oldmanofthemountain_

Infinity Co-op Mode! Synergasia Protocol

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Hey Guys!

I've written a very basic version of a Coop game mode, and would love to hear your guys' feedback. Thanks to any curious players who care to give it a try, let me know what works and what doesn't! I've had this idea buzzing around for a while, and finally have all the fundamentals laid down- check it out!

https://www.docdroid.net/y63x40x/synergasia-protocol-v11.pdf

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THis looks really, really cool! I'm really looking forward to giving it a spin this winter.

@nathonicus: a co-op round is a really interesting idea for a narrative event, you may find this interesting...

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29 minutes ago, Savnock said:

THis looks really, really cool! I'm really looking forward to giving it a spin this winter.

@nathonicus: a co-op round is a really interesting idea for a narrative event, you may find this interesting...

Thanks! I'm currently working on adding the other 'Basic Enemies' that will populate more scenarios, as well as some other surprises.

Is there an event happening this winter?

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More basic baddies will make it pretty rich. I like the forward-facing shield tech thing too. May I request some nonhumans?

Seems like a cool opportunity to use some fun third-party alien minis, or the enforcers from Human Interface Nakamura Tower, etc.

As for events: My friend @nathonicus has been inspired by a cool narrative event that happened here in the Pacific Northwest this summer, and is now writing his own missions (more narrative, less everything-must-be-balanced-ITS-style than most stuff one sees on the forums). The first mission her wrote was recently posted here:

 

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Man this look amazing. Can't wait to try it and continue with more guards.

Just need to get my terrains delivered home :)

 

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13 hours ago, Tihel said:

Man this look amazing. Can't wait to try it and continue with more guards.

Just need to get my terrains delivered home :)

 

Let me know how it plays out!

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Love this! Without having tried it yet, I appreciate the effort and hope to see more of this!

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This looks very nice. I'll also try it out if the PvP is not favored by my usual enemy.

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@oldmanofthemountain_ Man, if I ever meet you face to face forgive me in advance for the kiss and the hug!

I've been working on a Solo Play system for Infinity (for all those times I can't go out and play with my friends); but your system is much more better than anything I had come up with.

Thank you so much!  As soon as I get back home (I'm in Spain atm but will be back in October) I'll give this a try and come back to give feedback!

I will also send this to my fellow players back home, I know of several who wanted to try something like this.

Edited by Danger Rose
Spain not "in pain"
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Wow! Have you tried it yourself? Do you have other missions you're working on?

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Sorry that it's taking a while to come out with the next version, I haven't devoted much time to it. Was waiting to hear some feedback before I made any more moves, but perhaps it needs a little more 'meat' for folks to bite into. And there certainly are some adjustments to be made, and things to improve.

@Bakga @zapp Thanks guys, there should be more to come!

@Danger Rose That's incredibly kind of you! Especially as someone who shares an interest in expanding Infinity to Coop/Solo play- I'd love to hear what you have to say.

@Terrordactyl Not on an actual table! I've run through the scenario half a dozen times on Tabletop Simulator, and while I think it works in a very fundamental way (for demonstration purposes) I do of course feel things need to be changed. Maybe radically. I'm working on some fairly generic missions that have been inspired by some of the most fun scenarios I've played- mainly by the 20x20 Mission System. I love their use of 'Favoured Specialists', to keep all troopsrelevant to an objective.


There are a few design bumps I found myself running into when playtesting, and I'd like to hear your guys' opinion.

Firstly, a few core design concepts that should be considered. Infinity is a complex game. Any information and mechanics that are being added need to be as streamlined as possible, to minimize overloading players on how the gamemode works. There is of course a limit to how much fat can be trimmed on Infinity (mechanically) before it loses the wonderful tactical depth we all love it for. So, The player's should retain as much of the core game rules as possible- while simplifying what I can for the A.I.

Infinity is engaging because it's 'always your turn' That won't be the case when you're playing with a group of allies, since you have to share your 'Active turn' with models you don't control AND you have to perform the A.I.'s motions. This is tedious, and should be as streamlined as possible. The gamemode mechanics should handle all the thinking for the players, who only need to follow very simple and clear instructions.

So, attempting to balance these things is a dilemma, and brought up some questions while I was playtesting.

How many units should each player control? Some factions are VERY centered on the fact that they can outnumber the enemy. So it would be unfair to restrict numbers, which could cause unbalance or make fireteams impossible. But if there was no restriction, depending on the number of players- you could end up having turns that drag on forever. With each player fielding masses of cheap units that make for long period of time where other players sit idly. So, maybe restricting to something like 5 model Combat Groups?

Wow, this is taking a lot of turns..  With only controlling small amounts of units... the order pool is tiny. This makes what you can accomplish during an Active Turn... very very limited. This is the current state of the game, resulting in very quick Turns firing back and forth while feeling like you cannot make any large plays with how small your order pool is. I have considered artificially inflating player's order pools. Maybe players have an additional 5 'Temporary Orders' that are one-use per mission? Maybe give players a kind of 'endurance order pool' of 5 orders that refresh at a rate of 2 orders per turn? I feel like things would go smoother if players had more orders, and less units.

Lastly, Wouldn't this be cool with some RPG elements? The idea of each player creating a 'character' spec-op as they went from mission to mission, each scenario following a narrative campaign of sorts. I think this would be super cool.

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4 hours ago, oldmanofthemountain_ said:

How many units should each player control? 

Wow, this is taking a lot of turns..

Lastly, Wouldn't this be cool with some RPG elements?

Indeed.  In my Solo System.  I pitted al Link Team against a larger force.  As long as they maintained Coherency, they would benefit from the Link Team rules and bonuses.  Also, each member would add 2 Orders to the pool (making it a 10 order Pool.  However, given the limited amount of troops, I also gave them the benefit of splitting into a Haris and a Duo or 2 Duos and a Single Operative, who then generated an extra Irregular order per turn.

That way they could try to achieve more objectives per turn.

And yes, I was aiming to create an XP System of rewards to improve the members of the team who survived the mission.

Edit:  The Link Team could be composed of any combination of Faction Units (except TAGs) just keeping the rule that Markers couldn't be part of a Link Team so the Camo Units would require to split from the team to Camo.

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