Alternate Gun/Ammo Mechanics - Printable Version +- TheZombieGame.com Forums (http://www.thezombiegame.com/forums) +-- Forum: Last Night on Earth (/Forum-Last-Night-on-Earth) +--- Forum: LNoE Variants (/Forum-LNoE-Variants) +--- Thread: Alternate Gun/Ammo Mechanics (/Thread-Alternate-Gun-Ammo-Mechanics) |
Alternate Gun/Ammo Mechanics - LSD - 01-03-2013 10:28 PM I dug this up on BGG, wondering if anyone ever tested this out or your thoughts on the matter. Kind of a neat idea, think it needs some tweaking Quote:Revolver RE: Alternate Gun/Ammo Mechanics - mqstout - 01-04-2013 02:44 PM This weakens guns quite a bit. What do they get out of it? RE: Alternate Gun/Ammo Mechanics - alderdust - 01-04-2013 03:04 PM I think this would make it even more difficult for hero victories. Also with the expanded decks ammo cards are still pretty rare it would essentially make a gun useless after it runs out of shots. It would be discarded anyways due to the fact its taking up one of your two weapon spots and if you drew a hand weapon you would probably throw it aside to make room. RE: Alternate Gun/Ammo Mechanics - StayPuft - 01-04-2013 09:14 PM It's a cool idea, but I personally like the guns they way they are in the game now. But, it does sound like it would be kind of neat. May be cool to at least try out once. RE: Alternate Gun/Ammo Mechanics - LSD - 01-04-2013 09:52 PM I think it has some potential maybe for a specific scenario or something. It does suck having a gun run out the first time you try to use it though.. haha RE: Alternate Gun/Ammo Mechanics - Kevthenurse - 03-10-2013 10:28 PM Older post, but I think I like this variant. Our zombie player's biggest complaint is that there are too many guns in the deck. Having a finite number of shots might even things out for the zombies. Now to get my hero partner to go along with it... Would the card 'Resilient' work the same way? RE: Alternate Gun/Ammo Mechanics - Akfromla - 03-10-2013 11:00 PM The idea of a hero walking around with possibility of 6 guaranteed kills with a revolver scares me as a zombie player, but the possibility of them walking around with 1 shot also makes me laugh. So I think there is balance to this and it is interesting but I've found nothing wrong with the current mechanic. RE: Alternate Gun/Ammo Mechanics - friskers96 - 03-11-2013 08:29 AM I can see where this looks good, but as a HP I want versatility with my weapons.. Sheriff Anderson would honestly ditch his revolver to get a shot gun. He would rather shoot his antique revolver cause he has a hard time missing with it. Now as a ZP, I like to drop cards on the heros to make them remove those guns from the discard pile. Yesterday, sheriff Anderson got his gun and forgot to load it three times in a row, 4th time wasting his search to get it he hit, then lost it again... Zeds then removed all revolvers from the discard pile, sheriff Anderson now very ineffective... I like the guns how they are. This might be a good start on a revision or custom scenario rule set, but right now it needs some refining. Also I think even though there is five shot in the gun, they shouldn't be guaranteed kills. A revolver should still roll a D6 to see if the hero is on target with the 4+ to hit. Effectively you still have a gun that won't hit if your just sucking on the dice. EVERYONE has had them days... RE: Alternate Gun/Ammo Mechanics - Kevthenurse - 03-11-2013 02:01 PM (03-11-2013 08:29 AM)friskers96 Wrote: I can see where this looks good, but as a HP I want versatility with my weapons.. Sheriff Anderson would honestly ditch his revolver to get a shot gun. He would rather shoot his antique revolver cause he has a hard time missing with it. Now as a ZP, I like to drop cards on the heros to make them remove those guns from the discard pile. Yesterday, sheriff Anderson got his gun and forgot to load it three times in a row, 4th time wasting his search to get it he hit, then lost it again... Zeds then removed all revolvers from the discard pile, sheriff Anderson now very ineffective... I like the guns how they are. This might be a good start on a revision or custom scenario rule set, but right now it needs some refining. Also I think even though there is five shot in the gun, they shouldn't be guaranteed kills. A revolver should still roll a D6 to see if the hero is on target with the 4+ to hit. Effectively you still have a gun that won't hit if your just sucking on the dice. EVERYONE has had them days... Fair enough; Sheriff Anderson or Rachelle with Laying Down the Law are pretty unstoppable though. I don't know how many Resilient cards are in the zombie deck, but it seems disproportionate to the number of guns in the hero deck. I will receive Survival of the Fittest in the mail hopefully sometime this week. I hear it is a real game changer. The person who plays zombies most of the time for us is starting to get frustrated with all of the guns, and to be fair, it isn't very fun for us to win all of the time. So I am looking forward to seeing what kind of cards will come with that expansion. More to come! RE: Alternate Gun/Ammo Mechanics - friskers96 - 03-11-2013 04:14 PM I need to shuffle better it sounds. Saturday nights game yielded 3 guns over 12 rounds, but a lot of dynamite was tossed around... |