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Forlorn: Hope» Forums » General

Subject: Forlorn: Hope poll rss

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Mike Bourgeois
Canada
Victoria
British Columbia
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Just a few questions for you to answer.

Poll
1. Do you want an additional environmental issue of gravity fluctuations?
Yes.
No.
2. Should the gravity loss be permanent or fluctuate. (varies due to roll at the beginning of a turn)
Make them permanent.
Allow them to fluctuate depending on a die roll at the start of a turn.
3. Should Xenos be accustomed to Zero-G?
Yes.
No.
4. If the Xenos are not adapted to Zero-G then how would you penalize them?
Loss of combat effectiveness.
Loss of movement if movement roll isn't made for each Xeno's move.
Spawning is affected by gravity loss and 1/2 spawn rate is adopted.
Other. (you suggest below)
5. Marines have adapted to Zero-G movement by using magnetic soles on their footware. Should this affect their movement and if so how?
No effect.
Yes effect with movement rate halved.
Yes effect with only orthoganal movement.
Other. (suggest below please)
6. How should Zero-G affect combat for both Marines and Xenos?
Both Xenos and Marines attack at a -1 to die roll.
Gunners must not move if they're going to fire as the recoil will rip them from their magnetic cling. (they must 'Plant' themselves.)
Flamers cannot fire unless other marines at least one space away (to the rear) due to flame gel doing weird things in Zero-G.
Blaster Xenos blast effect now fans in Zero-G meaning that you can hit 2 adjacent spaces instead of just one.
Eggs in Zero-G take one extra turn to hatch due to hatchlings not being able to orient themselves.
Other. (suggest below)
      20 answers
Poll created by mbourgeois
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Mike Bourgeois
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I'm working on a 3 part scenario right now using the command deck, the engineering deck and in my head for now... outside the space station.

Base idea is that while attempting to perform a station alert operation something goes wrong and the gravitational generators are knocked offline. While you traverse the sections of the station the generator may come on again and so you have to deal with it's flux. Once you've made it to engineering you must find the WorkBot that is somewhere on that level and lead it back to the generator to get fixed. The workbot has the opportunity to bugger up repairs and thus the station must be abandoned but in fixing one thing it's fused the doors of the station. Now you must fight your way to the outer shell of the station and access one of the escape pods with your team and get the heck out of dodge. Where do the Xenos work into this... well they were the station alert. They are on the station and you were attempting to flush them... it's always an exciting day in the Space Marine Corps.
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j b Goodwin

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Cool. Very cool.
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David Stokes
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Adding zero gravity adds a needless complication to what is supposed to be a relatively uncomplicated game.

What next? I know: time travel--replay the previous move with X thrown in.
 
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