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(+2)

I have some concerns with the new Banshee's action economy, especially now that setting up a breach isn't something you can automatically do anymore. It heavily restricts potential weapon load outs and action economy due to protocols and the Ordinance tag. 

If this is the explicit goal, I understand. however, the core active seems better as a reaction than a quick action due to how it works. (And the fact that you would still be limited to using only once on your turn. (And can give some interesting flexibility now that I think of it.)

Just my two cents. 

(+1)

I appreciate you taking the time to share your thoughts! While making the tear a quick action does impact the Banshee's action economy, the tear no longer closes unless the Banshee chooses to close it, so it taxes the first turn, but generally only that turn.

Making the core a quick action synergized well with the Banshee's use of Ordnance weapons, using its first action to attack and the following action to pop the core. Making it a quick action also allowed the core to as powerful as it is (repeated use, guaranteed damage, teleporting) due to it carrying risk and action cost. While making it a reaction wouldn't be unreasonable, it would likely require nerfing the effects. I want cores to feel like powerful and important choices, and making the player consider how to use it in the action economy is a part of that.

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Understandable. The reason I brought up the thing with the breach is also because only being able to move it your speed is a limitation. (Though if the speed stays as it was before, it is still not that limiting.) as, iirc drone rules allow redeployment within sensors as a free action. (Which now that I think about it, isn't a protocol and would prevent ordinance weapons from firing. (Granted this also fits into the off-cycle of loading weapons anyway which most major sniper weapons also are)


Edit: I stand corrected. The ability to move it at all is actually a buff over drones.