Recommend
10 
 Thumb up
 Hide
12 Posts

Chronicle X» Forums » General

Subject: Summary from the Q&A session on January 3, 2018. rss

Your Tags: Add tags
Popular Tags: [View All]
Leif Stensson
msg tools
mbmbmbmbmb
I will be putting summaries of the answers we got in the Q&A session here. I posted these gradually, and edited it to add in new answers gradually as I went through my notes and rewatch the session again, but I've finished now, so I'm adjusting this initial comment as well.

There were several questions that were asked more than once, or that overlapped each other, and got answered in bits and pieces here and there, so I'll be summarizing the answers rather than trying to write down a full literal transcript.

---

Q: About how much time it takes to play campaign mode?

A: Can vary a lot with how many missions are needed (minimum is 6, but could require more), but "expect an afternoon". Individual mission are expected to take 30-45 minutes.

---

Q: How will the solo/co-op mode work?

A: The solo/co-op mode will almost its own separate game, with its own narrative. Instead of the Reclaim Earth story in the versus mode, in the solo/co-op mode, the human space station is losing energy and needs to be repaired/defended, and the missions will be related to that. The mission cards will be the same for the humans, but the aliens will have different mission cards in solo/co-op mode. (Mission cards are drawn randomly as in versus mode.)

Instead of the world map, there will be a space station tracker keeping track of your progress.

Each alien will have its own preprogrammed behaviour that it uses once it's revealed, and there can be a primary behaviour, an secondary behaviour, and so forth. But as long as it's a blip, it will just patrol around.

The AI mode will get a lot of room to evolve in the development process.

---

A: How will the alien army selection work in solo mode?

Q: There'll be some sort of random selection. It's still a basic idea, the stretch goal was just unlocked.

---

Q: How will the extra heroes (KS SG, expansions, etc) fit into the game?

A: There always has to be six heroes on the mission, but there will be a special room in the space station that allows swapping heroes between missions.

---

Q: What do the expansions add?

A: They add environment differences, new obstacles, etc.

---

Q: How does the versus mode campaign work?

A: You can run whole campaigns where you're taking back the world.

---

Q: How does LOS (line of sight) work?

A: The usual way; you have to be able to draw a straight line from shooter to target, without hitting walls or obstacles.

NOTE ADDED LATER: LOS is described in the already published rules draft, and you have LOS if you can draw an uninterrupted straight line from anywhere in the shooting mini's square to anywhere in the target mini's square.

---

Q: Will there be an option for some kind of "final battle" mission?

A: There are plans for something like that, with a final attack on the space station, for a more cinematic ending. But it's in early development, so there aren't much details yet.

NOTE ADDED LATER: One of the final stretch goals was later revealed to be an XXL Overmind mini plus extra map tiles representing the alien mothership. This is probably meant for use in a "final battle" mission.

---

Q: Describe your overall vision for the game!

A: We want to do something that appeals to a wide range of gamers. We want it to be simple both for people picking up this kind of game for the first time, but with enough depth for good replay value. "Quick to learn, lifetime to master" sorts of thing.

---

Q: Overwatch mechanic?

A: Might be added. We're looking into it. We might not be using that name for it, though.

---

Q: Will the aliens be able to upgrade?

A: Aliens will be able to "upgrade" by going into different missions with more build points, so they'll have a wider range of points to spend, and a wider range of aliens. So you might start off with just a couple of grays and a few commanders, and then in later missions you can start bringing in specialists.

---

Q: How does the game change with the progression of the campaign? How are late missions different from early missions?

A: There's more fights as the far as the heroes are concerned. As the campaign progresses, it's organically getting tougher. For example, later in the campaign, you'll be going up against XXL aliens. And to deal with that, you'll be getting access to more rooms in the space station.

---

Q: Will there be any time limit for missions?

A: I don't think there are any plans for directly timed missions, but there may be some missions that have a limited number of turns before they fail for one side.

---

Q: Will there be moral decisions affecting gameplay? Like making a choice to leave someone for dead?

A: Not exactly. When someone goes down, you take them back to the space station to heal, which may take some time, and they may miss the next mission.

---

Q: Is it possible to revive fallen heroes during a mission?

A: The mechanics don't quite work that way. The heroes don't die during missions, they just get taken back to the base, and can be healed there.

---

Q: Didn't you start this Kickstarter in too much of a rush?

A: That's for Archon to answer...

---

Q: Is the single-player mode viable enough to justify buying the game?

A: Yes, it will be a full-length campaign just as the versus mode.

---

Q: Will there be a print-and-play at some point?

A: I believe there will be. But I don't have a timeframe for that, though.

---

Q: Will there be 3D like shooting from a roof?

A: Not as yet... but never say never. Right now, everything is based on ground level, but we're keeping our eye on everyone's suggestions. If the games get popular enough, there's no reason why expansions can't explore such things.

---

Q: Do you have plans for rigorous playtesting?

A: Yes, we do! They way I see it, a game must get rigorous playtesting.

---

Q: Is it possible to start a campaign from the alien side?

A: No, there are no plans for that as yet. ... I assume you mean starting as an alien trying to take over the world against a hero AI? The standard campaign is strictly player versus player, where both the heroes and the aliens are trying to win.

---

Q: Will the game be available for purchase after the Kickstarter?

A: I don't know, I work on the design. You have to ask Archon about questions about sales and such.

---

Q: One of the expansions adds an underwater environment. Will there be any special mechanics associated with that, or is it just flavour?

A: There will be underwater rules. There will be rules about drowning. There will be underwater items that help you. There will be an alternative way of deploying.

---

Q: Do you have to play the solo campaign with six heroes?

A: Yes, at least for now, the game is balanced for six heroes.

---

Q: So you can play with six people against the solo AI?

A: Yes!

---

Q: Will the game feature a drop-in-drop-out mechanic? A way of "saving the game"?

A: Well... There's no reason why you shouldn't be able to write down stats and things for later use, and the player boards have dials so they can be put away as they are.

---

Q: Why are there trees?

A: The trees are part of the environment, but could also be used as objective tokens for some mission. The aliens could come and "salt the Earth", destroying resources, something like that. Trees also block movement and line of sight, but can be destroyed.

---

Q: Is there any chance that the heroes may receive additional slots for items?

A: We have found the current solutions works very well, and prevent players from stockpiling tons of items. We're still evaluating it, though, so maybe something comes up in the future. But as it stands right now, it seems to work fine. Also, keep in mind that each hero has its own special item from the start.

---

Q: Could you tell us a bit about the broken walls tokens? When are the used in the game?

A: For example, when larger units want to move through a gap that's only one space wide, they may have to destroy a wall to widen the game so they can get through.

---

Q: Do the blip work about the same way as in AvP?

A: Yes, it represents something you can see on a scanner.

---

Q: Will the game come with an in-depth backtory for the aliens and humans?

A: Yes, I think there's a team of writers working on that.

----

Q: Can broken walls made by Bryce be used by other characters?

A: Ah, no, that's a special ability. We will probably change the name of Bryce's "Punch through the wall" ability now that we've introduced broken walls as a general concept. But a "broken wall" hole made by a big alien can be used by anyone.

---

Q: Will it be possible for the heroes to destroy things, like with grenades? Area-of-effect skills?

A: We're working on grenades, they will probably be added. Also concussion grenades that can stun, and such. Maybe also stuff like flamethrowers.

---

Q: Is there talk about a cover system?

A: There are areas you can get into that give you cover, as in buffs your defence.

---

Q: Will ammunition be limited?

A: No, not for the normal weapons, but special item may be single use.

---

Q: Can the aliens mind-control character to make them attack their friendlies?

A: Not as yet, but there might be some nastier alien overlord type that can do something like that. But I think it could be very overpowered, so we have to be careful about that.

---

Q: Can the aliens mind-control character to make them attack their friendlies?

A: Not as yet, but there might be some nastier alien overlord type that can do something like that. But I think it could be very overpowered, so we have to be careful about that.

---

Q: Can you tell us more about the "base of operations system" because I don't get how it impacts the game when I play the campaign?

A: You start with just a few rooms, the HQ and a stock room where you can store items. As you gain scrap materials, you can start building new rooms providing new benefits for the heroes. There are many such rooms; one I really like is one that allows you to be more flexible during missions, and don't have to follow the pattern move-and-action.

---

Q: What is the intended game footprint (space it's going to take to play on a table)?

A: I don't know exactly, I'm just working with a prototype. You have to ask Archon for precise measurements.

---

Q: Is crafting at base during missions something that happens frequently?

A: That's up to you. You can spend your scrap on either building new rooms, or upgrading items.

---

Q: Is there a limit to how big a base can be?

A: No, we've generally found that as never go higher than twelve rooms. But they can be any size you want.

---

Q: Have you playtested this one-versus-one?

A: Yes, that's something we playtest a lot! It's really fun!

---

Q: Will aliens and heroes have different colours?

A: Not that I know; right now they're all gray. But again, anything about components and such, you have to ask Archon.

---

Q: How does hero levelling up work?

A: You do that by spending scrap. Rather than building a room or upgrading an item, you can upgrade a hero's signature equipment. They can't be destroyed or lost, unlike items.

---

Q: Will the expansions have their own campaign?

A: They won't have their own overall narrative, but I believe there's plans to increase the map size. So the expansions can alter the campaign, but it's still the same alien invasion story.

---

Q: Are there different difficulty levels of the same aliens?

A: No, the difficulty increases when the Overmind gets more points to spend, and a wider choice. So the heroes will be fighting more and tougher aliens.

---

Q: Do you [humans] keep your base during the game, or do you need to rebuild it again and again?

A: No, you keep your base, and it will be full of cool stuff at the end!

---

Q: Are there any rescue mission mechanics or specific item objectives?

A: Yes, there will be VIP rescue missions and such.

---

Q: Will the heroes have PSI abilities?

A: Not as we've planned it now. It's mostly technology based, and if you've seen the artwork, you'll see why we've chosen technology based, because it's really cool!

---

Q: Can the hero base be attacked?

A: It will be attacked in solo mode.

---

Q: Will the resources gained by either side be variable depending on who wins a mission?

A: It depends on how well the heroes do. Who wins reflects how much equipment the heroes gets. But they'll always get some bits of equipment. But the better they do [in missions], the better they'll do in terms of resources.

---

Q: What is the "twilight tracker"?

A: That's from the Area 51 expansion. It tracks the daylight. As the game progresses, the dial moves, and the harder it gets to see.

---

Q: What about the alien side [for crafting]?

A: The alien side don't craft anything.

---

Q: Do you have any idea if Chronicle X is going to be published in Brazil?

A: I don't know. You have to ask Archon.

---

Q: Can you upgrade your weapons like in LOAD?

A: Yes. The heroes can upgrade their signature equipment, and there are some items that can be upgradeed.

---

Q: So all aliens are available for Overmind at the beginning of the game?

A: Yes, for now. It's a nice idea to have unlockable aliens, and we're keeping our minds open. It's our experience so far that you're not going to see every kind of alien early on, so as the heroes, you'll see different heroes as the campaign progresses.

---

Q: Is there any special game mechanic you're especially fond of or think makes the game especially good?

A: I like the hero dials, that changes the hero's stats as the hero take damage.

---

Q: Have players [in your playtesting] stuck with the same heroes throughout the game?

A: It varies. Some are really fond of some hero, and others want to try different ones.

---

Q: Are there some items that heal our friends on the battlefield?

A: Yes, there's lots to be found. And you've got a medic.

---

Q: Will the XXL aliens move differently with their large bases?

A: Yes. They are slower. They can also attack walls to break them down, so they can get in.

---

Q: Will range have effect on the attack value?

A: Yes. For example, snipers are good at long range.

---

Q: Can you give examples of both items that aren't stat modifiers and an upgradeable item?

A: Yes! My favourite are the armour-piercing bullets that can go through walls. There's also a kind of mobile phone that allows someone to get an extra action even after they've already activated.

---

Q: So what can the alien do to progress, when the heroes get upgrades etc?

A: The alien player has special missions. They're really sneaky. "Salting the Earth", blocking roads, that kind of thing.

---

Q: What can you tell about [the hero character] Pentagon's skills?

A: He might have some alien psychic power. There's plenty of scope for that!

---

Q: Can all heroes use all items?

A: Yes... We're working on an idea where there may be some limitation, but it works fairly well the way it works now...

---

Q: What changes are you working on right now?

A: Well, there's that overwatch mechanic. And a mechanic that gives a buff to the aliens if the heroes choose too many consecutive easy missions. These are things I'm playing about with. But we're fairly far along with the core mechanics.

---

Q: Can you answer more questions after the Q&A? In the KS forum?

A: Yes. Please tag them with "@Glenn:" so I can easily see them.
18 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Thrawn 007
msg tools
Thanks for compiling!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chris J Davis
United Kingdom
London
flag msg tools
designer
badge
Overtext pending moderation...
Avatar
mbmbmbmbmb
Nothing about changes to the world map?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Leif Stensson
msg tools
mbmbmbmbmb
bleached_lizard wrote:
Nothing about changes to the world map?

I don't think so, except for the mention-in-passing that the underwater expansion might provide a larger world map that includes underwater areas as targetable zones (if I understood that answer right).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Bryce K. Nielsen
United States
Elk Ridge
Utah
flag msg tools
Avatar
mbmbmbmbmb
lstensson wrote:

Q: How does LOS (line of sight) work?

A: The usual way; you have to be able to draw a straight line from shooter to target, without hitting walls or obstacles.

Heh, that doesn't really tell us much. Is this center to center? Corner to Corner? Any part to any part? etc.

-shnar
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Leif Stensson
msg tools
mbmbmbmbmb
shnar wrote:
lstensson wrote:

Q: How does LOS (line of sight) work?

A: The usual way; you have to be able to draw a straight line from shooter to target, without hitting walls or obstacles.

Heh, that doesn't really tell us much. Is this center to center? Corner to Corner? Any part to any part? etc.

-shnar


Yeah, these kind of Q&A sessions aren't so great for questions about very specific details, since it's difficult for the person who answers to know exactly what context the person asking has in mind, when dozens of people are flooding them with questions.

Also, the alpha draft rules actually already contain a decent description of how line of sight works in the game, so I can understand how Glenn might have thought the question just asked about what "line of sight" was as a general game concept.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Thrawn 007
msg tools
bleached_lizard wrote:
Nothing about changes to the world map?


Didn't sound like anything major. However, something is being worked on to prevent the "always pick green" dilemma. Just not solved yet.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Grzegorz K
Poland
flag msg tools
As I remember about LOS from comments (?) section is that LOS is from any place of one field to any place of other field. So yea, if someone hides behind the corner of building, you can "peek" behind the corner and shoot him unless he is any further than 1 (?) field away that LOS cannot be made
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Leif Stensson
msg tools
mbmbmbmbmb
Yes, here's what it says in the alpha draft rules:

Quote:
In order to attack another model or flip a blip line of sight must be drawn. Line of sight is a straight line drawn from any part of the attacking model’s square to any part of the target model’s square. If this line is uninterrupted by terrain that blocks line of sight then the attack can proceed or, in the case of blips, the blip is flipped. If the line cannot be drawn without interruption then the attack cannot proceed and blips will not be flipped as result of the model’s actions. Terrain that blocks line of sight is shown on the board as thick white lines.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
John S.
United States
Wisconsin
flag msg tools
mbmbmbmbmb
Thank you for compiling this Q&A. I'm very excited for this game.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kerry Saunders
msg tools
badge
Avatar
more info on LoS
Glenn also made a comment about LoS in the comments

Glenn Allan wrote:
Regarding a query about LoS when at a building corner. As it stands, as long as an attacking model can draw LoS to a part of the square, that model is a viable target. This represents them peering out from the corner of the building or whatever they are adjacent to.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dimitri Hendrix
Netherlands
Geleen
Limburg
flag msg tools
mbmbmbmbmb
This answers alot of my questions and IMHO, it looks like they are working on a very divers game, since playing Xcom in the 90's I am looking for something like this.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.