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From: Nemein <eness@**********.COM>
Subject: Re: The High Seas net.expansion!
Date: Mon, 29 Sep 1997 20:32:34 -0700
---Matb <mbreton@**.NETCOM.COM> wrote:
>

>
> There were a lot more gambles in my "official" submission to FASA.
>
Ah, cool. I think they are an interesting idea with more in the mix
it will help out. :-)

[snip]
>
> Cute. All gambles, however, have a base cost of 2Y. (Otherwise,
your
> 'pone just goes "Okay, 0Y Gamble, it's that Harry guy.) I'll ponder
> Harry for a while. Of course, he'll get a counterpart that trashes
at
> more than 4 tokens..
>
Ah... missed the 2Y thing. How about a simple refund of the 2Y :-)

[snip]
>
> Ahh -- a zero Rep objective that just might eat all your Runners, get
> switched with Lofwyr, can be trashed with Cherry Bomb or stopped with
> Bomb Threats. It should be noted the location is Unique, definitely.
> Not sure about a Requirement for the objective or upkeep -- sheesh,
an
> upkeep just makes the card useless.
>
Points well made. I was just thinking of the "my world" (TM) where
the objectives are taken easily ;-)

[snip]
> > = Coinspinner seems a bit expensive for a weak runner and the 1
shot
> > loaded dice ability
>
> ...And Razorback, man, I'd never use *his* sleaze ability.
>
I don't either, especially at that price :-) I just think the stats
are a bit low such that I would probably not be motivated to put him
in a deck. Maybe it's just me...

> > Name: Hell House
> > Type: Objective
> > Cost: N/A
> > Text: 20 Reputation - Any runner that dies while on a run against
> > Hell House become a "ghost" runner and is put on Hell House (all
> > gear is trashed). Combat against these runner becomes the
> > Requirement for scoring Hell House. If the objective is not taken
> > trash runners at the end of the turn. +5 rep for each "ghost"
> > runner.
>
> Interesting, but leads to terrible possibilities. (Load it up with
> weenies, four Statics, two Foxies.. ) It also should be made clear
> that the Runners can't use special abilities (although, think -- Fat
> Man and a Ghostly Marek?) or have Specials played on them, either.
>
How would the weenies help? If you start off with 6 weenies and 3 of
them die along the way, you now have 3 weenies against 3. I might be
missing something here though. I thought up this card "on the fly"
this morning so I haven't taken the time to think about it much.


[snip]

> > = Aqualogies - Throw in statement about only 1 runner per turn,
> > instead of the turn location. Just to be consistant with the game
> > already.
>
> ? I don't find anything inconsistent, actually. The Location turns.
> (All Aqualogies do.) The turning bit is key, given the presence of
> International Fright Agents.
>
Ah, I see now. I was just going by the current rules where locations
don't turn but runners visiting locations do (maybe). If you want all
Aqualogies to turn, it's your cards, your rules :-) Actually, given
International Fright Agents, I would say that Aqualogies shouldn't
turn.
Just me though...


> > = Riverine - does alot for only 5Y. Consider having it only on
> > riggers and count toward drone total. I designed a motorcycle like
> > this:
>
> A2 might seem a bit much, but then, a Harley gives +1/0 A+1 for 2..
> Note that the Riverine gives (A2), not A+2. And the Marine ability
is
> nothing, though it might be noted the Runner should lose Marine if
> he/she becomes not present (GAQ.)
>
Missed that (the (A2) not (A+2)). So I take it this armor isn't
cummulative then? Overall though 5Y sounds about right.


> > Name: Harley Kanada
> > Type: gear/vehicle
> > Cost: 5Y
> > Text: +1/+2 (A1) Can only be played on a rigger. Not considered a
> > drone but counts as 1 toward total number rigger can control.
> > Picture: bike from Aikira
>
> Cf. the Harley. Simply not worth it.
>
Another one off the top of my head, w/o looking at the spoiler list.
I agree 5 is a bit much, probably drop it to 3 or maybe even 2 given
the restrictions.


> > = Sandbars - what does trashing the gear gain you? sleaze or
> > resetting alarm?
>
> Neither. When you encounter Sandbars, the owner can trash a Gear on
> one of your Runners. [snip]
>
Apologies, I was getting distracted by work at this point in the list.
I'll make sure to try and reread my comments when I send them from
work again.


> > = Shopping Spree - Does the upkeep cost on this count toward your
> > total spent?
>
> Upkeep? What Upkeep? Stays until LotI'd. Allowing an auto-trash by
> the user makes it far too weak. I like this card a lot more than Low
> Budget, for obvious reasons.. maybe that's the solution to LB --
have
> it offer a Rep gain?
>
Shopping Spree
Type: Special
Rarity: Common
Cost: X¥ v-------------- ???
Text: UPKEEP: 2¥. All players must spend X¥ per turn. If a player does
not spend at least X¥ in a turn, he or she loses the
difference in Reputation.


[snip]

>
> > = Wiretap - personally I would bump up the cost (or add upkeep) and
> > ditch the "trash" statement.
>
> You've *gotta* be kidding. As it stands, it's weaker than a
> Microskimmer (which can at least absorb a point of damage). The cost
> should adjusted to zero, especially given it's "use only when.."
> clause.
>
I know, personally all I've found microskimmer useful for is trade
fodder. That's why I would like to see this card a bit stronger.
Something more along the lines of Bugged Deck than Microskimmer...
Just a thought.

> I'm kind of surprised on the cards that you didn't comment on (the
> grenades, the narcoject, Luckless, Lightning Reflexes...)
>
Well, let me see... :-)

I like the grenades, considering they are disposable and only 1 gear
can be used per combat I think they are a good idea. Sorry, maybe I
should have thrown a couple of move positive comments in to balance
out the message.

I also like the Narcojets. In fact, can I "borrow" the concept on
some of my ideas? ;-) Of course narcojet weapons only seem like they
will be useful against the other runners. Is there the concept of
fatigue for challenges?

I originally had a comment for Luckless, but as more and more card
(presumably) come out that allow you to attack or directly remove
runners from play, the comment seemed pointless. Maybe I would add no
tokens can be removed during the first turn...

Since Lightning Reflexes only works on a target player and not the
whole team you are relying on one person to take out the challenge,
before you even know what it is. While not entirely impossible, it
does take some planning. You might want to add something about what
to do if the challenge is a bluff, or doesn't have a threat rating
though.


==
-----------------------------------------------------------
Forrest My opinions... Your delete key...
aka Nemein Best when both are used freely :-)

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