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Shadows of Brimstone: City of the Ancients» Forums » General

Subject: Intelligent beings rss

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Philippe Franck
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Anybody has an idea how FFG plans to manage "intelligent" beings like humans for example ? I know it's not required yet, the closest to humans we get is Zombies.

But with the Trederran coming, there will be intelligent beings that not just run to contact while being shot at. I'm supposing they will be smart enough to get to cover and shoot from there.

The reason I'm asking is I believe a "Shadows of Arulco" would be really cool. It's applying the Shadows Of Brimstone boardgame system to the Jagged Alliance video game background.

But to do that, there needs to be decent IA for the enemies or they would just blindly run under enemy fire.
 
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Steve R Bullock
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I've read nothing about how they plan to manage intelligent beings.

It might be something so simple as a reactive dice roll if attacked.

Hopefully it is something neat and easy, not too complicated.
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Big Willy's Taxidermy
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When Jason was doing the Expanded Town preview at GenCon, the mission he demoed used Trederan Raiders attacking the large town combat map. He talked about using an AI deck to have the mobs attack with a little more brains than normal since they were primarily ranged attackers. I didn't see this AI deck, he just mentioned how sometimes the mobs would, based on the AI card drawn, now move toward the nearest enemy and shoot and sometimes they would seek cover before shooting, including backing up to the limit of range before shooting.

- John
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Ondrej Kocnar
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pfranck wrote:
Anybody has an idea how FFG plans to manage "intelligent" beings like humans for example ? I know it's not required yet, the closest to humans we get is Zombies.

But with the Trederran coming, there will be intelligent beings that not just run to contact while being shot at. I'm supposing they will be smart enough to get to cover and shoot from there.

The reason I'm asking is I believe a "Shadows of Arulco" would be really cool. It's applying the Shadows Of Brimstone boardgame system to the Jagged Alliance video game background.

But to do that, there needs to be decent IA for the enemies or they would just blindly run under enemy fire.


Jagged Alliance is my favourite game and boardgame adaptation could be nice. But Shadows system is very poorly eguipped for that IMO. Jagged Alliance is one of the most tactical games out there, Brimstone just a silly dungeon crawl romp.
You might want to check out my "Brimstone tactical" variant though.
 
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Philippe Franck
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Ychor wrote:
When Jason was doing the Expanded Town preview at GenCon, the mission he demoed used Trederan Raiders attacking the large town combat map. He talked about using an AI deck to have the mobs attack with a little more brains than normal since they were primarily ranged attackers. I didn't see this AI deck, he just mentioned how sometimes the mobs would, based on the AI card drawn, now move toward the nearest enemy and shoot and sometimes they would seek cover before shooting, including backing up to the limit of range before shooting.

- John


Awesome. And it totally makes sense. Thank you.
Did anyone notice every time Jason faces a design issue his answer is "let's add another deck of cards !". Pure genious.
 
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Adam Canning
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pfranck wrote:
Anybody has an idea how FFG plans to manage "intelligent" beings like humans for example ? I know it's not required yet, the closest to humans we get is Zombies.


I'd suggest Darkstone Brutes, Void Sorcerors and Tredarran Raiders are all closer to human than the walking dead.
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Daniel U. Thibault
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The obvious solution is to have another player run them as the opposition.
 
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Ondrej Kocnar
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pfranck wrote:
Ychor wrote:
When Jason was doing the Expanded Town preview at GenCon, the mission he demoed used Trederan Raiders attacking the large town combat map. He talked about using an AI deck to have the mobs attack with a little more brains than normal since they were primarily ranged attackers. I didn't see this AI deck, he just mentioned how sometimes the mobs would, based on the AI card drawn, now move toward the nearest enemy and shoot and sometimes they would seek cover before shooting, including backing up to the limit of range before shooting.

- John


Awesome. And it totally makes sense. Thank you.
Did anyone notice every time Jason faces a design issue his answer is "let's add another deck of cards !". Pure genious.


Is it irony? :)
Not everything can be solved by adding a deck of cards.
 
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okocnar wrote:
pfranck wrote:
Ychor wrote:
When Jason was doing the Expanded Town preview at GenCon, the mission he demoed used Trederan Raiders attacking the large town combat map. He talked about using an AI deck to have the mobs attack with a little more brains than normal since they were primarily ranged attackers. I didn't see this AI deck, he just mentioned how sometimes the mobs would, based on the AI card drawn, now move toward the nearest enemy and shoot and sometimes they would seek cover before shooting, including backing up to the limit of range before shooting.

- John


Awesome. And it totally makes sense. Thank you.
Did anyone notice every time Jason faces a design issue his answer is "let's add another deck of cards !". Pure genious.


Is it irony?
Not everything can be solved by adding a deck of cards.


Pretty positive it was sarcasm.
 
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Philippe Franck
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Fizzletop wrote:

Pretty positive it was sarcasm.



Actually no. I tried to imagine several special rules and going with cards beats them all by far.
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Ondrej Kocnar
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pfranck wrote:
Fizzletop wrote:

Pretty positive it was sarcasm.
;)



Actually no. I tried to imagine several special rules and going with cards beats them all by far.


In this case it looks like OK solution and I am looking forward to it.
Generally I don´t think this is a good solution for all game design problems :)
 
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Ondrej Kocnar
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dahak wrote:
pfranck wrote:
Anybody has an idea how FFG plans to manage "intelligent" beings like humans for example ? I know it's not required yet, the closest to humans we get is Zombies.


I'd suggest Darkstone Brutes, Void Sorcerors and Tredarran Raiders are all closer to human than the walking dead.


There are some human bandits planned too.
 
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Adam Canning
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okocnar wrote:
dahak wrote:
pfranck wrote:
Anybody has an idea how FFG plans to manage "intelligent" beings like humans for example ? I know it's not required yet, the closest to humans we get is Zombies.


I'd suggest Darkstone Brutes, Void Sorcerors and Tredarran Raiders are all closer to human than the walking dead.


There are some human bandits planned too.


The figures listed were ones previewed at Gencon. So some people already have how they work, I missed the Trun Hunters and the Serpentmen and possibly the Harvestors.

On top of them we might expect The Cultists of the Red Hand, The rest of the Scafford Gang, the Bandits, Belial, Succubi, The other Tredarran's, Black Fang Tribe, Flesh Stalker, Wasteland Scavengers and possibly the Ancient One, Vampires, Werewolves, Lost Legion and Undead Gunslinger to be more sapient than the Walking Dead.
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