In regards to "Entire Merc Force":
One of the things that I believe a couple of us suggested is a much larger starting SP amount. Like 20-25K instead of 8K
With that much, even a new beginner 2 years into the campaign has the ability to create something that can compete with a veteran.
It also allows a larger variety of units to handle any mission goal type & would likely not leave some w/o an effective force for certain scenarios.
Finally it undercuts salvage as being so important. We'd still have Salvage Points & Can Purchase units, but it stops being a HUGE factor.
I myself would be a fan of "League" style play for a couple reasons.
1. It allows for faster games since its 1v1 play.
2. I've heard players over the years say they don't come because they don't like the 4v4 massed battles with all the cross talk & slow movement.
3. Lower player count means we can bump up force size to be 4-6 units each.
4. Bigger variety of terrain as we can use 2 maps per 1/2 game table & have 4 games going on at once.
I would suggest we remove the "GM" side of the game. We only need 1 roving GM who is solely devoted to question answering.
Trying to get in 2 games is great if we have time but I'd rather just make sure my 1 game is actually played to 10-12 turns for sure.
Make it player v/s player with a couple tweaks.
1. Remove "recovering" salvage from the game. Players can't loose their units to another player. They can still be destroyed like normal, just not captured.
You would still earn "salvage" points that would add to your victory total for purchasing new units at regular new unit cost.
2. Fix BV's per month.
3. Drop mission goals down to just a single goal per game that is above "destroy the enemy"
So, 1=Destroy more BV than you loose. 2=Capture/Defend Supply Vehicle/Depot, etc etc.
Or make those goals for opposite sides, attacker must capture, defender must just destroy attackers.
You could even have 2+ mission types per month that players can choose from if we make those secondary goals very basic, and depending on the maps chosen could make for completely different feel between tables.
4. Come to the game with 2+ forces so you can adapt if you end up being attacker or defender.
Cons:
- Disparate player skill can be a problem. ("Oh, crap, I have to play Hellraiser again!")
I'm not sure if I'm offended, proud, or amused right now. :-\
- Longer game days may face opposition at home
I think he's just talking about moving the time back to Noon, which is what it was for many years, so only 1 hour, if that matters.
I am just thankful to be playing with a consistent group. If nothing changed, I would not have any issues.
• My only request would be I to get more turns in when we play. If there is anything we can do to increase the amount of turns I am open to hearing it. An earlier start time would get us at least 1 and maybe 2 more rounds.
• Lastly, I agree Joel, we have had people who have complained to make the campaign actually feel like a campaign. Honestly, I only knew one player that was never happy, but was just his personality. The biggest challenge I see in running a true mercenary unit in a campaign is the accounting. Joel, I know you have mentioned this before. I would be more than willing to take this on if needed. Last time I looked the complainers were not playing anymore. <PROBLEM SOLVED>
Agreed on all the above except accounting.
That level of play really is best at home, I like it, but wouldn't want it at Depot where we are basically doing pick up games with a roster & a score card attached.