So, that's a thing. What do YOU want changed? Me? 1: DIE NESTED SKILLS DIE!!! 2: Simplify CC Skills 3: Condense Weapons 4: No Auto-Wound On Crits
Condense weapons and hacking programs. People only alternate between like 3 anyway. I've also never seen a DHD or WHD being used. Probably also some niche skills in there that could be removed at the cost of flavour and nothing else. But I'd like to see terrain rules being improved/mandated instead of those rules being cut. Not sure I agree on removing auto-wound on crits though. Crits should kill but I undrestand why people hate their randomness, especially on the receiving end. The alternative is that we have a whole new section added to the weapon table where we get a seperate critical effect for every weapon which may be more bloat. Isn't that how the infinity RPG is doing it? Crits have a specific effect based on weapon and not autowound?
The RPG basically treats a "Crit" as a double value success. And the combat dice special effects are triggered by d6s, so it's very different. I don't think that comparison is useful. Crits instantly killing loses me as many new players as the rest of the system pulls in.
How about a crit wins the ftf and ignores all arm/bts so arm 0 or 1 units arent affected as much cause they are already easy to dispatch, but HI and tags will get hit harder. But the model that was crit still gets a save, just a worse one.
So Armour becomes even worse as a waste of points? There is a reason everyone loves Multi wound units with low Armour.
@AdmiralJCJF mostly covered it. N4 should b ae massive streamlining. The core rules are solid, but there's a lot of excessive rules bloat. Hacking trees, CC trees, etc... My two unusual fantasies, however, are a bit out there. 1) Reduce mod effectiveness. - 2 and - 4 instead of - 3 and - 6, or (even better) only - 3. This hopefully encourages players to face less - 12 useless rolls. 2) Offer clear / firm table building guidelines and rules. So much of this game relies on terrain and it's really hard to handle balance when tables and local battles can change so much.
How do you want the weapons condensed? I rather like the spread we got. if anything i would prefer them to instead dole out alot of the new ones to older profiles that would use them but they weren't out yet. I think that Hacking needs a complete overhaul, so that all the devices have a use. [Looking at you DHD and WHD]
I'd like to see hacking less offensive and more utilitarian/supportive. Somewhat related, I'd like to see TAGS somewhat less prone to being hacked. And this.
I'd like the minelayer skill to be prohibited from placing a mine with any enemy in the trigger area, not just enemy markers. If I recall this was how it was in N2, and it gave the person deploying first a little advantage in dictating how the mines went down. (Or we were playing it wrong in my area)
I want tags to be better supported and for them to sort out this formula gaming they are doing, making heavy infantry a complete downside compared with 4-4 mi nwi+shock immune. Plus some specific profiles that could us a hand.
Guided ammunition Fatality lvl2 Simbio armour (better for HI and TAG worse for LI) Proper rebalance Paratrooper LTs The anaconda
Infinity hasn't been a game about killing enemy, so heavy tags haven't had much of a use. I'd like them to get more utilitarian kit to give them a wider scope. Sensor/satlock and ECM to help against hacking attacks and forward observers rather than just against guided ammo (which also needs looking at)
A good example of condensing weapons is the Red Fury and Molotok. These should BOTH be the same weapon, with different ammo loadouts. Do that a few times and you can kull out quite a few things. And I've said it before and I'll say it again, Defensive hacking programmes should be able to be used as an ARO to defend units within your hacking radius in addition to their reset (so DHD and WHD should be an added layer of anti-hacking protection).
Make indirect fire (FO + smart artillery) actually useful. Ariadna gun batteries demand their share of glory.
I'd like to see less whining on the forums about the sky falling again. But I also know that if I crap in one hand and wish in the other, which one will fill up first. And that the forums will still rival a pratt&whitney engine factory
- Streamline the rules, but don't completely change them. - Rework the points formula, so things like SMGs, 1W+NWI+Shock Immune are not needed anymore. - Think about the place of HI and TAGs. TAGs should have something you can't get anywhere else. Give every faction a TAG. - Reorder weapons charts (Ammunition as subsection of weapon) - Remove Fatality L2 I might add I'm quite happy to have N4 on the horizon. Things like rules bloat and powercreep now look more like a testbaloon and we only have to live with it until next year, which is totally ok for me.
Fireteam redo- make them less about mods and more about order efficiency and special orders. At the very least only give modifiers when multiple members can see the target. Not just 3 based modifiers. We have a great flexible die why are we basically making it a a d6 when it comes to modifiers? Some minus 1 or plus 2 stuff going o .
I just want the most important example (and principle) in the game--moving up to a corner to get line of sight and then moving back, and shooting and getting shot at the corner--to not be buried in the Move rules.
On the topic of TAGs, why not turn the useless ECM skill into something that protects against hacking? Comparatively, TAGs will encounter hackers far more than guided ammunition.