Home Forums The Kitchen Sine Tempore

This topic contains 15 replies, has 3 voices, and was last updated by  CK Lai 1 year, 4 months ago.

Viewing 12 posts - 1 through 12 (of 16 total)
  • Author
    Posts
  • #14329

    8th
    Participant

    New coop game on KS…

    I almost backed Ludus Magnus previous game, Nova Aetas, which was was cancelled twice before funding successfully.

    Sine Tempore looks more polished and already funded with a number of stretch goals unlocked.

    I’m watching for now…

    http://www.kickstarter.com/projects/lmstudio/sine-tempore

    #14332

    Universal Head
    Keymaster

    And the cardboard standups aren’t just three dimensional – they’re tri-dimensional!

    #14333

    8th
    Participant

    To be fair… English is not their first language. The first two attempts to fund Nova Aetas were in Italy and failed to fund. Only succeeded when they launched from us so the postage was cheaper for colonials.

    #14334

    Universal Head
    Keymaster

    I’m just joshing. It looks impressive, though personally the stylings are a bit too W40K-ish for me, and I’m always wary of these very ambitious campaigns by relatively unknown publishers. And the time/action clock thing has been done in other games, I’m pretty sure it’s not as new or innovative as they imply.

    But it may end up being huge. For me, I’m definitely holding off on more Kickstarters for as long as I can at the moment!

    #14335

    8th
    Participant

    I’m trying to resist. Took two more off my watch list today.

    Something about it appeals to me, but I want to see more ‘how to play’ videos before I commit.

    I am getting a bit tired of ‘custom dice’ though.

    Having skimmed the rules, I have some linguistic concerns with English being a second language for them. Can lead to confusion.

    And it’s another game where all four heroes are needed… prefer one character per player than running multiple heroes. Sadly, most solo/coop are designed that way. Zombicide is a bad offender, needs 6+ heroes most of the time.

    #14341

    CK Lai
    Participant

    “And it’s another game where all four heroes are needed… prefer one character per player than running multiple heroes. Sadly, most solo/coop are designed that way. Zombicide is a bad offender, needs 6+ heroes most of the time.”

    It’s a kind of tough balance for game designers.

    On the one hand, folks are clamouring for a true co-op, so designers design characters that specialise and rely on one another to fill in the gaps, so to speak. That ends up the solo player running around 2-3 characters so you don’t get killed halfway through a game because you didn’t have a tank around when you needed one.

    Plus it’s also a whole lot more work to balance scenarios for 1-2 players vs 3-4 players. Not saying it can’t be done, but if there’s 2 different set-ups for different player counts… I dunno. I’m not a game designer, so what do I know?

    Can’t think of any co-op dungeon crawlish game that scales well from 1 to 4 player characters… although I’d love to be proven wrong 🙂

    #14342

    8th
    Participant

    I know it’s a tricky balance, but I feel more involved in the game when I’m not running multiple characters.

    Imperial Assault and Descent coop get around it by giving extra health and additional activations, which works ok. Solo still needs two characters though, but two better than four or more.

    Mansions of Madness 2 makes the enemies tougher with more players. It’s kind of a dungeon crawler… mansion creeper?

    The work around in those seems to be player activation then AI activation, rather than all players activate and then AI afterwards.

    The following are not dungeon crawlers, but good solo/coop games.

    Eldritch Horror and Arkham Horror can work with one character, but it makes the game harder.

    Elder Sign is less immersive, being a dice game, but the solo on that is good, but again it’s hard running a single character. The App works better with two, three or four, as you can pick and choose which investigator to assign to tasks.

    This War of Mine is due soon and that has taken a different approach, as it seems to be a solo game with coop as an add-on.

    #14351

    CK Lai
    Participant

    “Imperial Assault and Descent coop get around it by giving extra health and additional activations, which works ok. Solo still needs two characters though, but two better than four or more.

    Mansions of Madness 2 makes the enemies tougher with more players. It’s kind of a dungeon crawler… mansion creeper?

    The work around in those seems to be player activation then AI activation, rather than all players activate and then AI afterwards.”

    Ah, I see what you mean, 8th.

    Yes, a combo of the above would work but it seems the problem with Kickstarters nowadays is the game is about maybe 50% done when it goes on Kickstarter. The creators hope that in the 12-16 months of production, they can fine tune the game balance.

    Doesn’t always pan out and usually one of the things that fall to the wayside is the scalability for solo play.

    Personally, I don’t mind running 3-4 characters (or even 5-6 in the case of Black Plague) solo, but I do see where you’re coming from.

    #14375

    8th
    Participant

    Some the renders for the miniatures in Sine Tempore look highly detailed, but I can’t see the the actual miniatures being that good, especially by the time I’ve had a go at painting them.

    Pity that plastics are never as good as resins which are inferior to renders…

    #14387

    CK Lai
    Participant

    @8th: there’s an update for Sine Tempore that shows the quality of the actual production minis from their first Kickstarter: Nova Aetas. It looks pretty darned detailed to me. Of course, they could’ve cherry-picked the best minis, but still…

    At this point in plastic boardgame miniature production, the only drawback I face is my painting skills (or rather, lack of) is what’s holding me back from maximising the excellent sculpts/designs for many of today’s games.

    Funnily enough, I think FFG’s Imperial Assault minis hit the sweet spot (for me) of having enough detail… but not too much detail… so they are easy and quick to paint and most importantly, look good on the table! 😉

    #14388

    8th
    Participant

    My painting skills are limited too.

    The Fato miniature in update 17 of Sine Tempore appears to be wearing translucent clothing which I haven’t got a chance of painting well.

    The quality of renders is in general good, but I’m sure UH will have criticisms to share.

    As for Imperial Assault… I’ll be picking up Hera, Jawa and couple of psychotic droids at the expo this weekend. Haven’t played IA in a while, but I’ve got a serious case of OCD with collecting and painting them all. Looking forwards to Maul, Ahsoka and the Emperor later this year, not to mention Heart of the Empire.

    #14389

    Universal Head
    Keymaster

    Can’t find that particular update. The renders look fine, but it all depends on the production. To me it seems like the best designs are in the add-ons – eg that ‘Bull-Y’ (groan!) in the core set is the worst of the bunch.

    What, me, critical?? 😉

    I played skirmish mode of IA the other night and it was surprisingly fun. I wish it wasn’t so expensive to get all the little individual single expansion packs down here – I really dislike that way of selling extras.

Viewing 12 posts - 1 through 12 (of 16 total)

You must be logged in to reply to this topic.