LoboStele wrote:
Hmmm....interesting suggestion in there though.
What if you only get gambit if your character is the highest point piece in the gambit area? If both pieces are the same cost, then you go to the closest from the center rule. If still tied, then look at the next closest pieces. If there are no other pieces in the gambit zone, then neither player gets the points?
Makes gambit a tad more complex, but it would serve to encourage players to put their larger pieces in the gambit area, rather than just camp out with a Mouse Droid or a Gran Raider.
I think you might be on the mark there lobo. The idea of only one person getting gambit has been floating around for a while. I think to solve some of the open gambit problems, Don has brought up, is to change it a little from what it is to a line or a couple rows of cells that crosses the map in the center. This would also simplify the counting squares for closest to center point to closest to center line for a gambit line or just being in the cell rows for the other. If there is a tie then the larger piece gains gambit and if there is a tie in that then no one gets gambit.
The line or rows of cells would also cause more incentive to use other parts of the maps, which may lead to other types of squads to be used that can compete in the rooms or such but don't have a chance with the current gambit. (some of the illegal maps may be usable again and keep some of the current ones legal)
EDIT: I just realized I didn't answer Boris's question.
Well I wouldn't be opposed to a time thing like chess. If you don't activate one piece and move it within 1 minute and hit the timer stop then your highest cost piece is activated in its spot.(This is only for making a move movement and you will still get attack rolls, evades, fp or other uses after movement or the 1 minute move time)
Another thing is just to get rid of time limit and make it so many rounds.
A third option is the chess timer again, but you hit it after each activation is done. So it keeps a running tally of how much of the game time you used. Defender pieces who use evade and fp like riposte would also have to hit time to show time they use also. At end of game if there is a 10 minute gap between players, the person who uses less time gains a 20 victory points to there total. Less then 10 minutes gap would equal no VPs.