I'm all around proud of my contributions in BOH because so many of them made early on survived two more months without my further involvement in the set. Besides that, my multi-arena unit rules, Switch keyword, and Death Squadron TIE Bomber made it through with little modification. Only the restriction of multi-arena units only counting as a unit type of the arena it's in was added to my multi-arena unit rules (which I disagreed with at first, but changed my mind), and the Death Squadron TIE Bomber was given a boost with +10 speed. I've heard that it's a fantastic card, which vindicates my multi-arena unit rules and particularly that unit. I think it would have been great as I designed it, but the speed boost is nice too and I'm sure there was a good reason for it.
What I didn't consider when I created multi-arena units, is the new build resource it creates. While previously there were build gain and build cost reduction, multi-arena units now provide build point conservation, allowing a player to consider using the build they would normally use on another unit to populate the arenas toward some other purpose, such as building Missions, building Locations, investing in units that might normally have been too expensive, or enhancing swarms. Thus multi-arena units alone have reshaped the whole economy of the game.
While the Imperials benefiting from the number of cards in hand was Cody Barnett's (Grand Moff Nicodemus Fett's) strategy idea, the Rebel retreat strategy was mine and has apparently worked out beautifully. Giving a boost to the use of Fortifications was my idea and developed by Cody. Also, the use of cards in hand to provide benefits was a brainchild between Cody, Darth Waffle, and me, starting first as my suggestion to do something similar to Mace Windu (F). From that it evolved to showing a card in hand to get that benefit (Cody's part), to DW presenting the effect on the card in hand itself. I consider that a master stroke on DW's part.
Other card types and special effects I contributed to the game involve Equipment. This include the co-design of the unique Equipment rules (the real sticker between Len Fowler and I was stacking rules. I recently capitulated to one of Len's earlier ruling suggestions, but it doesn't appear to have been included in the BOH rulebook), the inclusion of both a non-unique unit benefit and a unique unit benefit on unique Equipment to broaden its use. I also pushed hard for Equipment cost reductions and alternative costs (such as discarding from hand or from one's deck). That initiative single-handedly resolved the playability issue with Equipment and the community now accepts it as an inseparable part of strategy considerations.
Then there are the ability effects I was consulted on and made the primary wordings on. Though Switch was mine, none of the other keywords were my idea, but Card Development had ideas about what they wanted out of Fury and Double Strike in the Clone Wars: Republic at War (RAW) set and it was mine and others jobs to come up with the text so as to fulfill their requests. As a result of being an idea man, I was the one to presented the text for both abilities that resulted in what you see in the Rulebook.
After designing the text, the rest of the group then set about challenging the logic and effectiveness of the text, an absolutely vital part of keyword design as important as the text and the idea itself. While there was little adjustment to my text needed (merely formalities really), we went round after round discussing the possible weaknesses in the wording, essentially proving the text by fire. Those who contributed to this, doing a fantastic job, were Redneck Jedi, Ketricel, Tatooine Farmer, and Mixmaster. I have to give the most credit to Tatooine Farmer. He really tested every possible angle.
CD first attempted to get us reservists to design a Double Strike precursor in Battle of Endor. That design session was essentially just me and Redneck, and we went through quite a few ideas, until I came up with the text that is on Executor (C) and Princess Leia (M). Unfortunately, that text was fraught with holes and mis-intents that soon became manifest after the set's release. However, when CD came back to us for the Double Strike keyword in RAW, in an epiphany I came up with the prime text for Double Strike. After testing it and Redneck Jedi giving a minor tweak, Double Strike was created and works beautifully to the credit of all that contributed.
Besides these, another one of my contributions will be premiering in the upcoming set (yet to be announced), as well as a future set's theme. So though I will no longer be contributing directly to the game, or at least having any significant influence, there is still yet more of my contributions to come for the next two sets.
What I didn't consider when I created multi-arena units, is the new build resource it creates. While previously there were build gain and build cost reduction, multi-arena units now provide build point conservation, allowing a player to consider using the build they would normally use on another unit to populate the arenas toward some other purpose, such as building Missions, building Locations, investing in units that might normally have been too expensive, or enhancing swarms. Thus multi-arena units alone have reshaped the whole economy of the game.
While the Imperials benefiting from the number of cards in hand was Cody Barnett's (Grand Moff Nicodemus Fett's) strategy idea, the Rebel retreat strategy was mine and has apparently worked out beautifully. Giving a boost to the use of Fortifications was my idea and developed by Cody. Also, the use of cards in hand to provide benefits was a brainchild between Cody, Darth Waffle, and me, starting first as my suggestion to do something similar to Mace Windu (F). From that it evolved to showing a card in hand to get that benefit (Cody's part), to DW presenting the effect on the card in hand itself. I consider that a master stroke on DW's part.
Other card types and special effects I contributed to the game involve Equipment. This include the co-design of the unique Equipment rules (the real sticker between Len Fowler and I was stacking rules. I recently capitulated to one of Len's earlier ruling suggestions, but it doesn't appear to have been included in the BOH rulebook), the inclusion of both a non-unique unit benefit and a unique unit benefit on unique Equipment to broaden its use. I also pushed hard for Equipment cost reductions and alternative costs (such as discarding from hand or from one's deck). That initiative single-handedly resolved the playability issue with Equipment and the community now accepts it as an inseparable part of strategy considerations.
Then there are the ability effects I was consulted on and made the primary wordings on. Though Switch was mine, none of the other keywords were my idea, but Card Development had ideas about what they wanted out of Fury and Double Strike in the Clone Wars: Republic at War (RAW) set and it was mine and others jobs to come up with the text so as to fulfill their requests. As a result of being an idea man, I was the one to presented the text for both abilities that resulted in what you see in the Rulebook.
After designing the text, the rest of the group then set about challenging the logic and effectiveness of the text, an absolutely vital part of keyword design as important as the text and the idea itself. While there was little adjustment to my text needed (merely formalities really), we went round after round discussing the possible weaknesses in the wording, essentially proving the text by fire. Those who contributed to this, doing a fantastic job, were Redneck Jedi, Ketricel, Tatooine Farmer, and Mixmaster. I have to give the most credit to Tatooine Farmer. He really tested every possible angle.
CD first attempted to get us reservists to design a Double Strike precursor in Battle of Endor. That design session was essentially just me and Redneck, and we went through quite a few ideas, until I came up with the text that is on Executor (C) and Princess Leia (M). Unfortunately, that text was fraught with holes and mis-intents that soon became manifest after the set's release. However, when CD came back to us for the Double Strike keyword in RAW, in an epiphany I came up with the prime text for Double Strike. After testing it and Redneck Jedi giving a minor tweak, Double Strike was created and works beautifully to the credit of all that contributed.
Besides these, another one of my contributions will be premiering in the upcoming set (yet to be announced), as well as a future set's theme. So though I will no longer be contributing directly to the game, or at least having any significant influence, there is still yet more of my contributions to come for the next two sets.
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