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Xia: Legends of a Drift System» Forums » General

Subject: Ideas for the next expansion rss

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Aarón Maturana
Spain
Valencia / Valladolid
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Howdy!

I was thinking about some new stuff that this awesome game could handle in order to enrich even more the gameplay possibilities. This is just some brainstorming, not all (if any) points could fit properly in the theme or in the game mechanics, but I thought that sharing them could be fun.

1- Improve mining. Modules that could gather twice the stuff or improving the odds of taking it.

2- Very low level NPCs pirates that are easy to kill but they gather themselves in groups. Killing a whole group could give FP. These pirates are attracted by cargos with stuff, just like the Scoundrel. (Maybe miners could hire mercenaries, even players, to scout them while they mine).

3- Scavenging destroyed ship debris. Each time a pirate or a player gets killed, debris are placed in the location. With the proper module or job you can scavenge the debris to pick stuff.

4- Lawful collaboration. It could be fun to play as a hyper lawful character and working hand by hand with the Enforcer in order to hunt criminals without mercy (NPCs and players), gaining some advantages and cool benefits with killing sprees.

5- Hacking. Messing around with other players electronics, energy levels, planetary shields or other tricky stuff in order to gain benefits in combat, easing the escape from a tight situation or bypass security measures.

6- (Crazy idea) Industry. Maybe it could be fun to operate your own station in which players could repair their ship or make some modifications (for a high price). This infrastructure could let you create your own (even exclusive!) modules, as long as you have the proper materials and cash, and sell them to NPCs or even players. (Only one station per game).

As you may have notice, many of these issues may recall to EVE Online, a videogame from which XIA could get a lot of inspiration from!


A pair of minor luck issues that I'm not a fan of are:

1- I feel the movement in this game is not consistent enough. You can't trust your engines too much. I'm OK with a little of randomness in combat, but movement should be much more reliable. I now that with the expansion, the engine mini-modules solve this issue greatly, but it feels more like an imposition to the player than a choice; they are just too good.

2- A natural 20 roll = FP. It just feels so wrong to me. House ruling this one getting rid of it.

Thank you so much! Keep up the good work!
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Felix Lastname
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I particularly like suggestion 3. 2 seems neat, but tricky to pull off. I'm neutral on 1, so, why not.
Can you spell out a little more how you imagine 4 and 5 to work?
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Aarón Maturana
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Sure!

Well, I thought 1 in order to encourage players to mine more or more efficiently. Any other way other than modules could work just fine.

About 5, I was thinking about electronics warfare modules that you could install in your ship just like guns or torpedoes; that could let you do out-of-the-box things like energy stealing, engine or shield disruption (the target next roll value divided per 2), tamper the Enforcer sensors so he can't follow you for some turns, deactivate planetary shields for a turn... Maybe some ships could be hacking specialists so they can push this skills further.

About 4, maybe collaborating officially with the Law (with a proper exam so you could be worthy) you can commit petty crimes with immunity, confiscate goods to other players, gain the right to charge a toll to the merchant or even other players when they pass through some sector... As long as you stay lawful and you keep destroying criminals at a high rate. You could even gain combat bonus when you are near the Enforcer or when you are targeting the same ship.

I don't know, just some crazy stuff to brainstorm with. I'd love to read more stuff from other people!

Thank you so much for replying.
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Ivan Alaiz
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What I would love to see in the next expansion is something related to captains and crews in the ship, rehaul the title system as well, we could achieve much more with that.

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Trogdor The Burninator
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Regarding #3. I made hex shaped tokens for that exact purpose. Printed the Debris Field graphic, glued it to artist board, then cut it to size.

Any time a ship is destroyed (NPC's included), it's replaced by a debris token which now covers over that single hex. Whatever area that was underneath, is now destroyed by the explosion. This means that Buy/Sell spaces can be wiped off the board. Debris hex's have no effect on Planetary Shields, it cannot create an opening in the shield.
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Peter Cobcroft
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I'm concerned with 2. Players currently occasionally forget to move npc ships. Having more could compound the problem with too many independently moving objects.
 
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Tyinsar -
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AaronMC wrote:
...As you may have notice, many of these issues may recall to EVE Online, a videogame from which XIA could get a lot of inspiration from!...

The thing is that Eve Online is one ongoing game that a massive number of players have played for years. That lets them put in a ton of things that are hard to fit into a single 1-3 hour gaming session.

...

That said, What I'd really like to see is some kind of Empire takeover that the players would have to fight against. Items to supply to both civilian populations (to get them on your side) and to rebel bases would encourage mining and harvesting (esp. with Vagabond). Blockades to run and such would encourage stealth (hoping through planetary shields in Ghoststalker & Cold Phoenix). And of coarse there would be many opportunities for combat aided by many of the other ship powers. What would be really interesting is that players could specialise in certain roles and combine abilities in new ways (like using Persistent Memory as a towed gun attached to Lone Drifter).

What I'd aim for is having the players feel like Han Solo or the crew of the Serenity. Lets call it STARblankFLY
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Jonathan West
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I think that the game is a lot about luck and is meant to be - it's a fundamental part of it. If you want a more deterministic space explore game you would be better rewarded elsewhere.

So a 20 roll giving FP for a d20 is great - it may seem overkill when the 20 also gives a special ability - but then earning fame for pulling off some incredible feat makes thematic sense!

I agree about movement generally - I generally hate roll and move games - but if you use the two dice house rule (roll a smaller die along with the main die) it is still variable but less so. So rolling two dice, taking higher, and then using GTS as well gives some predictably with enough randomness to suit the game. (I roll a D4 with D6 rather then two D6 - as with higher dice rolling a smaller one feels right.)
 
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Randy D

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AaronMC wrote:
1- I feel the movement in this game is not consistent enough. You can't trust your engines too much. I'm OK with a little of randomness in combat, but movement should be much more reliable. I now that with the expansion, the engine mini-modules solve this issue greatly, but it feels more like an imposition to the player than a choice; they are just too good.

I have felt the same way about movement.

However, there is a very simple houserule that makes the game actually go quicker, easier to plan ahead, while also increasing player options and appealing to both plan-aheaders and risk-takers alike. And that is to simply allow players to choose to either roll the corresponding die and take its value like normal OR simply take the average value instead. So if a player would normally roll a D8 for engines, they could choose to either roll the D8 OR simply accept a value of 4. This allows players to plan their moves in advance, making turns go more quickly.

This could be applied to all outfits for which you would normally roll, however, I don't mind the anticipation in battle of rolling dice. It's mostly the simple movement that got very frustrating when I always rolled 1's on a D12 engine while my opponent always rolled 6's on his D6 engine. In that case, you really can't do anything and that's no fun.

Another thing I strive for in houserules is simplicity -- it should not add more steps or time required. The proposed solution actually provides the player with an interesting choice which, when taken, actually speeds up the game since players can plan their moves ahead of time and it is simpler because you skip the die-rolling altogether. Also, I know I don't feel as bad if I choose to roll and get all 1's because it was my choice and I felt the situation was worth the risk, but it was still my decision and I have that control.

Adding an extra die so that players may take the better of the 2 rolls is not my favorite solution since you can still get bad rolls and it introduces more die rolling (the game does not need more die-rolling) which takes more time.
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