Garion
Joined: Aug 19, 2009
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  Posted:
Sep 07, 2011 - 18:25 |
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KenThis wrote: | i like the new apoth even if last time i needed one it killed my already killed player.
i think that new apoth makes apo use much more tactical.
and in some instances simpler.
i used to only use apoth for cripples or rips on important players.
now I am far more likely to use the apoth on a badly hurt or tactical ko instead.
mainly because you're guaranteed to get more bang for yoiur buck but also because keeping numbers on the pitch can greatly reduce your opponents chances to hurt any more and hopefully helps you win
obviously it doesn't always work out right. but then i'm starting to appreciate that players come and go but its the team that lives on
what i would like to see is if you still have apoth at end of the match you can roll normal apoth rules on any non rip injury.
if a player has been dead for any length of time he is dead and gone.
but a crippled player might still get some benefit from an unused apoth even if its only a lethal injection |
I'm actually with Kenthis here.
The apoth is crap, we all know that, but in LRB4 i found it incedibly frustrating when you failed because you don't expect him to. Now I always expect him to fail so its a nice suprise when it works. Yes he is pretty pap, but for me he is more fun and less sole destroying.
But I guess this is getting side tracked. Kalimar just wants an alternative and I think Whatball has nailed it. As long as the change also means the apos price is changed for inducements to either 150k or 200k then it sounds fair enough. |
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Grim04
Joined: Oct 30, 2005
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  Posted:
Sep 07, 2011 - 19:26 |
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Apo should be reroll with a -1 to the D6 roll but you must take the other roll. |
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pythrr
Joined: Mar 07, 2006
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  Posted:
Sep 07, 2011 - 19:28 |
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no.
current apo is fine
dorfs gotta die somehow |
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Purplegoo
Joined: Mar 23, 2006
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  Posted:
Sep 07, 2011 - 19:47 |
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The thing I like about the new Apo is that because it’s un trustworthy, people use it much more in an effort to win. So BHs and KOs become fair game because you know the result isn‘t in doubt. I wish I could’ve Apo’d KO in LRB4... I like the shift it’s made.
In the spirit of the thread, however, what about building slightly on Kalimar’s idea, but leaving in that element of risk that will keep people playing to win, so, a bit more of a halfway house;
When you use the Apo, you re-roll injury, but are forced to accept the second roll. That is unless you’re Apo’ing a BH or a KO, in those cases, the Apo works as in CRP. The rub is that you can’t re-roll into the same injury bracket (rather than specific injury).
So the Apo roll would change the injury from Injury; to result (CRP) Proposal;
KO: (Stun) Stun
BH: (Reserves) Reserves
SI: (50% BH, 33% SI, 12% RIP) 75% BH, 25% RIP
RIP:: (50% BH, 33% SI, 12% RIP) 60% BH, 40% SI
So it gets a bit better for the pixel huggers amongst us, but there is the big risk of being forced to take the second roll. What I’ve not broken down there is the mng result, which is good for the pixel huggers, I guess.
Any good?
Hurrah for [L] houserules, by the way, but is this harder to code than Pass Block, etc? (Not in any way at all being a git after all the great work done so far, I just think getting the real deal sorted should be priority if it's not too tough?) |
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Niebling
Joined: Aug 02, 2003
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  Posted:
Sep 07, 2011 - 20:11 |
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the apho was buffed not nurfed, he never fails he always works.
Unless ofc your useing him or her wrong |
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Scratch
Joined: Jul 28, 2005
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  Posted:
Sep 07, 2011 - 20:16 |
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A roll to cure would be the best bet.
Re-rolling is kind of silly, either APO saves them or not. Perhaps a scale? 2-4 miss next game. 5-6 Counted as KO.
It doesn't make sense that a dead player can be fixed so well he is playing again almost imediately. This system would make APOs more usefull but normally from a long term perspective. After all a very badly injured player may be saved, but it will take time. |
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Sutherlands
Joined: Aug 01, 2009
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  Posted:
Sep 08, 2011 - 02:04 |
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I rather like the apoth how it is. Also, a given player needs a chance to die even if the apoth is around. Any apoth rules need to be able to produce a dead/dead result. |
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Retro21
Joined: Jun 17, 2011
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  Posted:
Sep 08, 2011 - 03:06 |
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when playing tt, we can either use the apo straight away and use it as normal, or wait until the end of the match (when he has more time to work on his patient and the stress isn't so bad!) and he automatically clears the injury (though any serious injury/death will result in a MNG). We find it works out. |
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ryanfitz
Joined: Mar 24, 2009
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  Posted:
Sep 08, 2011 - 04:15 |
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well Jim... i could only find his ear, both thumbs and his left leg below the knee after that troll got thru with him, and you want me to what???? I know i fixed up that guy you though was dead last game, but he was only in rough shape, im not sure if i can say that pieces count as a shape. |
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Wreckage
Joined: Aug 15, 2004
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  Posted:
Sep 08, 2011 - 07:52 |
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[you do realise that fluffwise it makes a lot of sense that a lowly qualified medic kills his subject trying to help it, right?
The only thing thats a bit odd is that the coach gets to choose to keep the old result :p |
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Malerun
Joined: Dec 03, 2003
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  Posted:
Sep 08, 2011 - 07:58 |
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I like WhatBalls idea the most, even though I don't feel the apo needs tweaking: Right now it is a strategic choice whether you bring one along or not. Usually I don't hire one until the team hits 140-150-ish TV, as perhaps saving a rookies isn't worth the TV for most teams, IMHO.
One could make WhatBall's apo a little worse by adding a niggling when moving the player to BH, if it needs a small nerf. |
_________________ "noncompetitive play is like porn"
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pythrr
Joined: Mar 07, 2006
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  Posted:
Sep 08, 2011 - 08:12 |
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goo is correct
u others r rong. |
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ZeZe
Joined: Nov 14, 2006
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  Posted:
Sep 08, 2011 - 09:12 |
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In LRB4 we all got especially frustrated, when we rolled a Double on the Aging Roll and got a Niggling or a Stat-Down on a special Player; now we get especially frustrated with a failing Apo. Just changed it to a different situation. I also think the apo has to be a good deal of a risk in LRB6 because with aging gone, we need an institution that kills players, it was called apo lately! |
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Krispy
Joined: Jul 20, 2009
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  Posted:
Sep 08, 2011 - 09:22 |
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Ken's idea about the unused Apo is a good one. |
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Wreckage
Joined: Aug 15, 2004
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  Posted:
Sep 08, 2011 - 09:54 |
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ZeZe wrote: | In LRB4 we all got especially frustrated, when we rolled a Double on the Aging Roll and got a Niggling or a Stat-Down on a special Player; now we get especially frustrated with a failing Apo. Just changed it to a different situation. I also think the apo has to be a good deal of a risk in LRB6 because with aging gone, we need an institution that kills players, it was called apo lately! |
you can't compare aging with the apo really. The problem with aging was mainly that it was punishing success and therefore was a dynamic that encouraged coaches not to skill their players. That's counterintuitive and therefore frustrating.
And besides all the whining the apo is still very effective. Just not OP. Personally I think the weakening on the apo was mainly a good idea because the regen teams could need a boost. The overall balance has greatly improved thanks to that. |
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