Section 9

Things we'd like to see in Paradiso N3

191 posts in this topic

OK, so we're seeing new rules for units to be 'officially' released in Paradiso N3 now.  From what I remember of the original Human Sphere release, this means we're 6-12 months from new book, and probably on the low end (though I'm still expecting Paradiso N3 to be released at GenCon 2018, which lets me be pleasantly surprised when we get it sooner).

We know that it's going to have the Paradiso campaign and the Infinity Campaign System in it, which means Spec Ops.  The original Paradiso book only had like 2 pages of new rules, so I'm not expecting much there.

I'd like to see faction-specific (or maybe even sectorial-specific) skill and weapon lists for Spec-Ops, as well as expanded choices for what units can be spec-ops.  Because while I'd love to get a Zuyong spec-ops, I'd hate to face a Zuyong Spec-Op with NWI.

I'd also like better guidelines for making your own campaign.

So what ELSE would you like to see in Paradiso N3?

[edit:  I'm adding what we know will be in Paradiso N3 to this post as it becomes available.]

What we know Paradiso N3 will contain:

The Paradiso Campaign (both missions and story), which is going to take up about 50 pages.

A whole list of new Sectorials, and the units that the contain:

  • PanO's Varuna Sectorial
  • Yu Jing's Invincible Army
  • Ariadna's Kazaks
  • Haqqislam's Ramah Task Force (which is the 'Caliphate', IIRC)
  • Nomads Tunguska Jurisdictional Command
  • Something for Combined Army, probably Shasvasti
  • Mercenaries - Maybe 'Mercenary Companies' but details are scarce
  • Aleph's Operations SubSection, the Vedic (Indian) troops
  • Tohaa - Triumvirate, basically Tohaa Illuminati with a mix of Tohaa and Mercenary troops

 

Rules:

Infinity Campaign System and Spec Ops rules.

New General Game Rules known:

  • Ghost:RP TAG pilots (and modified Pilot stats from TagLine)

 

Skills:

  • Full Auto
  • Fatality
  • Tech-Bee's Remote Assistant

 

Equipment:

None known, not much rumored.

 

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heavy infantry spec ops would be my desire.

Its such a cool way to put character into a force Id love to have a custome ORC troop in PanO or a Grey/Mormaer in CHA

Id also second calls for sectorial/factin specific weapons, they are somewhat already part fo the spec ops, but some sectorials in particular have vastly different weapon styles than the parent faction.

 

Id also like to see a more flexible campaign system to make them somewhat easier to run

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I am keen to see the campaign rules and fluff.  I am keen to see the new sectorials, and the new units they bring.  I do not play Tohaa and have no interest in picking them up, but I would like to see them gain twice as many new units as the rest of us.  Say the rest of us get 5 (plucked out of the ether), they should get 10.  It would help them to catch up a bit.

I would like to see tweaks to Assault Hacking Devices.  In my meta, no one fields Hackable units so these things are completely worthless.  If there were one or two programs that were at least somewhat useful in situations like this it would be a lot more interesting.  Regular, Plus, EVO and Killer Hacking Devices can be useful no matter what your opponent fields (or what faction they play), so Assault devices feel a little 'off' to me.

I hope they make adjustments to the Dire Foes characters.  Some of them could use an update!

I hope that the new Pilot rules become official.  They are a cool tweak that I want to see stay!

What I hope not to find is too much rules bloat or new rules that bog-down the game.  HSN3 is broadly in a good place, so it would be a shame to ruin that.

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3 hours ago, Elric of Grans said:

I would like to see tweaks to Assault Hacking Devices.  In my meta, no one fields Hackable units so these things are completely worthless.  If there were one or two programs that were at least somewhat useful in situations like this it would be a lot more interesting.  Regular, Plus, EVO and Killer Hacking Devices can be useful no matter what your opponent fields (or what faction they play), so Assault devices feel a little 'off' to me.

The big thing I want on Assault Hacking Devices is the Lockpick program, since AHDs are all on the Breaking and Entering units.  Oh, and an actual lethal attack to address KHDs (plain old Brainbuster is fine).  Right now KHDs are a hard counter to AHDs, there's very little an AHD can do to a KHD, while even an EVO hacker can potentially kill a KHD.

 

 

Quote

What I hope not to find is too much rules bloat or new rules that bog-down the game.  HSN3 is broadly in a good place, so it would be a shame to ruin that.

I don't think that's likely, the bulk of the original Paradiso is the campaign and the Infinity Campaign System.  The original Paradiso introduced 2 new rules (CASEVAC and Hostile Environments), one new characteristic (Cube 2.0), 7 special skills (Civvie, Fireteam Enomotarchos, Fireteam Haris, Fireteam Tohaa, Ghost:  Autotool, Journalist, Number 2, and Specialist Troop), Dual Weapons, 3 ammo types (revised Shock, revised Stun, and Swarm ammo), 12 weapons (Chain-colt, revised E/Marat, Flammenspeer, Hedgehog Weapon, Jammer, Marksman Rifles, Molotoks, Rocket Launchers, Stun Pistols, SMGs, Swarm Grenades, and the Vulkan Shotgun), and 5 pieces of equipment (Defensive hacking device, Hungries Control device, Nullifier, Spotter, and Symbiont Armor).  All of that has been incorporated into the game in HSN3, except for Swarm Ammo, which has just gone away (sadly, as that effect is just about perfect for Riot Grenades). 

So far, we've only seen two new skills for Paradiso N3:  Full Auto and Fatality.  I'm not expecting to see more than 8 skills, and maybe a few new weapons and some new equipment.  What will add to the book is the new sectorials and new units for them.

 

OK, after having gone through that, let's break this down into separate sections.

What we know Paradiso N3 will contain:

The Paradiso Campaign (both missions and story), which is going to take up about 50 pages.

A whole list of new Sectorials:

  • PanO's Varuna Sectorial
  • Yu Jing's Invincible Army
  • Ariadna's Kazaks
  • Haqqislam's Ramah Task Force (which is the 'Sultanate', IIRC)
  • Nomads Tunguska Jurisdictional Command
  • Something for Combined Army, probably Shasvasti
  • Mercenaries?
  • Aleph's Operations SubSection, the Vedic (Indian) troops
  • Tohaa?

Mercs and Tohaa are not particularly certain, there's been a lot of fanatic peat about them but very little from CB. 

 

Rules:

Infinity Campaign System and Spec Ops rules, roughly another 10 pages.

No new General Game Rules known, and not much even rumored.

 

Skills:

  • Full Auto
  • Fatality

 

Equipment:

None known, not much rumored.

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weve seen more than 2
Rem Pilots
and teh Tech Bee rule will also be paradiso rules
so thats 4

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I would be thrilled if we saw Tohaa anything, but as a Tohaa player I am expecting to just keep adding to my growing Nomad and Combined Army forces while my main army just sits at it's current troop levels.

At least I get to look forward to buying an ITS box to get a new Tohaa Merc...

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thing is, Tohaa may have less profiles, but the army is designed to use those profiles in such a way that the actual force composition is much greater in terms of potential vartiaion than the sum of profiles would suggest.

Triads essentially mean that Tohaa have much more customization than most other factions. 

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Your right. I don't know what I was thinking. Tohaa are fine as is. Give all our new stuff to the other armies.

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Just saying that we Tohaa players have been hearing from other faction players over and over how Tohaa are fine and we just don't need the options that other armies get. I'm sorry that we have a flexible army that does things the other armies can't. That shouldn't prevent us from wanting to be given the similar numbers of options that all the other Vanilla options get. Right now we have less options than a number of Sectorial armies. This is what make Tohaa players frustrated and in some cases make players leave the faction for other factions that are getting obvious love from CB.

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Shasvastii for sure, hopefully some updated Morats and ideally I'd love to see more Sygmaa & Batroids, the latter feel very creative.

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Id like to see a new campaign instead of just an update of the old one. The lore has moved on the original campaign feels like ancient history. Id also really like to get off of paradiso it always felt weird that all the battles were special operations in cities and suddenly the campaign came out and everything was fought in a jungle wilderness. More cyberpunk please.

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Also I think MRRF might be before Kazaks? Pretty lols if they just say fuck you to MRRF players like that.

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Just now, Flipswitch said:

Also I think MRRF might be before Kazaks? Pretty lols if they just say fuck you to MRRF players like that.

Prepare to lols then, because the last mention I have seen is that MRRF is still being redesigned.

Something I want to see, while not necessarily in Paradiso itself, is the addition of "Sapper" to Blackjacks.

 

They're supposed to be a defensive unit--not sure why they don't have a defensive skill like that.

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7 minutes ago, Flipswitch said:

Also I think MRRF might be before Kazaks? Pretty lols if they just say fuck you to MRRF players like that.

No, Kazaks are coming beofre MRRF and Kazaks are actually almost done, if not already done. MRRF is...not, sadly, to put it as nicely as I can. MRRF have been slated for the next book, so hopefully they get the work that they deserve for being postponed this long.

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hahahaha, though we still have a while to go yet. Curious to see what we get.

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I would quite like a swarm grenade come back, they made it to the hsn3 fluff but not the rules.

Also revise domaru haramaki links so that you can have four domaru and one haramaki instead of needing to buy either two boxes and a blister if you want a missile link, or one box and a really outdated starter if you want a pure domaru link. 

 

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 CB seems to have been putting some work into trying to make TAGs more popular, see TAGline and remotepilots.

So maybe we'll see some more tweaks to how TAGs work to make them a bit less fragile? 

Else im just looking forward to seeing how Oom/Helots work. 

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Something that makes Zhanshi worth 11 pts

Sent from my SM-G935P using Tapatalk

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1 hour ago, Narkano said:

So maybe we'll see some more tweaks to how TAGs work to make them a bit less fragile? 

Like releaseing rule to make ARM irrelevant due to crits or rule to give non TAG a TAG level of punching power ?;P

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@Eciu

well as @IJW Wartrader has said, that rule is kind of in beta testing so hopefully we'll be able to test it some and see how negatively it actually affects TAGs. If it does turn out to hurt them disproportionately, perhaps we'll some form of crit mitigation (now that'd definitely be a reason for trueTAGs to be taken rather than the HI pseudo TAGs like the Sui Jian). Since CB seems to be going down the road of playing with the crit mechanic there is a very slim possibility? 

Though really I do sympathize with where you are coming from. I'll be rather sad if TAGs eat another indirect hit from Fatality 2.

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Oh it definitely hurts them disproportionatly.

 

It a not as painful as link ap hmgs.....but its a solid 10 percent more dangerous to the jotum or cutter etc than a spitfire.

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6 hours ago, Kanluwen said:

Something I want to see, while not necessarily in Paradiso itself, is the addition of "Sapper" to Blackjacks.

They're supposed to be a defensive unit--not sure why they don't have a defensive skill like that.

So, the massively over-sized suit of armour digs a hole and crawls into it?  Fluff-wise, it does not work.

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1 hour ago, Elric of Grans said:

So, the massively over-sized suit of armour digs a hole and crawls into it?  Fluff-wise, it does not work.

Seeing as how we still haven't seen the actual model or even a dossier...yes, it absolutely can work fluff-wise.

 

You're talking about a suit that is probably ~7-8 feet tall, not some hulking 20 foot monstrosity.

And let's not pretend, by the by, that there aren't exaggerations of how the skills work fluff-wise. There's nothing to say that the Blackjack has to break out a shovel or anything like that--it could be a cache of controlled blasting charges that creates an appropriately sized crater for the Blackjack to utilize. Or it could have a rudimentary set of armor plates attached to the armor that can get 'placed' when the operator locks it down.

 

There's a ton of different ways that this could work, and if people want to tell me that a game with TAGs, REMs, and rocket launchers is "covert ops" then by heck you best believe that there's a way for a Blackjack to have Sapper!

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Extendable blast shields attached to the armour via servo arms, like the big dude in Metal Gear Rising, or even just ERA on an infantry model if you want to go a bit nuts. Would be cooler as a Kazak model then tho. 

 

I know CB reintroduced some of the old Exrah profile rules back into the game via new releases. Wouldn't mind a Batroid style Iskaller, hunter profile sorta deal with sensors or sniffers as an anti camo tech without just adding more MSVs? 

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