precinctomega wrote:Perhaps it should be said that it's not templates I dislike so much as how they are used. By way of example, I recently played a game of Infinity in which one model was hiding behind a civilian (you can't shoot civilians). An enemy was able to hit the model by using a template weapon, perfectly placed so it just failed to graze the civvie and just grazed the target.
This is illustrative of the binary nature of templates - you're either under (or touched by) the template or you're not. If you are, you're affected. If you're not, you aren't. It's simple, but it leads to decisions that owe more to a perfect grasp of the game mechanics than it does to good tactics. My aspiration is to reward good tactics.
But you are talking about min/maxing which will never change and can only be minimized to a degree. That essentially is the barrier that newer or casual players have to covercome when playing against more competitive players. Honestly as a player if you are doing something to the best of your ability, then you are doing yourself a dis-service which does mean learning curve to discover what works and why.
I'll use the flamethrower template as an example, since it is the most widely known. When you utilize a weapon enough the person becomes fluent enough to eyeball it to use it to max effeciency. They don't practice just to practice. This even applies to a shotgun, when using the flamethrower template. When I shoot in person with something that sprays, I'm fairly sure I know the capacity of my cone to maximize damage. We are playing troops who purpose is to maximize damage.
Although I would say in your example, that the player didn't hide properly behind the civie. It wasn't necessarily that the template was perfectly placed, it was the other player didn't properly gauage the safety zone.
precinctomega wrote:Horizon Wars does this pretty well, if my play-testing experience is anything to go by, as I often lose games to people who've never played it before, despite a near-perfect knowledge of the rules.
Knowledge of rules doesn't directly translate into better skill or better play, it just means you know the rules. It also has to deal with a persons character. I often lose not because I try to lose but because I focus on the gameplay experience being enjoyable, than on simply winning. That is what I do when you demo games. Now that doesn't mean I can't be competetive, but I don't play competively against casual players (which are new players). One doesn't directly translate to another, correlation does not imply causation.
precinctomega wrote:Another reason for disliking smoke templates (because that's the topic of this thread) is that they are often rather larger than the table space they're supposed to be filling. This means awkwardly placing templates, moving terrain or having to fudge the result somehow (with
FAQs that have to make it clear that smoke doesn't travel through walls - srsly?).
I've never experienced that personally, but that doesn't mean it doesn't happen. However I've seen different templates use. In almost every game I play though they don't use smoke templates, the templates is only used to determine placement, what it effects. At that point a marker is put there, often something like the below image. The template isn't needed for anything else. For those that want to place a template, there are also hallow flame rings which is a just a hallow ring. We have ours on a telescopic piece with magnets that floats above so need to move terrain.
precinctomega wrote:I'm now looking at counters again, as originally described, but with varying effect areas. So stuff within 1" of a counter is affected in X way, whilst stuff within 2" is affected in Y way. This overcomes the binary nature of templates in that there's a more severe effect the closer one comes to the core of the smoke cover. Smaller counters also allow smoke to fill irregular spaces in a more natural fashion.
That however isn't going to solve your initial example with the flame template that missed the civilian. All it does is create a new meta, where they learn to properly place the more "adverse" counter in the best position, which effects the game in a greater method.
Honestly the more crunchy you make a game, the more it creates it initial meta where competitive players will always be able to "Do X because they did something just right, hurting Y but not effecting the civilian". Meanwhile casual players because there are too many options, get lost because there are decisions, lots of decisions which includes lots of bad decisions (not because the mechanic is bad, but in the situation it is a bad choice). Casual players don't know how to deal with that. Usually you want there to be options, but you always want all the options to be viable and clear cut choices to do that during a time. That is one of the core issues with Infinity currently. It has gotten to the point, where there are literally lots of options that it becomes overwhelming, despite 70% of them being situational and the core 20% is what is always done.. with a 10% dependent on troop type.