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They (Pinata) have a lot of down time right now (according to me). They could be working on this while they everyone waits to see what goes down with Topps.
Could be.. Could also be looking to secure other jobs incase it doesn't play out..
Find my Home page (using my profile) to get to my Yahoo group with Battleplanner pics!
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Quote : Originally Posted by I differ in opinion on a few key points:
Special Powers
I will begin my case on one point here. That first point is this: if kept simple and easy to use, more is better. Cards are one of the best things to happen to this game in my opinion. Having cards for characters eliminates the need to keep passing a PAC around the table each turn, and any special powers and limitations are right there in regards to that unit.
Specifically on the topic of Special Powers though, I'd say they make for a much improved variation possible with regards to comics accurate dials; and I would go a bit further and say that it allows not only greater flexibility with creating new powers, but is essential for creating limited powers, weaknesses and limitations. More on this below where I'll discuss Keywords.
Keywords
I disagree completely with you on the subject of keywords. I think they were better before they cut back on them, and I want more of them. Every figure should have a nice selection from a huge long list of them. and It won't matter how many there are, because alone, they don't actually do anything. They are simply words, which can be targeted by game effects and rules. The theme team rule is only one example. Special powers, or even team abilities can be limited, or their scope expanded, by making them target or effect keyworded figures, and you'd only have to look at the cards in front of you to tell if you had any on the table.
Team Abilities
here, I agree with you so completely, but just want to add again, that this is the same opportunity for more things to target. the more little simple vectors of interaction between units on a team together, or against enemy units the better.
and these are great:
I'm sure it would be simple to just create new team abilities for all the figures that should have had them... I would even go so far as to advocate the inclusion of little sticker strips with new team symbols to stick on those old figures.
Feats
I really like this solution:
{A better solution is to simply make the cost scale up! For example: “Fortitude costs [20] points. For each 50 points of chosen character's point value, this feat costs an additional [5] points.”
Want to put Fortitude on a figure that’s 72 points? It’ll cost you [25] to apply the feat. How about a 120 point figure? That’s [30]. Now if you want to stick Fortitude on that 317 point Superman, it’ll cost you a total of [50] points. That’s way more appropriate than the measly 25 points that the feat costs now.}
I agree but once again would go more radical with my fix. I would reissue every card that's already been made with a simple game mechanic alteration, and create more cards in each new set.
I've had this problem with BFCs and Feats all along. The problem is that they arn't really cards at all. they're chips. and they don't play like cards play. They should in my opinion.
if they were produced like normal cards, with backs, so you could have a hand, that your opponents couldn't see, (say that you can have up to a certain build point size in your deck that's a percentage of your unit build, with a minimum of twenty cards. Draw one card at the beginning of each round. Unlimited hand size.) Now your feats are surprises. Now the Battlefield conditions can change from round to round as you replace the last one you played. Now your units could be given equipment.
the other idea I had about the card costs was having each play add its cost to your enemy's point tally. in this way, you'd have to consider the cost in points vs how effective a play it would be. that would add more chance and risk to the game I think. It would make room foe more cerebral builds. different kinds of fights.
Retirement
Rescind Retirement. Give the game back all those units we've lost.
okay. Maybe its too late for that. But I have this other idea:
RetCon cards
this is an idea I came up with to update old units into the new rules. I've made four, and plan to continue for my own collection until I've satisfied myself that all my modded figures have their own cards; but for the manufacturers, this is also a do-able idea. No need to make new dials. You'll just pull the figures out of the closet and dust them off, because the cards are the only part that will be distributed.
Each set, select a number of figures from previous sets that do not have cards. They should be popular units with good exploitable dials. Each card would add the appropriate keywords from the list, give some units named abilities for added flair; and here's the important part... to combat power creep, each retconned figure would gain a trait... which doesn't mess the dial up any... most of these traits would be minor boosts to make the units competitive again, but help give those early figures that comics accuracy that the latter sets do so well.
once again, I think more is better for this game. More variety. more things to target. more dynamic and creative build possibilities. I also think that cards are a great way to make ruling simpler, because the rules are right there on the table.
I know some people prefer the older more static Heroclix; but I always wanted more from the game, and am much happier with the way things are now (aside from the whole TOPPs buying then shutting down the game thing) but still think there's more to go before the game is perfect.
Team Abilities
I don't mind new TAs (in fact I love them!), as long as they are just new Team Symbols that duplicate current TAs. Put multiple Team Symbols with the same TA on the same line in the PAC. This is what should have been done with Spider-Man Ally and Minions of Doom. They should just be one TA entry, with two Team Symbols in front of it. Saves space in the PAC (maybe even allowing the Serpent Society to survive!), and removes a lot of the problems with multiple teams having the same Team Symbol. We should have separate Alpha Flight, Thunderbolts, and Avengers team SYMBOLS, all on the same line in the PAC, all with the same (Avengers) team ABILITY. I thought they were going to do this from the beginning...sure wish they had.
I agree with this as well. I have always thought that an Alpha Flight Symbol, For example, that has the same ability as the Avengers TA would be better than Alpha Flight Clix with the Avengers symbol.
More TAs means more things for powers, feats and BFCs to target. more variety for the game.
This game sucks, all of these ideas suck. As matter of fact, all strategy miniature games suck. That's why they all die a gruesome and neglected death.
Who wants to waste time with a mentally stimulating game of miniatures among friends that excercises your gray matter and allows some social interactions among your own species?
That's right! Noone does.
Now, everyone move along to your favorite MMO's. You no longer have to bath, wear clothing, communicate appropriately, or even try to function socially.
See, that's much better. Now move along, nothing to see here.
Go on, move along.
Quote : Originally Posted by Hair10
I'll let you touch mine next time I see you.
Quote : Originally Posted by Jackofhearts2005
Everything I know about physics, I learned from the superfriends
I'll agree with you on my Thunderbolts TA possibly being too powerful, but the Sinestro Corp seemed balanced to me.
Remember, I specified that it can only be used with close combat attack, and by default Incapacitate deals 0 damage. So, it would only be able to deal damage if it scores a critical. So at best it is dealing 1 point of penetrating damage if it scores an 11 or 12. To me, this represented the ability to deal fear to the hearts of others.
I see where you were going conceptually with that, and I like the concept, but I don't think it works. If you add Stunning Blow now you have a very broken power.This power combined with a damage value of 2-4 that crits on an 11 or 12 and does penetrating damage is overpowered.
As a possible alternative or two I suggest making the TA grant an incap ability that adds 2 tokens instead of one but that does not inflict pushing damage. This would simulate fear stopping someone dead in their tracks. Not inflicting the pushing damage keeps it from being overpowered while still keeping it useful.
Another option is to say that members possessing this TA can counter Willpower and Indomitale as well as TA's, Feats or Traits that duplicate effects of Willpower or Indomitable on any target figure within 10 squares as a free action once per turn and LOS required. In this way the SC TA directly opposes one of the signature powers of the GL corps and can actually slow down Power Cosmic or Quintessence pcs (lookin at u ION).
One of the things I think that would help the game alot would be to sell pieces that would make the current maps truly 3-d. Like bldgs, and bushes and such. I think that'd be cool
Check out the Capes For A Cause Website to keep up with all the events Upcoming and all the prizes at the Super Qualifier. Capesforacauseusa.org
One of the things I think that would help the game alot would be to sell pieces that would make the current maps truly 3-d. Like bldgs, and bushes and such. I think that'd be cool
Actually, FAT DRAGON GAMES already offers a pdf product that lets you print 3d-objects (some easy assembly required).
I think that everyone here can agree that Heroclix, despite the numerous rule changes and marketing strategies, still remains a very viable product, and probably the best hero-based CMG created to-date. Despite the complications that special powers and character/feat cards bring, it's still an enjoyable way to pass the time in either a social or solitary setting (though, not as fun).
I have some issue with the over-abdundance of SPs, but there's nothing to fix, per se. However, the game definitely needs to be treated with some respect by the new owner(s).
Given the general state of the economy, it will be difficult for this type of game to survive without a major price increase, manufacturing cutbacks, or a revamp that eliminates the accessories (feats, cards, etc.) in order to return to basics. I suppose the Alpha series was a testbed of sorts, as someone must have seen this coming early-on.
The fact that the original Heroclix rules/concepts still work (sans special objects, feats, etc.) proves that someone needs to keep the game alive, whether it's a corporation or a public entity.