- 48 board tiles (25 road-roundabout tiles, 12 bend-junction tiles, 11 foundation tiles.
- 50 coloured dice (25 per player)
- 2 plastic standees with stickers
- 55 cards including two complete Titan decks (reaper-configurations) including 12 weapons, 2 personalities, and double-sided dashboard cards.
- 30 Bingo Tokens (10 per player with 5 spare each)
- White Board Marker (Dry-erase marker)
- Rules booklet (24 pages A5-size)
- Box (9.5"x9.5"x2")
Monday, November 28, 2022
Titanomachina: Possible Production Plan
Friday, November 25, 2022
Titanomachina: Some Improvements and Visual Design and More Changes In Progress
At the outset I should explain that I am not a graphic designer. I don't really get graphic design per se, but in the spirit of the modern era and perhaps a heaping spoonful of caucasity I'm not going to let that bother me as I re-invent the wheel. People say "Why re-invent the wheel?" Firstly, because it is educational, and secondly the skills and machinery required to makes wheels is non-obvious. Anything can be done, but only some things can be done at the cost available, and that's certainly a mindset I feel that 11 years of Titanomachina have ingrained in me.
That said I've noticed a design inconsistency with Extra Armour and Shields/Deflectors, in that they have an Effect cog under their Block/Intercept action and Weapons/Arms/Legs do not. I feel like this is un-necessarily confusing for players, and slightly confusing for me as well. Originally it was a reminder that Something Ticks Up One (or Down One) when the reaction is triggered, a shield token or initiative place changed, but that's slightly confusing when one considers the Operate action. The Operate action adds its Effect, its cogs, to the total Effect of the action, and it has a neat little serendipitous cue wherein you can visually show this if you stagger your cards slightly when you place them face-up on the table. Additionally, any Effect on the bottom-right of the hand of cards is usually obscured if you're holding the cards in a fan so that you can read the left-hand side of the cards. Operate doesn't interact with Block, Intercept, or Full Power actions so these don't strictly need an Effect value. Likewise damage penalties don't affect Block or Intercept actions. As long as the system isn't destroyed the reaction works. Full Power is affected by damage, with light damage knocking the system out of use (although now I feel like crew should be able to Operate it if only that the activation of the system requires Effect to be greater than 0 but won't change anything if it is greater than 1). So I'm going to take out Effect for reactions. This should have no effect on game-play, and should make learning the game easier.
Given that, I would like to make a couple of changes.
The first change would be adding a reaction to Capacitors whereby they can be used to re-activate a Block or Intercept system that has already been activated that turn to Block or Intercept. It would involve creating a new icon and adding it to five cards currently in play in Tabletop Simulator.
The second change would be adding an attack to the vulcan gun, the gun battery, and the laser battery. Otherwise these weapon systems would not change, and where combined attacks (like other combined actions) share the same pool of total Effect these systems would need to be operated to get these full 2/3 attacks because they are Effect 1/2 otherwise. It would be like how Arms have Effect 1, but can combined Walk and Attack; they need to be operated to do more than Walk or Attack with Effect 1.
Going back to the Full Power Effect 1 issue, the problem is that Effect 2 or more is pretty harsh. Almost game-breaking unless the system being re-activated is Effect 1. But it does feel cool to have a crew operate the capacitor to make it work if it is damaged. I think I'd have to be pretty clever re-writing the rules to cover this because part of the crew-capacitor issue is that it either bogs down in a loop, or breaks the order of operations. Maybe crew members can be sacrificed to make it work or something. I'll keep chewing on it.
Speaking of chewing, I'm not quite ready to implement these changes in production yet, which is why I'm putting this out here for comment. I also need to come up with a name for the Capacitor reaction (Emergency Power? Reserve Power?) and perhaps a better icon.
Friday, November 18, 2022
Titanomachina: Incidental Change?
In the weeks following a change I get to see how the change affects me and my opponents. It's always fun to see what the change will entail because play-testing can be all sorts of different testing in one. Some of the recent changes have been for, essentially, ease of play considerations and so it has been interesting to see how they're used on the board. More to the point it was interesting to see how an inadvertent change has been absorbed. I accidentally reverted a Master Crew's charge cost of operating a system to 1 extra card. That's what an Adherent Crew had been rated for 2/3s of the Effect. It puts the Master Crew over the card power-curve that generally fixes the cost of effect equal to the effect plus traits and trade-offs. Effect 1 is 1 with the extra bonuses figured into its additionals like 1 for the high explosive trait and 1 for the armour piercing trait and trade-offs of 1 for having an additional action (block, intercept) for a total of 4/charge for its human resource cost.
In other words I have inadvertently changed the game balance by over-powering the Master Card. This means that it should perhaps have its human resources points change to reflect the cost of such a component, and hence the victory points for destroying it. But I think it enhances the game rather than distracting from a flat power curve. It feels good for players to get that +3 bonus. That's going to be an effective move. Being plainly better than the other crew members means that players may attempt to have a crew entirely of masters, but so far like habitats themselves that would be limited by the number of cards available; there are two playable Master Crew cards in the game.
Now this reaction is moderated by how effective the ease-of-play and other balancing changes figured into the games. So far I'm not really drawing an opinion on holding operating crew members over rounds as it's not really my habit of play. One of my regular opponents makes it their default strategy to, when in doubt, put a crew member on standby to operate whatever system loads next. Too many times I've done this and found myself with a lack of quality targets when it comes time to operate a weapon or generally the wrong system at the wrong time. Maybe I should consider it more when I'm playing next, but especially after Hal-con I'm finding some interesting things out about the cards.
Firstly, it turns that that there's an ideal mix of cards in your hand, and it's not actually the combination that leads to the perfect round-one ring out. The ideal mix of cards in your hand, by my consideration is the combination that lets you engage with your opponent and do something constructive whether it is maximizing the damage you inflict or minimize the damage they do, or simply to dodge out of the way when about to be targeted, or blocking the target. So you need a mixture of defensive and aggressive posture which you can change as the situation changes. For example, you get an enemy in the arc of your Titan's right arm, and then get slewed right by blocking an incoming impact or grapple with your right extra armour , now you have the target in the arc of your Titan's left arm and enough cards to attack with that instead. Alternately you have a healthy 3+ bonus to your next action so that an enemy elects to move behind cover, and when they do you detect a handful of habitat building blocks and perhaps even shoot over the cover after that detect action. There's also stuff like blocking with a weapon and then re-activating that weapon with a capacitor, but mainly being able to take a hit and even use it to your advantage, like using an impact or grapple to get a free turn, or extra armour to capture the initiative.
The second thing is that reducing a Master Crew's cost doesn't just put them above a rather-flat charge/effect curve, but it increases the number of other cards that may be played and accelerates the game. A master crew operated gun battery is going to hit really hard at the prior charge-cost of just activating the master crew or a macro gun. There's more defensive options at 0 charge these days as well, and it's not just the low-charge cards, but other cards in every deck will now have an extra card floating around that can be used to activate a system that would otherwise want for cards to be played face-down to charge them. This will accelerate the rate of play a decent fraction, but also has a nice crunchy feeling for the players. I may still increase the human resources value of Master Crew, but it's a new addition to the issue list. I'll cross-list it on the fix-list as well, since it is technically a reversion to a previous valuation of the operate action.
Sunday, November 13, 2022
Titanomachina: Performance Envelopes
Lately it has occurred to me to chart the relative performance envelopes of the Titans and put development on a more mathematically clear foundation. To this end I've whipped up the following chart describing the relative maximums available to each Titan. Damage-wise, this is the total of the Titan's weapons and limbs, and does not include bonuses from crew or any specifics related to concentrating that damage on any particular targets, just raw output. Likewise this does not include damage from collisions, except where those collisions are caused by Impact weapons, which are assumed for the purposes of describing the maximum damage out to have pushed the target back for an additional point of damage. Note then that this means Impact and Grapple weapons are assumed to do one more point of damage than their Effect plus any High Explosive, Armour Piercing, Shield Breaker. This ignores that the weapons actually do +2 points of damage upon successfully smashing another Titan into a building or another Titan as not all pushes or pulls successfully do that. Shock is not assessed as damage.
Similarly in each case where Capacitors are available they are assumed to give Full Power to whatever weapon has the greatest damage potential (so like a Buzz Saw or Vulcan Gun instead of a Plasma Howitzer in the cause of Eos' configurations 1 & 3). A further assumption is that this is the amount of damage a Titan can inflict in four rounds, although notably Eos Configuration 3 uses more cards than would be available in its deck. If we leave off activating one of Their arms then it's 27/22 in terms of damage/card-cost.
More sophisticated analysis as I develop it, but as it stands I think these numbers suggest which configurations are preferable for which end-game conditions such as ring-out, knock-out, and time-out.
Thursday, November 3, 2022
Titanomachina: Card Updates
Once again I have made a systematic change to all the cards and dialed a few cards in. The systematic change is that cards that can be played face-up without a cost in other cards paid face-down now have a hexagon icon containing no lightning bolts. I've also spaced out the symbols vertically to allow five in each column. You could say I'm future-proofing the layout somewhat.
Specifically now Shields and Deflectors are changed from the option of two power levels of the same action to having an action and then a Block-liker reaction called Intercept. You could block and intercept a single attack.
Crew are changed from two actions (Operate & Repair) of the same power level to one Operate as 1-3 and Repair always at 1 for Charge 0.
Sensors similarly no longer have a Charge cost to be paid with cards face-down for the Scan action. It needs to be on par with Extra Armour.
Speaking of, the Block reactions and Telemetry traits have been relocated to the right-hand side of the cards where all the other Blocks are found (and now Interceptor).
Mega Guns have been renamed Vulcan Guns so that they don't get confused with Macro Guns.