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  1. #11
    Sensei of the Wounded Petal
    Join Date
    Mar 2015
    Location
    Columbus, OH
    Posts
    282
    I REALLY want the equipment mechanic in the expansion.

  2. #12
    Equiptment card:
    Trap - Portable dimensionometer
    Once per turn you may spend an action to return a single ghost from your card to the spirit world.
    Heavy - You may move a maximum of 1 space per movement action.

  3. #13
    Ok, I've been thinking over an equipment system for a while now, and I think I finally have a pretty cool setup. Basically, you level it up, as a way to pretty much keep your character progressing after you hit level 30. There's some room for adjustment for this, but basically I'm thinking you'd need an investment of 5 XP that maybe you stockpile at your discretion, and that is used to get your first piece of equipment, later on maybe you can buy a second piece of equipment for 10 XP.

    Equipment has five levels (use character XP chart), and requires a Charge to use. Each one starts with one Charge token on it and you initially have no way to get Charges back. Once you sink enough XP into the equipment to bring it to level 2, the equipment will have its own way to let you roll for a Charge.

    Rolling for a Charge means you roll a d6, if its at least a 6 (subject to change) you put a Charge token on it, with a maximum of only one Charge, initially. As it levels up, maximum Charge increases and you get a guaranteed chance to roll for Charge each round.

    Whenever you gain XP you may choose to either put it to your character, or onto one piece of equipment. Probably a maximum of two pieces of equipment.

    Yeah, you won't be using the equipment often, and maybe it needs some tweaks to the numbers so Charges aren't quite as rare, but the general idea is that they aren't supposed to be used often, since, generally speaking, in the comics they rarely used the non-standard equipment very long when they did use it, plus if it doesn't make huge, frequent changes to the game, its probably less likely to completely break down the game play and turn it into something over-complicated and un-fun.

    EDIT: Maybe players could forfeit all actions to get a chance to roll for Charge, sort of like removing slime from themselves?

    Also, yeah, I totally am reusing level 5 and level 2 abilities, because they can be so easily reinterpreted and they are field tested abilities to give to a player. For the level 2 emulating abilities, saying "As a character Ability", the intent there is that you can't use both this and your regular level 2 in the same turn, its a one or the other type of thing. The level 5 emulating abilities might just take up a maneuver, pending some input and testing.

    I'll come up with more later, right now I just want to get my basic idea written out, then I'm going to try and come up with some card designs for them later this week.

    ===
    Ectoplasmic Running Shoes

    Level 1: Remove a Charge from this Equipment: Until the end of your turn, increase your Move Actions by 1 space.

    Level 2: Whenever you take two Actions in a single turn that aren't Move Actions, roll for Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Boson Cannon

    Level 1: Remove a Charge from this Equipment: Until the end of your turn, whenever you have a Proton Roll resulting in at least 6, add an additional Stream on that target.

    Level 2: Whenever you spend two Actions in a single turn that aren't Combat Actions, roll for Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    P.K.E. Meter

    Level 1: Remove a Charge from this Equipment: Until the end of your turn, you may Reroll the Movement Die once per failed Proton Roll.

    Level 2: Whenever a Ghost moves adjacent to you, roll for Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Ecto Goggles

    Level 1: Remove a Charge from this Equipment: Until the end of your turn, Ghosts adjacent to you do not block your Line of Sight.

    Level 2: Whenever a Ghost moves out of your Line of Sight, roll for Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Stream Stabilizer

    Level 1: Remove a Charge from this Equipment: Until the end of your turn, your Line of Sight is increased by 1 space.

    Level 2: Whenever another Ghostbuster traps a Ghost with your Stream on it, roll for a Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Mega Trap

    Level 1: Remove a Charge from this Equipment: Until the end of your turn, all Ghosts with your Stream on them require 1 less Stream to trap.

    Level 2: Whenever you deposit at least 3 combined Ghost Classes at a time, roll for Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Slime Resistent Boots

    Level 1: Remove a Charge from this Equipment: Until the end of your turn, if you get Slimed, you may move 1 space.

    Level 2: Whenever you trap a Ghost that is at maximum Line of Sight, roll for a Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Tobin's Spirit Guide

    Level 1: Remove a Charge from this Equipment: As a character Ability, once during your turn, you may re-roll a failed Proton Roll.

    Level 2: Whenever you trap more than 1 Ghost in a single turn, roll for Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Proton Charged Sword (Was seen in IDW's Displaced Aggression story arc, a medieval Ray was using it and it was awesome)

    Level 1: Remove a Charge from this Equipment: As a character Ability, once during your turn, you may take a free Combat Action against a Ghost adjacent to you.

    Level 2: Whenever you trap a Ghost adjacent to you, roll for Charge.

    Level 3: +1 Maximum Charge

    Level 4: At the end of each Round, roll for Charge.

    Level 5: +1 Maximum Charge
    ===
    Last edited by The_Xavious; 01-04-2016 at 12:59 AM.

  4. #14
    Part of the thing that I think makes the game really successful is the simplicity in the gameplay mechanics, whilst I think that equiptment is an integral part of Ghostbusters I did consider some sort of use system similar to the charges you suggest but found it too complex to avoid bogging down the actual gaming part - basically if my wife gets confused then its no longer fun. Hence why I suggest one off upgrade purchases that simply boost stats.
    I am still in the process of building these lists of equiptment and chance cards for anyone who has been following, have just been busy over Christmas/New Years

  5. #15
    Yeah, my setup probably would slow things down quite a bit, but I'm kinda disappointed with how early on some characters could reach level 5 in a campaign and then are stuck with no room to advance. This is sort of like an epic level continuation, plus you could also potentially keep the equipment between campaigns while your character level resets.

    But I'm happy to hear you're still working on yours, I'm excited to see it, should make longer campaigns fun, but I have a question; do you have something in place to make it so gaining XP still matters after you hit level five? You can get up to level 3 in a single scenario without having to really work at it.

  6. #16
    Quote Originally Posted by The_Xavious View Post
    But I'm happy to hear you're still working on yours, I'm excited to see it, should make longer campaigns fun, but I have a question; do you have something in place to make it so gaining XP still matters after you hit level five? You can get up to level 3 in a single scenario without having to really work at it.
    I think the key here is scenario design. Most of the existing campaigns are designed with missions that can be "farmed" for XP, with the intent that by the 4th level that you will be level 5 to combat the boss. It seems to be the scope of the game, and that is fair enough. To change that then to provide a longer experience means either 1) changing the rate of gaining xp, 2) changing the scenarios to have less spare XP for players to soak up, or 3) providing ways to lose XP from characters.

    I am interested with tinkering with 1) but a small amount and after looking at the changes that 2 and 3 can make. The chance cards already provide a way to lose small amounts of xp, but there are ghosts like the spectral GB's that can do this also, so more effects like this can be built in.

    Looking at the scenarios though, one of the things I would like to do for this "job mode" would be to have smaller missions, rather than the huge missions in the original campaigns. These smaller jobs might only be 4 tiles in size, with a handful of ghosts and a single gate (if any), so the focus is more on the skill of playing well to capture the ghosts that exist (to get cash) before they move on (or cause too much damage).
    This would reduce the xp that players can farm so make the game longer, but also by introducing cash it gives that second element that goes beyond xp that you were looking for, characters who are at level 5 still want to earn money for upgrades.

  7. #17
    Matt,

    I would love to work with you to bring these to life? I am senior designer with 16 years in marketing and business and I love helping out similar hobbiest make this a better game.

    Ideally, I am looking to do three things:
    Equipment Upgrades
    I love your idea of chance cards ..... nice and thematic
    Some kind of a random event card that could happen when a gate is closed (earthquake like in Ghostbusters 1, something ...."

    Here are the cards I made for Zombicide.

    https://drive.google.com/folderview?...DQ&usp=sharing

  8. #18
    Hey Revel911, that sounds really cool - I don't have any graphic design ability hahaha
    What I might do is start colating all the ideas for the cards and upgrades into one list, I have a few more to add too!

  9. #19
    Quote Originally Posted by MattMurdock View Post
    Hey Revel911, that sounds really cool - I don't have any graphic design ability hahaha
    What I might do is start colating all the ideas for the cards and upgrades into one list, I have a few more to add too!
    I have been fighting not selling the game because I love the theme, but it lacks purpose and depth ..... this is what I need.

  10. #20
    I had another thought about something that could be included, and that is Reputation. (On a scale of 0 - 7 or so).
    Basically when you complete a job successfully, you can a reputation point, if you botch one, then you lose rep. If at any point you reach 0 reputation then Peck will shut you down.
    If we had players able to use rep to influence cash - i.e. choose not to pay for damages on a job, lose 1 rep point. Or only charge half the amount for a job, gain a rep point, players could have yet another way to gain cash, or continue from a failed job, but still have a penalty to deal with.

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