Switch Theme:

Code Zero - Relaunch May 1st, 10AM PST  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Infiltrating Prowler





Portland, OR

 bubber wrote:
just got to say:
whenever i scan the news & rumours page & see this thread, my mind reads 'Coke Zero'!
Anyway - good luck with the project.
That is pretty funny. Thank you!

Sculpting is completed for the Federated Commonwealth Power Armor fireteam. They have been sent off to get 3D Masters for them printed. We hope to have images of those soon(™). Here is an image of all the sculpts currently finished in a lineup together.



Action | Reaction System

An example of a well known Action/Reaction system is basically a IGO-UGO activation with reaction response built into it. The Active Player activates their units, one at a time and does their actions. The Reactive Player responds usually when one of the Active Players models cross line of sight. They resolve rolls. This continues until the Active Player can no longer activate anymore models. Then they switch roles. The Reactive Player role although interacting is more of a “sit and wait”. There is also no limitation on the amount of times a unit can be activated in a turn.

It is a great game, solid system but still has the issue at points where suspending disbelief becomes harder. We wanted to do things a bit different to create some interesting and unique opportunities in a battle. We felt this simulated cinematic action movie sequences better as well as providing more opportunities for players.

In Code Zero activation is not IGO-UGO, it is an alternate activation. That means during a game turn the roles will switch back and forth. We also wanted there to be a method for the Reactive Player to respond to an action without it requiring the Active Player to cross line of sight. Although we don’t put a hard limit on the amount of times a unit can be activated, there is a soft limit. If you wanted to run a unit from one side of the board, spending all your activations points, to the other side you could but it comes at a cost… they get tired and gain fatigue from being overworked.

Standard Activation - 2 Short Actions

1| Active Player: The Active Player spends 1 Activation Point choosing to activate a unit declaring their first action.
Example: “I’m going to activate this fireteam and do a move action”.

1A| Trigger Point: This is a priority window that opens up allowing the Reactive Player to respond the Active Player’s actions.

2| Reactive Player: The Reactive Player can declare to respond if the activating unit is within line of sight of one of the Reactive Player’s units. Since this is the first action of that unit, this is a special opportunity that they can choose to Steal Initiative. They would spend 1AP and choose a unit to activate. This swaps the Active|Reactive roles temporarily as the Reactive Player’s unit will resolve their actions first. They could also choose to do nothing and pass.
Example: “I don’t have a response, pass”

3| Active Player: The Active Player now moves his unit that he chose to activate to where he is going to end up.
Example: “I am using a Short Move Action to move my movement of 4” to here”

3A| Trigger Point: If the Active Player’s unit crosses line of sight with any Reactive Player’s units this creates a trigger to allow the Reactive Player to respond.
Example: In this case he doesn’t cross any line of sight with any units.

4| Active Player: The Active Player now declares his 2nd short action.

4A| Trigger Point: This is a priority window that opens up allowing the Reactive Player to respond to the Active Player’s actions. Unlike the first priority window that opened up, only players in Line of Sight can respond.



Activation and Steal Initiative

1| Active Player: The Active Player spends 1 Activation Point choosing to activate a unit declaring their first action.
Example: “I’m going to activate this fireteam and do a move action”.

1A| Trigger Point: This is a priority window that opens up allowing the Reactive Player to respond the Active Player’s actions..

2| Reactive Player: The Reactive Player can declare to respond if the activating unit is within line of sight of one of the Reactive Player’s units. Since this is the first action of that unit, this is a special opportunity that they can choose to Steal Initiative. They would spend 1AP and choose a unit to activate. This swaps the Active|Reactive roles temporarily as the Reactive Player’s unit will resolve their actions first. They could also choose to do nothing and pass.
Example: “In response I’m going to activate this fireteam and do a move action.” The Reactive Player now temporarily takes over the Active Player role, while the Active Player becomes the Reactive Player. They would declare and do their 2 actions. If it triggered any reactions from the Reactive Player those would be handled normally. Once those actions are complete, roles get returned to normal.
Example: In this example there were no units who could react to Player-B moving their units.


3| Active Player: The Active Player now moves his unit that he chose to activate to where he is going to end up.
Example: “I am using a Short Move Action to move my movement of 4” to here”

3A| Trigger Point: If the Active Player’s unit crosses line of sight with any Reactive Player’s units this creates a trigger to allow the Reactive Player to respond.
Example: In this case he doesn’t cross any line of sight with any units.

4| Active Player: The Active Player now declares his 2nd short action.

4A| Trigger Point: This is a priority window that opens up allowing the Reactive Player to respond to the Active Player’s actions. Unlike the first priority window that opened up, only players in Line of Sight can respond.



Activation and Chain Reaction

1| Active Player: The Active Player spends 1 Activation Point choosing to activate a unit declaring their first action.
Example: “I’m going to activate this fireteam and do a move action”.

1A| Trigger Point: This is a priority window that opens up allowing the Reactive Player to respond the Active Player’s actions.

2| Reactive Player: The Reactive Player declares he is going to Steal Initiative and activate one of his fireteams to do a move action. Unlike before the Active Player didn’t have any other units that could have benefited her doing a response. However in this example she does have Sergeant who Steal Initiative back.

3| Active Player: The Active Player spends 1AP and chooses to activate her Sergeant. This creates a Chain Reaction. The Reactive Player could also Steal Initiative again BUT it would come at a cost, that unit would gain “Fatigue” status. In this example he chooses to not respond.

4| Active Player: Uses the units special ability to use a jump pack, allowing her to have her unit leap putting it on top of the building and gaining high ground.

Now the Reactive Player would then resolve their actions, then finally the Active Player would resolve the first units actions.



Resources Are Valuable

Activation Points are your resources and resource management is an important part of the game. Some people might be asking, "Why would someone want to do that?". I hope that becomes more clear in the game play run-through. I apologize for the animated gifs, hopefully they didn't confuse things. I have never worked with them before but I was trying to find a way to demonstrate without having 50 pictures for the examples. Hopefully that worked a bit.

On paper it can sound complex and complicated. If you are familiar with a certain TCG then it should be easier to grasp and understand.

Decisions become important. However bad decisions don't necessarily cause a cascade effect that a player can't bounce back from. They can but at a cost, move a unit out of danger providing you can predict that was where the player was going to go. Keep in mind you don't know what their secondary objective is. The only information you have at that time is the unit they are activating and what that action is (move, combat or special action). If it was a move action, you don't have the information of where they will move yet. When you choose to move or not to move can become important.

A Reactive Player can only Steal Initiative once per round in the Player Phase, unless they want to give the activated unit Fatigue status. One round in the Player Phase is when the Active Player has activated 1-2 units, then the Active Player and Reactive Player switch roles. This alternating activation happens until they are both out of Activation Points.

Part 3 will cover a battle report for a game going through the whole game, bringing everything we have covered together.
   
Made in us
Infiltrating Prowler





Portland, OR

Check out what spiralingcadaver posted about the painting process and review on our miniatures here.


   
Made in us
Infiltrating Prowler





Portland, OR

Setbacks are just learning experiences. - Beth Brooke

We'll be back in May with a bit more focused campaign.

The Bad

It is with a saddened heart that I have to announce that we will have to cancel the Kickstarter. It is clear based on the momentum that we will not hit our funding goal. Although a good portion does come in the last 48 hours, in this case I do not believe it will be enough to get us to our funding goal.

This however is not the end. With your help, we will be back with a vengeance, re-launching a new and improved campaign on May 1st, 10:00AM PST. Mark the date because like this campaign there will be an Early Bird for the first 48 hours.

The Good

Now for the good news (not that re-launching isn’t also good news too). We have been going over the whole campaign with a fine tooth comb to get all the knots out of it. After some careful consideration and analysis we were looking to see where we can reduce overhead, ultimately this allows us to reduce the funding goal without putting the project in risk.

This is where you all come in. We want to thank everyone who has jumped in, especially those in the first 48 hours, to join us on this journey. Really, without all of you, we can’t make this dream become a reality. With that in mind, you all get to get a foot in the door literally at the ground level and get to give some input which will determine what happens in the next campaign. We have prepared a small survey that should take less than a couple minutes of your time. We want you all to come back and support us and because of that this relaunch gets to be tailored towards you.

The survey has a few basic questions, What miniature do you want to see released first and second. It also has some follow-up like, would you rather see a stretch goal released first. There is a question on the length of the campaign.

Please follow this link to the survey and answer the questions. When you get to the part about the stretch goals, be sure to pick a unique number for each option. In other words don’t mark them all as #1, we are looking for them to be numbered 1 through 5 so we know what priority you are looking for most and which one the least. This will help us focus the campaign into smaller stretch goals which overall is good for everyone.
   
 
Forum Index » News & Rumors
Go to: