sk8bcn
Joined: Apr 13, 2004
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  Posted:
Jan 27, 2005 - 14:51 |
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Well, stunty is supposed to be for fun. What I like is the randomness and not feeling mad about it. Why couldn't be mutation acces be totally random.
As I see why it couldn't be done in R, why not in stunty?? |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Jan 27, 2005 - 15:56 |
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Random mutations would be nice actually.
On a double the player automatically picks up one ramdomly chosen mutation. That'd certainly make them an interesting team, keep the existing fluff and reduce their power level (assuming you don't always get the mutations you wanted anyway).
In reference to crazy nurgling skill sets you've got:
-The always popular Claw,RSC beasts.
-The previously discussed Bighand + possibly 2 heads or +AG.
-Lots and lots of foul apperance.
Random mutations might be a good fix since it's less likely for teams to end up with the standard 2 Big hand nurglings or bonkers beefed up Beasts. |
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Kommando
Joined: Dec 08, 2003
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  Posted:
Jan 27, 2005 - 22:12 |
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brilliant idea inquisitor... that would balance nurgling teams IMO, add to the fluff & make em more interesting at the same time...
all hail pustus! |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Jan 27, 2005 - 22:20 |
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Erm it was sk8bcn's idea.
Don't blame me if its rubbish. |
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Jarnageddon
Joined: Nov 04, 2003
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  Posted:
Jan 27, 2005 - 22:28 |
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I thought it was my idea, waaaaaaaay back on page one (or maybe two)
[EDIT] Definitely one. |
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Last edited by Jarnageddon on %b %27, %2005 - %22:%Jan; edited 1 time in total |
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Dominik
Joined: Oct 29, 2004
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Posted:
Jan 27, 2005 - 22:30 |
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Yeah, i support this idea! |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Jan 27, 2005 - 22:32 |
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LtMonkey wrote: | I thought it was my idea, waaaaaaaay back on page one (or maybe two)
[EDIT] Definitely one. |
That was starting with a random mutation.
This is keeping the team the way it is, just giving players a random mutation on doubles.
Sk8bcn beat you to it |
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Dooby
Joined: Nov 22, 2003
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  Posted:
Jan 27, 2005 - 22:35 |
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Yup random is good and fits the fluff |
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freak_in_a_frock
Joined: Aug 02, 2003
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  Posted:
Jan 27, 2005 - 22:37 |
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Assuming you can do random mutations, which i doubt, would you have to take a mutation on a double, or could you still choose block? I would assume most players wouldn't take the risk if they had a choice, but the flip side is without the choice you would end up with no general skills on nurglings, and since kick and dirty player are extremely useful skills it could hit them very hard |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Jan 27, 2005 - 22:40 |
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Yes I'd agree.
...but then again its fun.
I could live without kick, block or Dp's on nurgling teams.
Random mutations shouldn't be a problem either since its handled through the site. |
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Last edited by Glomp on %b %27, %2005 - %22:%Jan; edited 1 time in total |
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Karhumies
Joined: Oct 17, 2004
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  Posted:
Jan 27, 2005 - 22:41 |
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How about this:
when they roll doubles, the choices in the list are:
(+Stat, if 5+5 or 6+6)
Random mutation
Any Skill or an Ag Trait
If the coach chooses "Any Skill or an Ag Trait", the regular choice list pops up. Other options are self-evident. |
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Glomp
Joined: Jan 04, 2004
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  Posted:
Jan 27, 2005 - 22:43 |
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Thats a fairer solution.
I am coming round to the fixed mutation idea though since it'd eliminate the dullness on one of stuntys dullest teams. |
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Kommando
Joined: Dec 08, 2003
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  Posted:
Jan 27, 2005 - 23:50 |
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random mutations on doubles! wohooo! absolute dogmatic NO to every other proposal. |
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Dominik
Joined: Oct 29, 2004
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  Posted:
Jan 27, 2005 - 23:55 |
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Great, Kommando is also with us. |
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Tinkywinky
Joined: Aug 25, 2003
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  Posted:
Jan 28, 2005 - 02:15 |
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Mutations in general aren't that fantastic are they? I would say that the option "random mutation" should be chosen on a standard roll, else this "fun" suggestion would just lead to less mutations as block is way better than a random mutation. Only big hand is better than block for a nurgling. diving tackle is comparable in power to an average mutation. (extra arms, prehensile tail, spikes, tentacles being worse, VLL and FA about the same and claw, rsc, big hand, horns and extra head being better).
As "payment" for this boost I think the nurglings could loose thick skull.
Another completly crazy option would be to remove all skill categories except "random mutation" from nurglings. Now THAT would create interesting teams. (or that should be a new team, called "chaos spawn"). |
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