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Infinity: Code One - Now with actual rules!

Discussion in 'News' started by colbrook, Oct 5, 2019.

  1. kanluwen

    kanluwen Well-Known Member

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    Because that's the only way I can really see this working. Either gear gets left out, skills get left out, or just something gets left out...and the most reasonable guess would be gear.

    Infinity isn't a game, IMO, that has ever had a reasonable parity when it comes to point costs. We've seen this over the years with things like the Light Shotguns on certain units, Drop Bears, etc having wildly different point costs because of the unit they're on rather than the item itself.

    Maybe I'm just being salty, but the notation of "different costs" strikes me as unnecessarily complicated.
     
    #21 kanluwen, Oct 7, 2019
    Last edited: Oct 7, 2019
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  2. Mahtamori

    Mahtamori Well-Known Member

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    I'd not be surprised if they had even more sweeping changes: drop CC fully, have only one Hacking program, drop BTS stat and all BTS weapons, remove all ARO but Dodge and BS Attack, remove anything that leaves a template on the board longer than 1 order, remove Sixth Sense and everything called Delay, remove deployment abilities requiring a roll, etc.
     
    #22 Mahtamori, Oct 7, 2019
    Last edited: Oct 7, 2019
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  3. eciu

    eciu Easter worshiper

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    Wait we have anything that leaves a template for more than 1 turn atm. ? o0
     
  4. Mahtamori

    Mahtamori Well-Known Member

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    Order. I meant order :)

    Although I think illuminatohaa has Stratusclouds that lasts two turns.
     
  5. Mcgreag

    Mcgreag Well-Known Member

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    Smoke, eclipse, nimbus.
     
  6. colbrook

    colbrook Grenade Delivery Specialist

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    All last one turn ;)
     
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  7. eciu

    eciu Easter worshiper

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    That explains a lot. I was wondering if I have a brain problem or did I miss some new rule or something ;D
     
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  8. xagroth

    xagroth Mournful Echo

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    [QUOTE="Mahtamori, post: 299889, member: 382"

    Although I think illuminatohaa has Stratusclouds that lasts two turns.[/QUOTE]

    1 round (that is, until the start of the controlling's player next turn).

    Making smoke/Eclipse last 1 order would be...not interesting. Sometimes you need that smoke combo, or use the template to cover the advance of more units.
     
  9. Mahtamori

    Mahtamori Well-Known Member

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    Edit: re-read it. That is what the rules mean by "2 turns". Lasts this turn and the next player's turn in full. Gotcha and Stratuscloud are two rare instances of 2 turn effects, most other stuff lasts all game or 1 turn only (i.e. until end of current player turn)

    I don't mean having Smoke only last 1 order, I mean not having Smoke grenades at all in the simplified rules.
     
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  10. xagroth

    xagroth Mournful Echo

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    Yes, I understood you, but I found that lots of people get lost unless a distinction gets made (understanding "four turns" instead of two!) XD.

    As for the Smoke, it depends. If MSV will be present, then change all smoke to Eclipse, so the tactic of using smoke to avoid being shot at remains, but combos don't.
     
  11. eciu

    eciu Easter worshiper

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    PanO:
    <heavy breathing>
     
  12. Brother Smoke

    Brother Smoke Bureau Trimurti Representative

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    When I first heard about C1 I was very excited, but now I am nervous

    This is bound to split the community if they treat it as anything else than a simplified demo mode
     
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  13. Alfy

    Alfy Well-Known Member

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    How so? It could lead to a split community, but it can't split the community, call me pedantic but there's a difference. For one thing, who, after having tasted the full game and bothering learning the full rules, would want to go "back" to a simplified version? The community as it stands now will probably remain intact.

    As for the future, and whether newcomers will use C1 as a stepping stone or whether they will stay at that level and go no further, sure, the latter is absolutely a possibility, especially if the format is supported when it comes to organised play. In itself, that's hardly a catastrophe: some players will make the jump, and that's more players for this community; some won't, and heck, they probably weren't going to join us anyways.

    The additional effort might worry some, but let's be honest: if C1 is a subset of N4, it's probably not going to be that time and ressources-consuming. The good thing for me is that if they're serious about promoting C1, they must understand the ruleset must be spotless: there can't be any leeway, or badly written rules, or unanswered questions in a ruleset meant to attract newcomers with a simplified system. If they find a way to do this right and replicate the process for N4, I'd be delighted.
     
  14. Abrilete

    Abrilete Well-Known Member

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    Also Albedo and several Supportware.
     
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  15. Red_Five

    Red_Five Member

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    If I were a betting man, I would say that Corvus Belli is basically making a format that is similar to Standard in Magic and Hyperspace in X-Wing.

    There are something like 15,000 cards in Magic's history. That is way too many cards for any new player to sort through. So to make the game simpler, the designers created the Standard format, which only allows cards from the last two years worth of sets. The limited card pool makes it much easier for new players to evaluate cards and create competitive decks compared to Legacy (where all sets are legal) or Modern (where all sets from the last 15 years are legal).

    Hyperspace for X-Wing - in theory - takes a similar tactic. There are more than 60+ ships now-a-days and hundreds of pilot and upgrade cards. This makes for a very complex game that very much favors the enfranchised players who own all of the ships. To combat the disparity between enfranchised and new players, FFG created the Hyperspace format. FFG hand selected a small number of ships, pilots and upgrade cards that would form the core of each faction, and the format overall. Any new ships released during a Hyperspace season are automatically added to the format. This means the number of ships, pilots and upgrade cards new players have to buy and/or be cognoscente of is much reduced compared to the Extended format (where everything is legal).

    I pretty much see Code One emulating these formats for Infinity. Each faction will only have a small subset of units available to it. Those units will be focused on providing the "core experience" of that faction and drilling down into what makes each faction unique and interesting. The profiles selected for each unit will enforce the "core experience" while also being simple and easy to use. Most profiles will be pretty basic, with a lot of the weird and complex skills and equipment simply removed (either directly by not being present on the selected profiles or by way of complex units not being added to Code One). I imagine skills and equipment with a lot of choices (like hacking) will be simplified so the units will only have access to a select number of programs. Instead of a unit coming with a hacking device that comes pre-loaded with a bunch of programs, the profile will simply list the programs it has access to.

    So basically Code One is simpler than N4 mostly by the fact that each faction will be composed of a small number of hand selected units whose profiles are curated with an eye towards simplicity and fun.
     
    #35 Red_Five, Oct 7, 2019
    Last edited: Oct 7, 2019
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  16. Geodron

    Geodron Well-Known Member

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    I think believing that C1 should only be treated as a demo game is the exact method by which you split the community. Having elitist attitude to a boardgame meant to be fun is not a good way to approach this.

    This guy would enjoy a simple version. And I'd be happy to play it. Infinity as is doesn't scratch the itch sometimes but a simpler version could if done right.
     
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  17. oldGregg

    oldGregg Well-Known Member

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    I don't really see how you can do this;
    When you also do this;
    I think of Haqqislam (My main faction) and consider what makes us unique.
    Super-Soldiers > Climbing plus, super-jump, fatality, total immunity, etc ...
    Bio-Weaponry > Viral Ammo, poison
    (Semi)Unique Warbands > (Ghazi w/jammers)

    All of these things are what I would consider "advanced" rules but also faction-defining.
     
  18. oldGregg

    oldGregg Well-Known Member

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    Sorry for the double-post, but I want to add that I think 8it would be so cool if there was a limited format that did things like ... If you play Haqqislam in this format, you can only run super-soldiers ... But I also think that would upset more people than not.
     
  19. Red_Five

    Red_Five Member

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    If C1 was only a demo game, CB would not give the format a unique name and ITS season., nor would they be treating it as a separate, co-equal format. They would just call it a demo version of the game. :)
     
  20. Mahtamori

    Mahtamori Well-Known Member

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    If they took a Standard format approach, then the Infinity S1 would contain only the most recent wave of sectorials for each faction. They'd also need to up their release schedule so that they released models AHEAD of season progression which at current release rate would mean across 10 factions, each season's sectorial would contain roughly 9 models per faction spread across 5-6 units.

    C1 sounds a LOT more like Kill Team to GW's 40k, or Imperator Rome to Paradox' Crusader Kings (well... more like Solaris, but Paradox doesn't have a significantly more complicated space civilization game so comparison would be off)

    But hey! With such a formalized format, at least Tohaa would see regular releases!
     
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