|
Post by Vester Lombard on Feb 7, 2016 16:49:48 GMT
I'm debating if the Snitch's value should be reduced. Maybe is should only be worth only 5 points (basically 0, but it breaks ties). With these mechanics it's hard to take a lead by 40 points to guarantee a victory so the winner of the game will most often be solely determined by whoever catches the Snitch, whether or not they were winning the game at the time. But if we change the snitch to 5 points, the rest of the team needs to make sure your team is ahead before catching the Snitch, making it more of a team effort and less reliant on one player's good roll. Also, currently it's always a good idea to go for the Snitch. If we change it to 5 points, the seeker is taking more of a risk and basing their decisions on whether or not they think your team will be ahead at the end of the period. I think this would be a much more competitive and cooperative way to play, making all positions matter equally. On the other side of the coin, this would make the snitch useless in the 4th period because if no one catches the snitch, the team with the most points wins anyway.
Maybe there is no Snitch in the 4th period? Maybe a compromise of 15 or 25 points is best? Maybe we keep it exactly the way it is?
What do you think?
|
|
|
Post by Quinn Starling on Feb 7, 2016 17:15:10 GMT
Seeing such high rolls so early, I knew the game would likely end in the second round. Maybe no snitch in the whole first half? If people want to enjoy playing the other parts of the game longer, that is. Maybe the Seeker could have a +2 skill instead of a +1 but only have it available for the first half?
By that point, the 35 point value would make sense, giving both teams a fair opportunity to score with chasing. This would also ensure a team focus, similar to making it only worth 5 points.
35 does seem high, though. But maybe it should be higher or equal to the points for each hoop? Maybe points for catching the snitch should vary each round?
So, say we have no snitch in the first two rounds. Seeker can use +2 to whatever other skill. In this situation, I think the snitch should be worth 30-35 since there's been at least three (counting the whole third round) rounds to chase and score.
Say we instead alter the value of the snitch each round. I still think it should be unavailable for at least one round. One lucky roll ending the game round one seems like premature climax Lol So, round one, no snitch. Seeker can use regular +1 skill. Starting round two, snitch is available and worth less than by the end. The more time that goes on for players to score by chasing, the higher the value of the snitch goes. This would mean a lot more consideration and strategy placed on WHEN to seek compared to how many points you've scored so far.
|
|
|
Post by Walltur on Feb 7, 2016 17:31:00 GMT
I think either it's worth keeping the snitch at this value or docking its value slightly. We've only had one game so far, but based on this first game, I think it's almost a necessary component. However Quarter 1 goes creates momentum for the rest of the game, 10 pt. lead with 5 extra IP's on the other side sets the other team back, making Q2 comeback that much more difficult.
We'll have to see how it runs over more games. I'm sure there's an ideal value out there for capturing the snitch, we'll find it through testing.
|
|
|
Post by Vester Lombard on Feb 7, 2016 19:23:32 GMT
I kind of like the idea of the Snitch changing value per period.
1st period: 5 points 2nd period: 15 points 3rd period: 25 points 4th period: 35 points
I think this would reduce the likelihood that a Seeker would attempt going for the Snitch early on, because they don't know if their team is winning. It also keeps the comeback mechanic in late game to make sure the game is competitive.
Another idea is that the Seeker has 2 action options (Let's call them Search and Catch). The Snitch DC starts at Very Hard and does not decrease each period. Instead a Seeker has to use Search actions to hopefully decrease the DC of the Snitch to increase their odds when they use the Catch action. This would give the Seeker more things to do early game, but also delay when the Snitch is actually caught so the game is less likely to end prematurely.
|
|
|
Post by Vester Lombard on Feb 10, 2016 2:50:16 GMT
Another Snitch option:
There are no Seek actions. During the game, Seekers are more of a well-rounded player at the other positions. At the end of 3 periods, the Seek phase begins. Each Seeker rolls to catch the Snitch, adding +2 for every 10 points his/her team is leading the game. The player who catches the snitch wins the game.
This would obviously end in much more random results, but it's worth thinking about.
|
|