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Subject: Vs. Ravenloft and Gears of War? rss

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Lee Fisher
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Any more thoughts on what this improves vs. Ravenloft and Gears of War games?
 
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Hi

Ranvenloft and Gears of War are both games that i love

WE have analysed any aspects of these games trying to enhance the overall game experience, point by point :

Mission and campaign:

GD has a story driven campaign with multiple paths and outcomes for each mission, the flow of the story will lead the agents from the beginning to the last mission(s) (even the last mission depends from the outcome ghghg)

I suggest to take a look to our sample missions here :

http://www.galaxy-defenders.com/mission.php

X-play is a mission created for an Demo event and represents what can happen

The Mission 1 is the instructional mission used to introduce the game

They are both in Beta-Release so you can find some grammar error/mistakes please ignore them, the final release will be produced with the ARES High Quality standards.

Agent Customisation and Rank-Up system

Each agent starts his career with one personal armour,2 exclusive weapons and a unique innate ability:

the Hulk absorbs damage when heavily hit, the Biotech has a bonus to healing, the Infiltrator is invisible when far from aliens, the Sniper can reroll to hit dice, and the Marine can stand in Guard, a sort of opportunity fire.

In a campaign, the Agents can gain one rank per mission, but in a standalone mission, they can power up as much as they manage to!

So, you've gained a rank. What happens now?
If you gained the Bronze you'll have the first basic tactic, with Silver rank, you'll obtain a new skill; Gold gives you improved tactics; Palladium makes the Agent Elite (that is, more life points and better armour: rechargeable energy shield), and Platinum gives a second skill!

But, unlike the starting "innate" ability, the new skills and tactics can be chosen by the player, so to build your own Agent, you just have to choose the right powers and the best combo you can think of.

What follow are just two of the many possible combinations of skills and tactics and agents in the game.

The Infiltrator can choose, for instance, to become an Assassin, specialised in melee combat, or can become a Spy, avoiding melee but becoming completely invisible, so to move unhindered by alien attacks and accomplish difficult goals while the squad keeps the alien at bay with fire and muscles.

But if you prefer to be in the heat of things, you can select the mighty Hulk, and specialise him as a Tank, a living fortress for his companions, good at inflicting damage and better at absorbing them; or you can make him a Smasher, that can literally wipe away everything that moves from the battlefield.

And not only this. When 4 pieces of alien tech have been found, the Agents will receive an improved/alien weapon, to use it against their very makers... and make the Earth an alien-clean place!

And if this is not enough, keep in mind that any agent may use up to 3 special devices in battle and many more can be claimed by searching on the battlefield or as a reinforcements sent by the GD agency.

Scalable Difficulty

Thanks to the turn structure, the level of difficulty will scale dynamically based on the number of agents in play. More agents in play bring more activations of the aliens. In this way, the system grants the right level of difficulty with any number of players. Even in the event of some agents dying during the game, the system will "recalibrate" the difficulty to a reasonable and enjoyable level, so you may still have a chance to complete a mission.

ALIENS

As for the other two games, there is no "Alien player": In Galaxy Defenders, the aliens are controlled by the game system itself, through an artificial intelligence system based on TWO types of cards:

ALIEN CARDS: Alien cards define the behavior of each different alien, along with its movement value, skills, life points and weapons.
Each alien figure on the map will be linked to a specific card, to keep track of everything that happens to that alien.

CLOSE ENCOUNTER CARDS: These cards are drawn at the beginning of each alien turn to determine which aliens will be activated.

We believe that this combination of a unique A.I. for each alien species, and the FOG OF WAR due to the uncertainty about which aliens will be activated in a turn, are an incredibly realistic simulation of the chaos of battle, and provide a very sophisticated challenge to the players' skill.

Another nice game element is the presence of the SIGNALS:
The Galaxy-Defenders Agency’s technology is able to detect alien movements on the battlefield. The motion detection accurately pinpoints the ground position but is not able to provide additional information regarding the nature or the equipment of any given alien, this means that agents have to discover the alien/human presence on the battlefield...
When a signal enter the line of sight of an agent: it is immediately identified and therefore revealed [flip up] as alien [drawing the top card of the alien deck] or humans [civilian or Mission character based on the mission]

COMBAT SYSTEM

We have created a tactical combat system based on 2 custom D10 dice, combined with the agents powers and items/aliens cards it can create nice environment. the Combat system video will be released very soon, tomorrow or "the day after tomorrow" (just using a movie quote ) so you can judge by yourself.

OPTIONAL RULES

The game will use several Optional rules that can be enable or disable as you wish, exactly like a videogame settings :

CLOSE-COMBAT:
By default, any agent may attack any alien in-range, even when the agent is engaged in melee combat.

If you wish, you can increase the challenge by enabling the CLOSE FIGHT rule! From this moment, an agent engaged in combat may only attack aliens with which he is engaged.

FRIENDLY FIRE:
By default, the game does not take into account friendly fire.
In order to maintain the pace of the game, we suggest keeping this rule off.

If you wish, you can increase the challenge by enabling the FRIENDLY FIRE rule! From this moment any agents can be targeted and wounded by other agents with any weapon, so you need to aim well when you fire an AREA Damage weapon

HUMAN VIEW:
This optional rule can be introduced to simulate the field of view of the human eye. It restricts the agents field of view to 180° instead of 360°.

It must respect all rules applied to the normal L.O.S. in addition, when tracing a L.O.S. from a human agent, only the 3 front HEX of the miniature can be used.

REPLAYABILITY
The entire game is designed to permits the custom creation of new missions and campaigns, each map can be combined with the others using both sides, several additional tiles can be places over the map to change the battle ground, for instance adding a room or remove an existing one, adding an heavy machine gun (as in the XPLAY mission.. look for SALLY)

GAME VARIANTS
There are some nice game variants , one is represented by the "ALIEN MIND" a 1000 Likes Facebook stretch goal that add 1 player, it will allow one player to control the strategy of the alien invaders.
Another big variant will be announced soon...it can be already spotted here and there on the KS project page and it will be more clear at the end of the Combat System Video ninja

I hope this (not too) brief description can help to give an idea of what is Galaxy Defenders.
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Simone C.
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Well, they seems completely different, GD is much deeper to me, good!!
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Chris Rennie
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This game sounds awesome!! Can't wait to play. Thanks for the info.
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Santiago S
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Quote:


Link dead?
 
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Executive Bear
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Wildcard, bitches! Yee-haw!
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geosan wrote:


Works for me.
 
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Federico Luison
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Me too, the link is correct.
 
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Carlos Alves
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Will it support solo variant?
 
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Chris Rennie
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BGFreakDag2PT wrote:
Will it support solo variant?


Yes its 1-5 players (1-6 if they get 1000 likes on facebook). You just have to run minimum amount of agents for each mission.
 
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Philip Goldfarb Styrt
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Could you go into more detail about the differences between this and the Ravenloft/Ashardalon/Drizzt games? They do sound very similar in base mechanics, at least based on what has been revealed so far.
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Karl
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lfisher wrote:
Any more thoughts on what this improves vs. Ravenloft and Gears of War games?


Having no additional insight besides what was shown in the videos what draws me to GD over other games is:

* Strong storyline with (changing) meaningful objectives in a mission. So its not only go there and kill or survive. The D&D games seem to suffer from a lack of this.

* Position play. Most if not all coop 'dungeon crawls' seem to completely ignore movement. Sure you have a movement value, but usually its just used to move into range and then fire at each other until one side is dead. No hiding behind obstacles. No luring enemies into traps. Gears of War has a little of that with the cover mechanic (hope we will see something like that in GD as well), but mostly you could scrap the maps and just say the enemy is 10 spots from you. GD seems to avoid some of that by having 'stunts' like jumping through a window, area weapons and aliens that drag the heroes with them.


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Alpha Agent
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Comfect wrote:
Could you go into more detail about the differences between this and the Ravenloft/Ashardalon/Drizzt games? They do sound very similar in base mechanics, at least based on what has been revealed so far.


Hi,

We have finally completed the Combat System Video :



you can most likely find many differences between GD and D&D Board Game system there, if not please just tell me what aspect you wish to know, it will be a pleasure for us to provide additional details.

Stay tuned

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Federico Luison
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Well, I've played GD and 3 days ago I've played Drizz't, so now I can compare them ^_^'.

GD - X-Play mission (4 pages) with 5 players - 180'
Drizz't - Mission 3 (1 page only) with 5 players - 75'

Monsters Vs Aliens
GD - Aliens have a better developed I.A. with more possibilities. Same tile, 1 tile away, more tiles. Thanks to the Close Encounter Cards, alien activation is more unpredictable than Drizz't.
Interesting aliens, well defined and with different powers.
Drizz't - Same tile, otherwise: only 2 choices. On player's turn, you activate the monster in front of you, so you know always who will be your enemy in that turn.
A lot of enemies, from Goblins to Drider, with different PFs and abilities.

Simply vs Simplier
GD - Attack roll Vs Defense Roll allow every enemy to be a hard-to-beat enemy. A lot of special powers, symbols and effects: an attack is never a simple affair; you must think a strategy, take strong decisions and cooperate with your party.
Drizz't - Roll the dice and see what's happen. No Defense Roll, simply roll the dice, add your bonus and check the monster's AC. If you have a power or a weapon you can use it, but rules are really simply and streamlined keeping action fast.
After some sessions, goblins tend to be a "meh" enemy, because enemies don't level-up like heroes.

Epic level Vs 2nd level
GD - Gremlins Project accepted no compromises about customization. Every agent starts with a full set of powers and abilities, granting you a unique style and allowing different ways to play the game. There are 5 levels and 2 specializations, too. You can really make your Hulk different from any Hulk seen before.
In campaign mode, you must roll 3 dice to promote your agent (only 1 level per mission).
Drizz't - Grants you several powers and treasures, but you can go only from level 1 to level 2. Not so much customizations and heroes are less different.
Defeating enemies grants you XP. You can level-up your hero if you make a 20 and your party have 5 XP.

Hex Vs Square
GD - Maps use hex grids. You can use smaller hex to overlay and customize your map. At this moment there is City, Desert and Spaceship, but new terrains (like Jungle) will soon arrive.
Drizz't - Use square grid and I've found map... uninspired, with not so much differences each other. Cardboard is sturdy and very good with interlocking pieces that fits well.

My opinion:
I LOVE Faerun. I play D&D from 1990, so I was very excited. In the other hand, I LOVE 80's and Galaxy Defenders IS 80's.
Minis are stunning and setting is great, so GD and Drizz't are great games for who is looking for an exciting experience.
I think that Drizz't may be an excellent choice if you want to introduce newbies to dungeon-crawling and you don't want to waste your time with annoying rules.
Several minis, streamlined rules, modular board, a lot of cards (200), strong setting. And your heroes may level-up, too.
Drizz't is intended to be an entry-level, easy-to-play game with a reasonable playtime.
A perfect "cheeseburger".
Galaxy Defenders is MORE.
Deeper, with a more developed AI, longer, with a multiple-path story, excellent level-up system and more complex.
Drizz't is a good entry-level for your friends, GD will be more appreciate if your friends are gamers.
In this case, I consider Galaxy Defenders a "banquet".
And you can't live eating only cheeseburgers. But a banquet is not a simple affair. You have to be "inspired" to fully appreciate it.
In other words, it's not a "best/worst" question, it depends from you and your friends.
They are similar, but different: you can have both in your collection without the need to "sacrifice" one of them.
As said before, it really depends from you and your friends. I love both, but on the long run I think that GD will hot my table more than Drizz't.
Same kind of game, different target (we are all seasoned gamers and I think that GD is more challenging and may offer a more "structured" experience).
I can travel Faerun roleplaying on Monday with my friends ^_^'

I hope you'll find this useful, if someone is looking for more, ask me
You can find me as Antonio on the Kickstarter page (and as Kentervin on GD's Forum).
Thanks a lot!
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Curtis Sutherland
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Thanx for the info, sounds like I am making a good investment.
 
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Federico Luison
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KS Campaign is growing faster.
Here you can find a simple summary

http://www.gremlinproject.com/WEB/UNLOCKED_STRETCH_GOALS.jpg

I promise to post a FAQ about options and rules.
Please be patient!
 
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