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  1. This is the hard part because the player with the 'killy' list is having fun and deservedly so. We don't want to eliminate attrition as a viable strategy. Instead, we need to provide alternative ways to win that can 'race' the attrition strategy. This makes list construction much more interesting. You have to consider that your opponent might try and score out on VPs rather than win a straight up fight. If we could standardize the types of scenario VPs into 2 or 3 general categories and then create units/SAs that are advantaged when interacting with different categories while still allowing all units to interact with them too. That would be a good foundation. Then of course you have to balance scenarios so that attrition and scoring VPs are both valid win conditions. In my mind, I can see the 'control aka non-attrition' player being more of an escort force where they try to protect the models that are advantaged at scoring. The problem with this vision is that CAV is a '3rd Person Shooter' and there isn't much in the way of defensive tech, nor repair. In order to make this work CAV would have to add some ability to defend the models that are there to score points. Otherwise, the attrition player just shoots up your 'research' units. I think the big problem for the research units is indirect fire. On game boards that don't have terrain shadows the research units are too easily attacked. This is a huge conversation probably best had in person. I think there is a lot of potential here. I also think Marvel Crisis Protocol is a good example of how to balance this attrition versus control play style via game mechanics.
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