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Subject: Am I the only one who is disappointed? rss

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Still waiting for my copy of Myth, but from what I've seen and read, I know I'll almost certainly enjoy the game.

I was hyped up about Mercs Recon as well, hoping for something that will excite me as much as Myth did. But I must say I'm pretty disappointed so far.

Granted, there is still a lot that we don't know about the game yet, but what I do know is hardly exciting..

First of, the entire theme of a heavily armed squad infiltrating and raiding... an office? What? No urban slums, no factory complex, no research facilities.. the entire game takes place in a regular office layout and nothing else? Where the most exciting thing about the location are the desks and chairs and toilet cubicles? I could totally understand if an office raid is just one possible location, but the only one possible location? It's such a missed opportunity.

The player characters. Sure you have different troop types, but how different are they truly? I know that it is impossible to have classes as varied as they had in a fantasy setting like Myth, but if there is only that tiny bit of difference between one trooper from another, what sets them apart then? And since each player controls only one trooper, what is to stop me from choosing the leader or heavy weapons trooper or ninja over a regular grunt all the time?

I personally think that for a one player - one character game system, that character must truly have unique features that plays very differently from other characters to make it a unique experience playing that character. It works well in a fantasy setting where all heroes are different but equally heroic. Even in a sci-fi setting it may work, if you are each controlling a lone ranger tough guy akin to Rambo/Solid Snake/Master Chief/(insert whatever cool guns blazing character you can think of). But in a squad based game like Recon, where the characters are not all equally interesting and some are just plain cooler than others, the one player - one character system doesn't work.

The enemy. For me, it is necessary to have an interesting enemy to fight against. You can have an enemy that is as characterful, interesting and unique as the player characters. You can also have an enemy that is individually common or uninspiring but comes after you in unrelenting waves. These are commonly used themes in both games and action movies, and they do work for a reason. Myth employs this too, with swarms of low-level creatures accompanied by the much rarer captains and bosses.

But in Recon, not only is the enemy uninteresting and without character, just a bunch of generic guys with a rifle (heck, just look at the Security Force 1 card picture, that is about as lame an enemy as can be for a elite squad to face) But from the gameplay video, they also seem to appear in small numbers and at no point do they seem to pose any threat to the players. Where's the kick in fighting such foes? Where's the fun?

This may come off as something of a rant here, but it's only because I was hoping to finally get a good sci-fi dungeon crawl-ish game that supports solo play. I was hoping that Recon would be that game for me, but so far I'm really rather disappointed. I hope I'm wrong, that fellow BGG users or future game updates can show me that it is actually different from what I thought it to be. But as it stands now I'm thinking that a lot of its success so far is simply carried over from the great job they did with Myth, and that many pledgers are simply fans of Myth who are blindly supporting Recon without a second thought as to whether the game is even a good one to begin with.

Anyone else feels this way, or am I totally bonkers here?
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Daniel Fredriksson
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I must say I feel the same way as you. Myth felt so unique with the class decks and customizations so when I read about this game I felt pretty disappointed. Only fighting in offices sounds pretty boring but teh thing that really makes it a no buy for me is the lack of customazations on your "heroes". No items to choose from, other than those you are already given.

The CP system feels pretty dull as well compared to Myth at least

So for me its a pass and wait for their next space game
http://www.boardgamegeek.com/boardgame/154857/emergence-even...
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shortlegs wrote:
Still waiting for my copy of Myth, but from what I've seen and read, I know I'll almost certainly enjoy the game.

I was hyped up about Mercs Recon as well, hoping for something that will excite me as much as Myth did. But I must say I'm pretty disappointed so far.

Granted, there is still a lot that we don't know about the game yet, but what I do know is hardly exciting..

First of, the entire theme of a heavily armed squad infiltrating and raiding... an office? What? No urban slums, no factory complex, no research facilities.. the entire game takes place in a regular office layout and nothing else? Where the most exciting thing about the location are the desks and chairs and toilet cubicles? I could totally understand if an office raid is just one possible location, but the only one possible location? It's such a missed opportunity.

The player characters. Sure you have different troop types, but how different are they truly? I know that it is impossible to have classes as varied as they had in a fantasy setting like Myth, but if there is only that tiny bit of difference between one trooper from another, what sets them apart then? And since each player controls only one trooper, what is to stop me from choosing the leader or heavy weapons trooper or ninja over a regular grunt all the time?

I personally think that for a one player - one character game system, that character must truly have unique features that plays very differently from other characters to make it a unique experience playing that character. It works well in a fantasy setting where all heroes are different but equally heroic. Even in a sci-fi setting it may work, if you are each controlling a lone ranger tough guy akin to Rambo/Solid Snake/Master Chief/(insert whatever cool guns blazing character you can think of). But in a squad based game like Recon, where the characters are not all equally interesting and some are just plain cooler than others, the one player - one character system doesn't work.

The enemy. For me, it is necessary to have an interesting enemy to fight against. You can have an enemy that is as characterful, interesting and unique as the player characters. You can also have an enemy that is individually common or uninspiring but comes after you in unrelenting waves. These are commonly used themes in both games and action movies, and they do work for a reason. Myth employs this too, with swarms of low-level creatures accompanied by the much rarer captains and bosses.

But in Recon, not only is the enemy uninteresting and without character, just a bunch of generic guys with a rifle (heck, just look at the Security Force 1 card picture, that is about as lame an enemy as can be for a elite squad to face) But from the gameplay video, they also seem to appear in small numbers and at no point do they seem to pose any threat to the players. Where's the kick in fighting such foes? Where's the fun?

This may come off as something of a rant here, but it's only because I was hoping to finally get a good sci-fi dungeon crawl-ish game that supports solo play. I was hoping that Recon would be that game for me, but so far I'm really rather disappointed. I hope I'm wrong, that fellow BGG users or future game updates can show me that it is actually different from what I thought it to be. But as it stands now I'm thinking that a lot of its success so far is simply carried over from the great job they did with Myth, and that many pledgers are simply fans of Myth who are blindly supporting Recon without a second thought as to whether the game is even a good one to begin with.

Anyone else feels this way, or am I totally bonkers here?


I think you may have had misplaced expectations about Recon. Sounds like you were looking for a Myth game set in the MERCS world. Recon is much faster-playing and a totally different beast than Myth. It's not about slayinga ton of baddies, gearing up, and scratching the RPG itch. It's about claustrophobic tactics in an environment of escalating threat.

I've played the game a few times and it's a upper fun, elegant tactical game that can be played quickly and is just as interesting solo as it is with friends. The MERCS factions are diverse and each individual MERCS troop has his specialized function. There are no "grunts" on a MERCS team.

All that being said, this game might not be for you. But you also might not be giving it a fair shake because you expected fish and got steak (or whatever metaphor you want to use there).
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shortlegs wrote:
Still waiting for my copy of Myth, but from what I've seen and read, I know I'll almost certainly enjoy the game.

I was hyped up about Mercs Recon as well, hoping for something that will excite me as much as Myth did. But I must say I'm pretty disappointed so far.

Granted, there is still a lot that we don't know about the game yet, but what I do know is hardly exciting..

First of, the entire theme of a heavily armed squad infiltrating and raiding... an office? What? No urban slums, no factory complex, no research facilities.. the entire game takes place in a regular office layout and nothing else? Where the most exciting thing about the location are the desks and chairs and toilet cubicles? I could totally understand if an office raid is just one possible location, but the only one possible location? It's such a missed opportunity.

The player characters. Sure you have different troop types, but how different are they truly? I know that it is impossible to have classes as varied as they had in a fantasy setting like Myth, but if there is only that tiny bit of difference between one trooper from another, what sets them apart then? And since each player controls only one trooper, what is to stop me from choosing the leader or heavy weapons trooper or ninja over a regular grunt all the time?

I personally think that for a one player - one character game system, that character must truly have unique features that plays very differently from other characters to make it a unique experience playing that character. It works well in a fantasy setting where all heroes are different but equally heroic. Even in a sci-fi setting it may work, if you are each controlling a lone ranger tough guy akin to Rambo/Solid Snake/Master Chief/(insert whatever cool guns blazing character you can think of). But in a squad based game like Recon, where the characters are not all equally interesting and some are just plain cooler than others, the one player - one character system doesn't work.

The enemy. For me, it is necessary to have an interesting enemy to fight against. You can have an enemy that is as characterful, interesting and unique as the player characters. You can also have an enemy that is individually common or uninspiring but comes after you in unrelenting waves. These are commonly used themes in both games and action movies, and they do work for a reason. Myth employs this too, with swarms of low-level creatures accompanied by the much rarer captains and bosses.

But in Recon, not only is the enemy uninteresting and without character, just a bunch of generic guys with a rifle (heck, just look at the Security Force 1 card picture, that is about as lame an enemy as can be for a elite squad to face) But from the gameplay video, they also seem to appear in small numbers and at no point do they seem to pose any threat to the players. Where's the kick in fighting such foes? Where's the fun?

This may come off as something of a rant here, but it's only because I was hoping to finally get a good sci-fi dungeon crawl-ish game that supports solo play. I was hoping that Recon would be that game for me, but so far I'm really rather disappointed. I hope I'm wrong, that fellow BGG users or future game updates can show me that it is actually different from what I thought it to be. But as it stands now I'm thinking that a lot of its success so far is simply carried over from the great job they did with Myth, and that many pledgers are simply fans of Myth who are blindly supporting Recon without a second thought as to whether the game is even a good one to begin with.

Anyone else feels this way, or am I totally bonkers here?


The office vibe works for me - it has a Mission Impossible thing going on. Infiltrate the office, steal the blueprints, zip-tie the company CEO, and get airlifted off the roof. I am just hoping I can photocopy my butt on the way out.

As for characters - not sure where you got the "general grunt" idea from. They show the characters in the teams, and they all seem to be specialists in chosen fields.

As for the enemies - those level 1 guards are supposed to be uninspiring. Imagine those as the security guard who is asleep with his feet up on the desk, or who doesn't even look up from the crossword as you stomp by. Once the threat escalates, the big-hitters come out, including rival MERCs teams (as I understand it).

At the moment, this is looking very interesting to me. I haven't put my money where my mouth is yet though.

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shortlegs wrote:
Still waiting for my copy of Myth, but from what I've seen and read, I know I'll almost certainly enjoy the game.

I was hyped up about Mercs Recon as well, hoping for something that will excite me as much as Myth did. But I must say I'm pretty disappointed so far.

Granted, there is still a lot that we don't know about the game yet, but what I do know is hardly exciting..

First of, the entire theme of a heavily armed squad infiltrating and raiding... an office? What? No urban slums, no factory complex, no research facilities.. the entire game takes place in a regular office layout and nothing else? Where the most exciting thing about the location are the desks and chairs and toilet cubicles? I could totally understand if an office raid is just one possible location, but the only one possible location? It's such a missed opportunity.

The player characters. Sure you have different troop types, but how different are they truly? I know that it is impossible to have classes as varied as they had in a fantasy setting like Myth, but if there is only that tiny bit of difference between one trooper from another, what sets them apart then? And since each player controls only one trooper, what is to stop me from choosing the leader or heavy weapons trooper or ninja over a regular grunt all the time?

I personally think that for a one player - one character game system, that character must truly have unique features that plays very differently from other characters to make it a unique experience playing that character. It works well in a fantasy setting where all heroes are different but equally heroic. Even in a sci-fi setting it may work, if you are each controlling a lone ranger tough guy akin to Rambo/Solid Snake/Master Chief/(insert whatever cool guns blazing character you can think of). But in a squad based game like Recon, where the characters are not all equally interesting and some are just plain cooler than others, the one player - one character system doesn't work.

The enemy. For me, it is necessary to have an interesting enemy to fight against. You can have an enemy that is as characterful, interesting and unique as the player characters. You can also have an enemy that is individually common or uninspiring but comes after you in unrelenting waves. These are commonly used themes in both games and action movies, and they do work for a reason. Myth employs this too, with swarms of low-level creatures accompanied by the much rarer captains and bosses.

But in Recon, not only is the enemy uninteresting and without character, just a bunch of generic guys with a rifle (heck, just look at the Security Force 1 card picture, that is about as lame an enemy as can be for a elite squad to face) But from the gameplay video, they also seem to appear in small numbers and at no point do they seem to pose any threat to the players. Where's the kick in fighting such foes? Where's the fun?

This may come off as something of a rant here, but it's only because I was hoping to finally get a good sci-fi dungeon crawl-ish game that supports solo play. I was hoping that Recon would be that game for me, but so far I'm really rather disappointed. I hope I'm wrong, that fellow BGG users or future game updates can show me that it is actually different from what I thought it to be. But as it stands now I'm thinking that a lot of its success so far is simply carried over from the great job they did with Myth, and that many pledgers are simply fans of Myth who are blindly supporting Recon without a second thought as to whether the game is even a good one to begin with.

Anyone else feels this way, or am I totally bonkers here?


Indeed, the game you're describing looks more like a MYTH in the future.
Frankly, if it was just a MYTH in the MERCS world I wouldn't want the game, since why I want two identical games with different miniatures and settings?
I hope that if the game sells well, they release different tiles to have missions in other places and not just in an office, though.
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I had the same reservations. The game play video looks exceedingly dull, especially the breaching action, where the culminating battle was oddly abstracted. Indeed, I wanted Myth in a sci-fi setting and would still prefer for that to be the case.

However, I have decided to keep my pledge for the time being, hoping that Recon will work for solo-play evenings when I am a bit too tired or hurried to pull out Myth.

It would be helpful for the designers to say a bit more about the relative "weight", complexity and target audiences of Recon compared to both Myth and MERCS, so that we can all make more informed choices. In fact, if MERCS 2nd Edition is truly a streamlined/ refined version of the original game, maybe that's where I need to be aiming my MegaCon dollars.
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I don't understand why they are charging for all the expansions. In Myth all the optional add-ons were extra minis. This time around, they are charging $25 for every expansion..that we unlock? What the heck is the point of extra funding then?
 
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gain wrote:
I don't understand why they are charging for all the expansions. In Myth all the optional add-ons were extra minis. This time around, they are charging $25 for every expansion..that we unlock? What the heck is the point of extra funding then?

All the Myth add-ons weren't just extra minis. I spent $100 on other figures and game content including the elemental boss, the Agents of Darkness, and additional quests that weren't included in the core pledges. Yes, it looks like there will be more add-ons this time around with all the potential mission packs, but it's nothing new from Megacon.
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FacelessYouth wrote:
gain wrote:
I don't understand why they are charging for all the expansions. In Myth all the optional add-ons were extra minis. This time around, they are charging $25 for every expansion..that we unlock? What the heck is the point of extra funding then?

All the Myth add-ons weren't just extra minis. I spent $100 on other figures and game content including the elemental boss, the Agents of Darkness, and additional quests that weren't included in the core pledges. Yes, it looks like there will be more add-ons this time around with all the potential mission packs, but it's nothing new from Megacon.


The stretch goals suck compared to Myth. Initially they stated the first stretch goal is going to be farther away but closer together. Now the stretch goals at 50k apart..The missions honestly look like expansion packs which they are charging for. I think I am going to cancel my pledge. Looks like they are getting greedy.
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gain wrote:
FacelessYouth wrote:
gain wrote:
I don't understand why they are charging for all the expansions. In Myth all the optional add-ons were extra minis. This time around, they are charging $25 for every expansion..that we unlock? What the heck is the point of extra funding then?

All the Myth add-ons weren't just extra minis. I spent $100 on other figures and game content including the elemental boss, the Agents of Darkness, and additional quests that weren't included in the core pledges. Yes, it looks like there will be more add-ons this time around with all the potential mission packs, but it's nothing new from Megacon.


The stretch goals suck compared to Myth. Initially they stated the first stretch goal is going to be farther away but closer together. Now the stretch goals at 50k apart..The missions honestly look like expansion packs which they are charging for. I think I am going to cancel my pledge. Looks like they are getting greedy.

I do agree that the SG pacing is weird. It was $100 to get SGs last time. Now it's $120. We got more minis for some of those SGs too, but with Recon SGs like the Kemvar spy and the Keizai Waza booster we get all new heroes with unique abilities and player boards (I'm assuming). I spent $25 for three Agents of Darkness and 2 quest cards in the Myth campaign. Now I spent $25 for five Sefadu minis, two special employee minis, 5 player boards, 1 office tile, and 10 mission cards. I feel each campaign has its positives and negatives.
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FacelessYouth wrote:
gain wrote:
FacelessYouth wrote:
gain wrote:
I don't understand why they are charging for all the expansions. In Myth all the optional add-ons were extra minis. This time around, they are charging $25 for every expansion..that we unlock? What the heck is the point of extra funding then?

All the Myth add-ons weren't just extra minis. I spent $100 on other figures and game content including the elemental boss, the Agents of Darkness, and additional quests that weren't included in the core pledges. Yes, it looks like there will be more add-ons this time around with all the potential mission packs, but it's nothing new from Megacon.


The stretch goals suck compared to Myth. Initially they stated the first stretch goal is going to be farther away but closer together. Now the stretch goals at 50k apart..The missions honestly look like expansion packs which they are charging for. I think I am going to cancel my pledge. Looks like they are getting greedy.

I do agree that the SG pacing is weird. It was $100 to get SGs last time. Now it's $120. We got more minis for some of those SGs too, but with Recon SGs like the Kemvar spy and the Keizai Waza booster we get all new heroes with unique abilities and player boards (I'm assuming). I spent $25 for three Agents of Darkness and 2 quest cards in the Myth campaign. Now I spent $25 for five Sefadu minis, two special employee minis, 5 player boards, 1 office tile, and 10 mission cards. I feel each campaign has its positives and negatives.


The stretch goals are a bit all over the place. One of them was only $15,000 between, while most seem to be $20,000. And then there was one of $50,000 (to get to a Myth crossover character, which perhaps explains it ).
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To be honest, to those who say I am looking for a Myth game set in the Mercs world, that is not true. No, I'm NOT looking for a sci-fi version of Myth. What I'm looking for is something as good as Myth. Something that is equally brilliant in theme, execution and game mechanics. Which so far Recon has fallen far short of.

If you noticed, many of my concerns with the game has nothing to do with it being unlike Myth, but more with the game itself having elements that doesn't seem to work even if I'm not comparing them against anything. Things like the poor office theme, the lack of character uniqueness, boring, uninspired enemies are all real issues to me even if Myth wasn't in the picture at all. In fact the only reason Myth is being mentioned is that they did such a good job with it, how could they do such a bad one with Recon?

RedMonkeyBoy wrote:
The office vibe works for me - it has a Mission Impossible thing going on. Infiltrate the office, steal the blueprints, zip-tie the company CEO, and get airlifted off the roof. I am just hoping I can photocopy my butt on the way out.

As for characters - not sure where you got the "general grunt" idea from. They show the characters in the teams, and they all seem to be specialists in chosen fields.

As for the enemies - those level 1 guards are supposed to be uninspiring. Imagine those as the security guard who is asleep with his feet up on the desk, or who doesn't even look up from the crossword as you stomp by. Once the threat escalates, the big-hitters come out, including rival MERCs teams (as I understand it).

At the moment, this is looking very interesting to me. I haven't put my money where my mouth is yet though.


If they wanted a discrete espionage thing going on like in Mission Impossible, I'm fine with it. But in Recon the players are not playing infiltrating agents, they are playing heavily armed shock troopers to storm the office. How the hell did they get past the building lobby in the first place? Without the whole security force coming down on them from the get go? And who on earth would bring heavy weapons and armour to storm an office? Wouldn't small, lightweight firearms and gear allowing quick movement and best use of cover be so much more appropriate?

Heck, if they had separate maps to represent the squad fighting their way through to the objective from the street to the lobby to the elevator/stairwell to the office and then making their getaway from the roof etc, it'll sound so much more interesting and plausible!

As for squad composition, ok, maybe they don't have regular grunts and everyone's a specialist. I just hope that there is enough difference between the characters to truly make gameplay unique. Time will tell though..

strayknife wrote:
I think you may have had misplaced expectations about Recon. Sounds like you were looking for a Myth game set in the MERCS world. Recon is much faster-playing and a totally different beast than Myth. It's not about slayinga ton of baddies, gearing up, and scratching the RPG itch. It's about claustrophobic tactics in an environment of escalating threat.

I've played the game a few times and it's a upper fun, elegant tactical game that can be played quickly and is just as interesting solo as it is with friends. The MERCS factions are diverse and each individual MERCS troop has his specialized function. There are no "grunts" on a MERCS team.

All that being said, this game might not be for you. But you also might not be giving it a fair shake because you expected fish and got steak (or whatever metaphor you want to use there).

Again, not looking for a sci-fi Myth, just a good game. I can understand if it is not RPG orientated, and that from what I know there is no character progression. I'm cool with that.

But how does "claustrophobic tactics in an environment of escalating threat" truly play out? An honest question here. Because from what I can see, the opposing enemy starts out really weak, hence not much tactics seem to be required. The game plays fast, which means there may not be enough time for threat to escalate to a point that interesting, tough enemies start appearing. What made your gameplay different? Could you give some examples to shed some light on this topic? Because as of now there's so much that we still don't know about the game, although what we do know has not impressed so far..
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Right. so first of all, concerning stretch goals.

With Myth, by 201,000 funding, we had 1.42 times as many miniatures in the captain pledge per $ spent as the retail version of the game.

Currently in Recon, we have 1.38 times as many miniatures at 201,000 funding, and more tiles/boards & stuff at that same point.

--

Concerning theme. Yes this isn't remotely the same kind of 'epic dungeon sprawl' as Myth, it's a close combat neat-future squad coop. The 'office' theme does look boring at first glance, but for me when I think of Counter Strike & how much fun cs_office is, I can appreciate it a whole lot more - maybe that might help for you?

-

Hope that's of some remote level of helpfulness...
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I get the same feeling. Running around a office block just doesn't sound that interesting, I was hoping for some different locations. The bad guys seem rather drab as well. I really want to like this but so far I am leaning towards not backing it. I have backed Fireteam Zero which looks more interesting in my eyes.

Couple of questions for folk in the know re mercs recon....
Is a campaign included or is it just one off missions?
Does your team "level up" or improve in any way?
Do you have any equipment load outs or get new gear during or between missions?

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Well, it seems to have that Space Hulk vibe going for it, with a streamlined set of actions that you can use via command points, and the ability to link CPs to do combined actions is cool.

At the moment I am just a bit worried about Breach and Clear - I have watched the video and read the rules, and I am not seeing any strategy for those bits of the game, so I am looking forward to hearing more.

The other thing annoying me is that bloody "assistant to the regional manager" character (who is luckily an unnecessary add-on, so can be ignored). Just a personal thing, but I really hate how kickstarters keep dropping in parody characters based on real or fictional characters. Zombicide, Arcadia Quest, Galaxy Defenders... I know a lot of people love that stuff, but it really annoys me, because it "breaks the reality" of the game for me a bit.
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astrastriker wrote:
I get the same feeling. Running around a office block just doesn't sound that interesting, I was hoping for some different locations. The bad guys seem rather drab as well. I really want to like this but so far I am leaning towards not backing it. I have backed Fireteam Zero which looks more interesting in my eyes.

Couple of questions for folk in the know re mercs recon....
Is a campaign included or is it just one off missions?
Does your team "level up" or improve in any way?
Do you have any equipment load outs or get new gear during or between missions?



As far as I know -

No campaigns, no levelling up. I heard mention of a weapons locker you can find, but other than that load-out seems fixed (printed on character cards). Like I said above, it seems to have gone for a more streamlined Space Hulk vibe.
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Alright, let's talk theme.

The theme from MERCS: Recon stems directly from the early works of William Gibson, computer games like Syndicate and Deus Ex, movies like Ghost in the Shell as well as roleplaying games like Cyberpunk 2020 (to the purists out there, sorry for using clips from the reboots instead of original games, but admit that they do look prettier!). In fact, the main thread connecting these different works of fiction is the concepts and themes of cyberpunk that Gibson invented with his book Neuromancer in 1984. In his books we mostly get to see the world from the "punks" angle and they don't really have a good grip on what the megacorps really are up to, but it's obvious that corp warfare is commonplace. Skilled scientists and researchers are prime candidates for kidnappings or defection attempts and this is often done at the hands of armed forces.

Now, move forward in time and take a look at Syndicate, both the original and the reboot, and we have a game where a small team of well armed and equipped corporate agents try to sabotage, steal from or simply spy on competing corporations. The original takes place mostly outside, but in a normal city environment. The reboot they are battling it out in urban slums or factory complexes from time to time, however that is usually not where the people who do the work that are of interest reside. If you want to extract a researcher you can be pretty sure he's going to be in an office. If that office happens to be in a secret location and be swarming with guards doesn't really change the fact that an office looks like an office and there will be regular employees there.

As you breach the building (and who's to say you go in through the front door? Perhaps your camouflaged assault hovercraft simply offloaded you through a window!) the first people you run into are terrified cubicle workers and low level security - the kind of guys who are paid mainly to keep an eye on the employees rather than fight intruders. As alarms start going off more competent forces are rallied from the buildings security center - a local swat force of sorts that the corporation has on retainer for just such events as this. As your team tries to quickly make it to the objective (while probably calling out things like "Time: two minutes!!") these more well equipped forces start to arrive and put up some proper resistance. Then of course, your team are not the only Mercs around... as soon as the alarms went off opposing Merc forces are more than likely heading toward the building in hoveracft of their own. The question is if you can get out in time before the shit really hits the fan!

Or at least, that's how I envisage MERCS: Recon. I grew up with Gibson, Syndicate and Cyberpunk so for me the concept of CQB in an office environment in board game form is more like a dream coming true. Of course there are loads of possibilities for other battlefields in the future, but don't let the office environment scare you off. It's awesome! I can certainly see how it can look boring if you are used to more... extravagant themes with larger than life characters and enemies like Gears of War, 40k, Warmachine or (yes) Myth. Recon is more gritty and is more at the hard end of the sci-fi spectrum.

So perhaps it's mostly a case of expectations not matching the visions of the creators? I think... if you want to get in the right mindset for MERCS: Recon, read the Sprawl Trilogy, play Syndicate and Deus Ex and watch Ghost in the Shell (both the movies and the series).


Theme aside, I agree that the gameplay example video really wasn't all that exciting and I'm also concerned with the Breach and Clear mechanics. Hopefully these were simply not very good examples, and not typical of the game as a whole.
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MrTetsuo wrote:
I would love to know if the general layout of the office is always the same, specially the corridors.


From what they've said:

Only in so far as every non-corridor tile needs to be connected to a nearby [within 1 zone orthoganally or diagonally] corridor. IIRC the tiles range from 1x1 to 3x3 zones.

One the Characters are bland what's been shown so far makes each of the Mercs to be almost as distinctive as the Commandos in Level 7: Omega Protocol.

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dahak wrote:
MrTetsuo wrote:
I would love to know if the general layout of the office is always the same, specially the corridors.


From what they've said:

Only in so far as every non-corridor tile needs to be connected to a nearby [within 1 zone orthoganally or diagonally] corridor. IIRC the tiles range from 1x1 to 3x3 zones.



And all offices are 8x8, to fit within the frame.
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Myth KS was just so exciting and this one is "meh". In fact I wouldn't even look at this if it wasn't for myth. That said, I'm pledged and taking a wait and see attitude. Cardboard doors as stretch goals are boring to say the least. They should be part of the base game and plastic doors should be the stretch goal. I dunno. We will see I guess. But to answer the OP question, you are not alone.
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rvrratt wrote:
Myth KS was just so exciting and this one is "meh". In fact I wouldn't even look at this if it wasn't for myth. That said, I'm pledged and taking a wait and see attitude. Cardboard doors as stretch goals are boring to say the least. They should be part of the base game and plastic doors should be the stretch goal. I dunno. We will see I guess. But to answer the OP question, you are not alone.


The cardstock door thing is a bit rough for a $25,000 stretch. And you only get 8, when I suspect you will need a lot more (a lot of rooms seem to be 1x1 size, and they all need a way to get into them).

I also find the OPFOR situation strange. Why are there no level 1 security force miniatures in the base game boxes? I understand why worker miniatures were not included, but it seems like the guards should have been in there from the start.
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Cogdiz wrote:

Alright, let's talk theme.

The theme from MERCS: Recon stems directly from the early works of William Gibson, computer games like Syndicate and Deus Ex, movies like Ghost in the Shell as well as roleplaying games like Cyberpunk 2020 (to the purists out there, sorry for using clips from the reboots instead of original games, but admit that they do look prettier!). In fact, the main thread connecting these different works of fiction is the concepts and themes of cyberpunk that Gibson invented with his book Neuromancer in 1984. In his books we mostly get to see the world from the "punks" angle and they don't really have a good grip on what the megacorps really are up to, but it's obvious that corp warfare is commonplace. Skilled scientists and researchers are prime candidates for kidnappings or defection attempts and this is often done at the hands of armed forces.

Now, move forward in time and take a look at Syndicate, both the original and the reboot, and we have a game where a small tame of well armed and equipped corporate agents try to sabotage, steal from or simply spy on competing corporations. The original takes place mostly outside, but in a normal city environment. The reboot they are battling it out in urban slums or factory complexes from time to time, however that is usually not where the people who do the work that are of interest reside. If you want to extract a researcher you can be pretty sure he's going to be in an office. If that office happens to be in a secret location and be swarming with guards doesn't really change the fact that an office looks like an office and there will be regular employees there.

As you breach the building (and who's to say you go in through the front door? Perhaps your camouflaged assault hovercraft simply offloaded you through a window!) the first people you run into are terrified cubicle workers and low level security - the kind of guys who are paid mainly to keep an eye on the employees rather than fight intruders. As alarms start going off more competent forces are rallied from the buildings security center - a local swat force of sorts that the corporation has on retainer for just such events as this. As your team tries to quickly make it to the objective (while probably calling out things like "Time: two minutes!!") these more well equipped forces start to arrive and put up some proper resistance. Then of course, your team are not the only Mercs around... as soon as the alarms went off opposing Merc forces are more than likely heading toward the building in hoveracft of their own. The question is if you can get out in time before the shit really hits the fan!

Or at least, that's how I envisage MERCS: Recon. I grew up with Gibson, Syndicate and Cyberpunk so for me the concept of CQB in an office environment in board game form is more like a dream coming true. Of course there are loads of possibilities for other battlefields in the future, but don't let the office environment scare you off. It's awesome! I can certainly see how it can look boring if you are used to more... extravagant themes with larger than life characters and enemies like Gears of War, 40k, Warmachine or (yes) Myth. Recon is more gritty and is more at the hard end of the sci-fi spectrum.

So perhaps it's mostly a case of expectations not matching the visions of the creators? I think... if you want to get in the right mindset for MERCS: Recon, read the Sprawl Trilogy, play Syndicate and Deus Ex and watch Ghost in the Shell (both the movies and the series).


Theme aside, I agree that the gameplay example video really wasn't all that exciting and I'm also concerned with the Breach and Clear mechanics. Hopefully these were simply not very good examples, and not typical of the game as a whole.

I understand your vision above, and I agree it is cool if implemented correctly. I played Deus Ex a long time ago, and love the Ghost in the Shell series. But look at Mercs Recon and tell me that it is anywhere nearly as cool as any of the stuff you mentioned.

I suppose the office theme could work, but for it to work it must be interesting. An office that looks appropriately high-tech/futuristic with features that make it into an interesting battleground. In Recon, the office layout looks almost completely like what you'll expect in an office of today. It's just so.. boring... Really, I mean, just look at the map tiles... If the office is just one layout out of many, I can live with that. But if it is the ONLY layout for the game, then it is a big problem if said layout is so totally generically stale..

And in a theme like this, it is even more important that both the player characters and enemies are interesting. If anything, it requires characters that are even more "larger than life" then in other themes. The links you provided say the same thing. Who would a corporation send to perform such tasks but the most capable, skilled, kick-a$$ agent that money can buy?

And for the enemies, yes, having enemy Mercs showing up is cool. But from what I understand, if players play the game well, they would have kept their threat low, killed off the few office security guards that they have encountered, and completed the objective (whatever it may be) without their threat ever building up enough for opposing Mercs to appear. So essentially they went in, swatted a few flies, and got out.

The game actually rewards game play that seeks to avoid having the cool stuff (i.e. tougher, cooler enemies) appear. No incentive at all to want to fight the tough enemy Mercs; no loot, no VPs, no character progression. Stick your head down and be content killing off some lowly Opfor. How is a game like that fun?

Any theme can be interesting, so long as it is implemented well and that the player can connect with the theme. In Recon, the theme is poorly fleshed-out and even more poorly implemented. I'm really not feeling it.
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You do know the game has modular map tiles right?
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RedMonkeyBoy wrote:
You do know the game has modular map tiles right?

Was that directed at me?

If yes, how does this change anything? Modular maps consisting of boring tiles individually will just give you many combinations that are all equally boring and generic.

Also, besides doorways and blocking LoS, I don't see any mention of the map tiles actually allowing players to interact with the environment.
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shortlegs wrote:
RedMonkeyBoy wrote:
You do know the game has modular map tiles right?

Was that directed at me?

If yes, how does this change anything? Modular maps consisting of boring tiles individually will just give you many combinations that are all equally boring and generic.

Also, besides doorways and blocking LoS, I don't see any mention of the map tiles actually allowing players to interact with the environment.


You said if the layout is only one of many you can live with that, but if it is the only layout that is a big problem. I am confirming to you that the map is modular.
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