Just your day to day Strategy and FPS player with a sense of humor and independence. I'm also the in-field Commander of the casual clan JSSG. These days I mostly fiddle around with Warhammer 40K stuff, read up on Lovecraft and Tolkien, and try to build a personal physical archive of enjoyable movies and TV series. I'm making a living of being a radio board operator and station engineer. If you see a "Vadronus Prime" running around, that's my alternate gamer-tag. (Long version of Vader91 really) The Free Voice from Vegas Itself!

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Report RSS TF2 Tactics Update (view original)
TF2 Tactics Update
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Vader91 Author
Vader91 - - 1,837 comments

Please Read the Description and give your opinion.

Reply Good karma+1 vote
Admiral_Nemo
Admiral_Nemo - - 5,294 comments

I'd say try adding respawn, however you should really try it both ways while playing a "beta" version with your friends. =)

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Description

I've haven't been sitting around doing nothing this summer, I've been hard at work fleshing out (and getting close to finishing) the board game version of Team Fortress 2. I posted this to show that all the Uber Update weapons are being accounted for and stats are currently getting worked on for those. I am also working on a basic text document of the rules (I'll do something fancy later).

However, I have come at a roadblock.

I am faced with a hard decision of which I turned to you, the community, to answer.

In the original draft of the rules, it was planned that there would be no "respawning" of characters after they were killed (a touch of realism if you may) and this would be balanced out by having 18-22 men on one team as opposed to 12 like the computer game. This was so players would have to think long and hard before sending their men on a suicide mission. This would also help avoid "sudden death/stalemate" situations. However, I am starting to rethink this decision. All the weapons have the same lethality as the game (IE Sniper Rifles are (if headshot) 1 hit kills and rockets take a chunk of health out of you the size of the moon)and so a fast-paced battle could end in a few turns if there was no respawning. Also, is no respawning killing part of the "spirit" of TF2?

So oh great community of 5-6 that know I exist, should I keep the original "realism" approach? Or shrink the teams to the original size of 12 and add a respawn mechanic? Which would be more enjoyable?