Nivuahc wrote:
Tim,
We played TILEWARS this weekend at our LGS. We went with a 45 minute time limit but there was only a single game that took longer than 30 minutes (and it was the introduction to TILEWARS for one of the players involved). We used Chris' tiles to play and the doors didn't represent a very big problem for anyone. I, personally, think that 30 minutes is just about right.
If there are only 30 minutes available players will take bigger chances because the pressure is on. Bigger chances usually means bigger losses (on one side or the other) which typically translates into a greater level of excitement. People are already playing pieces/factions they might not otherwise use and the damage comes so quick and so heavy... cutting it down to 30 minutes would, I think, make it more fun for everyone.
Awesome! That's what I was hoping for - thanks Chuck! I am leaning towards 30 minutes, but it's reports just like this one that will cement it.
LoboStele wrote:
I personally think that Doors are fine. As you pointed out, it's not unusual for each squad to have at least one Ugnaught, so the doors don't typically last long anyways. Tile Wars is already a blood bath, and the couple of maps that have doors are the only things that help to keep crazy cannon squads like the Thruggernauts in check. Without any doors, power shooter squads (Thruggernauts, Mandos with Canderous, Seps w/ IG-86s, etc.) would get a large boost, IMO.
Good point Aaron. I agree. I personally like the strategy doors offer, but I felt it was worth discussing.
Mapmaker wrote:
My two cents: If you get rid of doors completely, characters whose point cost is based partly on door control lose even more value in the format. They're already less useful since doors can't be locked shut; remove doors altogether and those abilities have no use at all for this style of game.
That said, some tiles with no doors won't hurt the format, will they?
I ask because I'm developing a handful of new tiles to compliment my Dagobah-themed "Swamplands" map, and they have no doors. Just trees, foliage, a little Star Wars tech, and assorted varieties of dirt...
As far as characters with override losing their value, it is true, but it's already almost the case. Out of 27 squads run at GenCon, only one had override (ironcially enough, it was fielded by Matt G who first proposed the door question). He had Lobot Computer Liason Officer, and I assume he ran him more for recon and reserves than override.
To me it's less about override and more about having to have someone open the door. That in and of itself makes a door a big strategic importance, with positives and negatives.
But definitely more tiles is always a good thing! You can never go wrong with a tiles without doors. (At least that is to say NOT having a door won't be what breaks a tile).