? YES 4. Flying figures... any restrictions? The base of the figure must touch the flag and cross the start line for the win. You can use flying to shoot.
5. Speed Boost... if so, how? We decided to leave this out.
6. Flag/Turret placement? In the center for the Flag, when claimed the turret takes its place until such time as the flag bearer is defeated then they swap back.
7. Point values applied, or not? We didn't. Having regen and a fixed number of figures 5-10 seemed to work well.
8. Does a figure have to stop when picking up the flag? Yes, it counts as an attack.
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Post by greyelephant on Jun 19, 2008 18:44:25 GMT -5
1. Speed, limit, make uniform, or leave unchanged. I like 8 as a universal speed.2. Re-generation, not do it, or do it, and if you do it is there a bridge 1 per round is fine by me.3. Special Powers, yes/no? Yup. 4. Flying figures... any restrictions? Base needs to touch the flag and cross the finishing line. 5. Speed Boost... if so, how? Don't care much for them.6. Flag/Turret placement? -Did we ever come to a clear decision on this? Center. Or as close to my side of the board if you like. 7. Point values applied, or not? Yes.8. Does a figure have to stop after picking up the flag? Yup.
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Post by superflytnt on Jun 19, 2008 20:06:24 GMT -5
This is where we are at as of the concensus.... THOSE SPEED BOOSTS ARE AS OF NOW DEFUNCT.Requirements:To Play CTF, you require a 36"x36" area, (optionally) a Battle Case, a Flag device, and at least 8 Attacktix Figures. No "Effect Droids" may be used. Setup:To prepare to play, get a 36"x36" area designated as a play area, and set the battle case (optionally) in the center of the play area. Put the flag in the center of the play area on the battle case (if present). Next, you need to select 2 equal teams based on points value, but with no less than 3 figures. Each team will put 3 of these figures in the leftmost corner on their side of the play area, your 'home base'. This is your starting lineup. The remainder of each players teams will sit in reserve. How To Play:One side, once determined to take the first turn, shall move as many figures as they desire up to 8 Tix. The maximum movement rate of any figures is 8 Tix. After all desired figures have moved, the player may fire as many attacks as they are allowed. At the end of this turn, the opposing player may move. Upon both sides taking their first turn, players may bring one figure each in from their reserves each turn, but with no more than 4 figures per side in play at once. Figures being brought into play, recruited, or rescued may only be placed in their 'Home Base'. Figures that are defeated are to be placed into the player's reserves upon their defeat. Play continues until one team has successfully brought the flag back to their 'home base'. Flag Capture:If a figure makes contact with the flag, they take possession of it and may not attack if they are in possession of it. For purposes of counting attacks, grabbing the flag counts as one attack. If a figure is killed while bearing the flag, the flag is to be immediately moved to the flag starting position at the center of the play area. Battle Case:If the Battle Case is in play, there is a special consideration - the steps molded into the edge of the case are to be considered the only path to the higher level(s). If a figure uses these steps to rise or to descend the step itself will cost the figure 1 Tix of movement. PLEASE NOTE POINTS OF CONTENTION, IF ANY, AND CLARIFY VERBIAGE IF YOU DESIRE.
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Post by Deleted on Jun 20, 2008 1:16:58 GMT -5
I pulled a couple of quotes from you guys for this. Even though many of you have since flip-flopped, I saw some strong logical thinking in older posts that really summed up what I've been babbling about... 1. Speed, limit, make uniform, or leave unchanged. NO limit or change to movement. Please help me to understand why the speed requirement is necessary? I mean, both sides would potentially have 4 speeds, 6 speeds, and 12 speeds, so it's fair there. If a player chooses to only take 4-speeds, they deserve to lose...right? 2. Re-generation, not do it, or do it, and if you do it is there a bridge NO regen. Regeneration to me means you can just be sloppy with your play and not have to really worry too much about losing key figures. 3. Special Powers, yes/no?Absolutely yes. 4. Flying figures... any restrictions?No restrictions for flying attacks, but any flag business must be done while attached to the base. 5. Speed Boost... if so, how?Nope, too complicated. 6. Flag/Turret placement? Flag stays in center of BC when not possessed. Turret replaces it while flag is possessed. 7. Point values applied, or not?Absolutely yes. 8. Does a figure have to stop when picking up the flag? Yes, this should count as an attack. 9. Character limits?No limits other than those that we set for normal play regarding Tournament sets, etc. But maybe a limit for R2-Q5 would be good when it comes to CTF... This is where we are at as of the concensus.... Requirements:To Play CTF, you require a 36"x36" area, (optionally) a Battle Case, a Flag device, and at least 8 Attacktix Figures. No "Effect Droids" may be used. Setup:To prepare to play, get a 36"x36" area designated as a play area, and set the battle case (optionally) in the center of the play area. Put the flag in the center of the play area on the battle case (if present). Next, you need to select 2 equal teams based on points value, but with no less than 3 figures. Each team will put 3 of these figures in the leftmost corner on their side of the play area, your 'home base'. This is your starting lineup. The remainder of each players teams will sit in reserve. How To Play:One side, once determined to take the first turn, shall move as many figures as they desire up to 8 Tix. The maximum movement rate of any figures is 8 Tix. After all desired figures have moved, the player may fire as many attacks as they are allowed. At the end of this turn, the opposing player may move. Upon both sides taking their first turn, players may bring one figure each in from their reserves each turn, but with no more than 4 figures per side in play at once. Figures being brought into play, recruited, or rescued may only be placed in their 'Home Base'. Figures that are defeated are to be placed into the player's reserves upon their defeat. Play continues until one team has successfully brought the flag back to their 'home base'. Flag Capture:If a figure makes contact with the flag, they take possession of it and may not attack if they are in possession of it. For purposes of counting attacks, grabbing the flag counts as one attack. If a figure is killed while bearing the flag, the flag is to be immediately moved to the flag starting position at the center of the play area. Battle Case:If the Battle Case is in play, there is a special consideration - the steps molded into the edge of the case are to be considered the only path to the higher level(s). If a figure uses these steps to rise or to descend the step itself will cost the figure 1 Tix of movement. PLEASE NOTE POINTS OF CONTENTION, IF ANY, AND CLARIFY VERBIAGE IF YOU DESIRE.There are some things I would omit, but you already know that I'm deeply in love with simplicity. Requirements: To Play CTF, you require a 36"x36" area, (optionally) a Battle Case, a Flag device, and at least 8 Attacktix Figures. No "Effect Droids" may be used. I don't think we should say how many figures you should or shouldn't have. 100pts: do with it whatever you may please. I originally thought that Droid-banning was okay, but now I'm rethinking it. I don't think R2-D2 is a problem for this, just R2-Q5 since he's altering such a vital aspect of CTF.Setup: To prepare to play, get a 36"x36" area designated as a play area, and set the battle case (optionally) in the center of the play area. Put the flag in the center of the play area on the battle case (if present). Next, you need to select 2 equal teams based on points value, but with no less than 3 figures. Each team will put 3 of these figures in the leftmost corner on their side of the play area, your 'home base'. This is your starting lineup. The remainder of each players teams will sit in reserve. Again, I see no need to say "you must be this tall to ride". You've got 100pts, just don't waste it or you deserve to lose. Also, when did we start playing from the corners? I just didn't remember that ever really being discussed or explained. I think the normal starting line is fine, maybe even better. The shortest distance between 2 points is, of course, a straight line, so on the normal starting area everyone is equal. But on the corners, some figures will have a traveling advantage due to the rectangular shape of the case (if it's in play, which I think it should be). A fast figure with the corner advantage would be an even tougher foe right from the beginning. It's not a huge advantage, but it's an advantage none the less. I'd like to see the normal starting line used. KISSHow To Play: One side, once determined to take the first turn, shall move as many figures as they desire up to 8 Tix. The maximum movement rate of any figures is 8 Tix. After all desired figures have moved, the player may fire as many attacks as they are allowed. At the end of this turn, the opposing player may move. Upon both sides taking their first turn, players may bring one figure each in from their reserves each turn, but with no more than 4 figures per side in play at once. Figures being brought into play, recruited, or rescued may only be placed in their 'Home Base'. Figures that are defeated are to be placed into the player's reserves upon their defeat. Play continues until one team has successfully brought the flag back to their 'home base'. I don't like the tix limit, "corner home base" or regen. Everything else is just peachy. Flag Capture: If a figure makes contact with the flag, they take possession of it and may not attack if they are in possession of it. For purposes of counting attacks, grabbing the flag counts as one attack. If a figure is killed while bearing the flag, the flag is to be immediately moved to the flag starting position at the center of the play area. Looks great, just be sure to mention that all figures must touch the flag with their base in order to claim it.Battle Case: If the Battle Case is in play, there is a special consideration - the steps molded into the edge of the case are to be considered the only path to the higher level(s). If a figure uses these steps to rise or to descend the step itself will cost the figure 1 Tix of movement. Looks good.
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Post by greyelephant on Jun 20, 2008 6:46:44 GMT -5
2. Re-generation, not do it, or do it, and if you do it is there a bridge NO regen.
May 28, 2008, 6:03pm, greyelephant wrote:Regeneration to me means you can just be sloppy with your play and not have to really worry too much about losing key figures. |
I know I'm wearing flip flops on this one. Everyone else seems to like it that's actually played by these rules. Honestly I'm not at all excited about CTF and am having a hard time paying that close of attention. However, I still wish to throw in my two cents on the discussion soley due to obligation. I still stick to my guns on it making you a sloppy player. Not sure why we want to make a mandatory "regen" here when it doesn't happen in the real game, unless due to a special activating. Like I said though, I really don't care much either way.
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Post by malform on Jun 20, 2008 6:57:31 GMT -5
1. Speed, limit, make uniform, or leave unchanged. I think that a universal speed limit makes for a much better CTF game. I like the 6 tix for all figures rule.
2. Re-generation, not do it, or do it, and if you do it is there a bridge. Regeneration is a must. This makes a huge distinction between a regular tix game and an actual CTF game. If you can win any other way beside capturing the flag, why in the hell are you playing "capture the flag"?
3. Special Powers, yes/no? Couldnt care less.... Yes, no... Whatever.
4. Flying figures... any restrictions? I have not played CTF with a flying figure, but I see the potential for disaster here. I would agree that one should not be able to fly to capture the flag, or to cross the line for the win.... Any other flying is just dandy with me.
5. Speed Boost... if so, how? I have played games with speed boosts (and other fancy little "spots" on the playing area), and I always thought it added a bit of fun to the game. I say yeah for speed boosts.
6. Flag/Turret placement? The flag should obviously be in the middle, the turret is pretty unimportant. I have played with it in the middle, with 2 or more of them placed here and there... And really you could just leave the stupid thing out of the equation all together.
7. Point values applied, or not? I am in favor of set figure quantity rather than building teams by point value. I just think in a CTF situation, it makes thing easier, and much more balanced.
Essentially, combined with the speed restriction, both teams are equal (or as equal as can ever be possible). These 2 rules added to the regen rule, make for a true capture the flag game.
8. Does a figure have to stop when picking up the flag? Uuummm... Dont really care, played both ways, have no strong feeling towards either.
This is an odd situation for us to examine if you really think about it. "Capture the flag" itself is a variant game set. I think that if you are trying to hold true all of the "standard tix" rules just because they have always been the standard rules, well... Your missing the point.
I dont know... If you dont mind someone defeating all of your figures, and winning a "capture the flag" game without even trying to capture the flag... Well, we will never see eye to eye.... Because I, myself, cant stand it.
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Post by superflytnt on Jun 20, 2008 8:35:07 GMT -5
I think the REASON is that we have no other items to discuss, and frankly this thread is the most interesting of all of them lately, save Attacktixman's customs. =S
So....We're waiting on a few people's comments (which will serve as votes)....
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Post by greyelephant on Jun 20, 2008 14:39:29 GMT -5
Posted by superflytnt on Today at 9:35am I think the REASON is that we have no other items to discuss, and frankly this thread is the most interesting of all of them lately, save Attacktixman's customs. =S |
I'd say your Sentinel custom is impressive as well. Look forward to seeing that in real. And yes, I am running out of things to talk about Attacktix wise. Other than Tix Con which is now only 3 weeks away! I will be curious to see when these new Clone Wars figures come out if that Yoda will be a workable custom. He already has a spring loaded force blast missile, so that's not going to be a problem. He also looks to be the right height. In fact all of the new figures will have launchers of one sort or another. Heres some pictures if you are interested in viewing them. www.fantofan.jp/news/event/toyshow2008/DSC00298.jpgWell, I guess this is for another thread..............
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Post by superflytnt on Jun 20, 2008 22:35:16 GMT -5
Well, it looks like we have some varying opinions, so we'll vote individually - Ionic noted that everyone has chimed in, so....
1. Speed, limit, make uniform, or leave unchanged. a. 6 b. 8 c. No Limit
2. Re-generation, not do it, or do it, and if you do it is there a bridge. a. No Regen. b. Regen, 1 turn wait c. Regen, 2 turn wait
3. Special Powers, yes/no? a. YES b. NO
4. Flying figures... any restrictions? a. None. b. Can't pick up flags while flying.
5. Speed Boost... if so, how? a. No Speed Boost. b. 2 Tix Extra c. 3 Tix Extra
6. Flag/Turret placement? (we all agree in the center...so..) a. Turret gets placed where flag was when flag is absent. Have to touch base to use. b. Other...to be determined by vote.
7. Point values applied, or not? a. Yes, use points. b. No, use amount of figures instead.
8. Does a figure have to stop when picking up the flag? a. Nope, run and grab. b. Yes, figure loses remaining tix. c. Yes, figure loses remaining tix AND it costs one attack.
9. Starting Line or Home Base? a. Home Base theory b. Start Line Theory.
VOTE AWAY!
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