Oh I see. You're saying you guys didn't understand what he meant. He was talking about a perceived limit, a maximum (ceiling) perceived potential a player has in developing the player's talents in the game (skills). I hope my terminology is clear enough.
Infinity prices are a mess, making it harder to deconstruct properly, from what I can deconstruct you'll get a lot more correct price on Ariadna HI if you start with an MI and add abilities than if you start with a HI and remove a wound. Besides, if hackable has a discount compared to being non-hackable, then non-hackable can't have a cost ;-)
Well it can: Non-hackable should cost less than the HI discount. Because HI involves Hackable and vulnerable to EM, and non-Hackable just resolves one of those issues. Either way I think it's screwy.
Really? Maybe I'm wrong but I feel like the only good comparisons I had were to Ariadna HI (which probably are priced differently) or to MI (where I may be counting some points on the chassis wrong.)
The way i see it, in a game like infinity with so many viable builds and such an heavy focus on tactical decisions, what defines a strong faction is how it can pressure it's adversary enough to force bad decisions, and how hard it is for your adversary to work around it. In other words, a "bad" faction is one whose "innate strategy" is either easy to counter, or just not strong enough. Overall the balance is really good, most factions can take the upper hand if played correctly, and i think there's only a few ones that stand out as either too weak or too strong. For this thread i voted for druze and morats, because i just fail to see any strong selling point for those factions. There's just nothing in their roster that makes me think "this thing might be problematic".
Morats have very nice warbands and pretty good medium and heavy fireteams. But yeah, they're too blunt of an object right now, with some questionable desing choices (Kurgats, for example). Druze are simply too limited...
I agree with that. We used to call Imperial SS 'bad' because they had a horribly limited set of specialists, which made their lists very predictable. And predictable = easy to counter. Linked EM LGL with XVisor is not a problem for you? Spec Fire on 9s out to 24"? Oh, and that's with Forward Deploy L1 in ITS10, so they're dropping said grenades in your deployment zone on their first order.
There's an argument to be made that a high cost on the hacking equipment constitutes a discount on hackable, but I still agree with you, particularly since I think the philosophy shouldn't be that it's a punishment to be incentivised to bring protection against TAG/HI. I'd rather the evaluation whether to participate in that sub-game to be the decision of the player electing to bring HI/TAGs - which would loosely translate to hacking devices paying for their utility rather than their ability to target HI/TAGs while HI/TAGs get a discount for being the targets of such utility devices. It's surprisingly hard to put into words...
HI with a single wound that is non-hackable should definitely be priced way lower than hackable HI with 2 wounds
They are. About the closest comparison is Moblots and Zuyong, where roughly-equivalently armed Moblots are 21pt and Zuyong are 27pt.