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Phantom Division Info
- hotseatgames
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- D12
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You can already see that they are very colorful compared to SEAL Team Flix. Maps are 12" x 24", and 12" x 12", with 1" squares. Walls have to be assembled every time, but we are working to make this process as painless as possible. I think a map will assemble pretty quickly.
Just posting a link to their tweet since the image upload functionality doesn't work for me here.
Samples of the 7 playmats included with our upcoming tactical dexterity game Phantom Division. #phantomdivision
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- Sagrilarus
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- Pull the Goalie
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That's a great look. Lifts the game out of the same-old same-old and gets it into its own space. Whoever is doing your art deserves credit for bold decisions.
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- hotseatgames
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At one point I had to actually have him tone one down... there is an updated train map. STF had two trains in a subway. This game has two trains intended for use in a large planetary mining operation, and I thus wanted a fairly industrial look. The first version I saw looked more like party buses. The final version is still fairly bright, but has this "colored lighting on steel surfaces" look that reminds me of the original Unreal, which has a very industrial feel to it.
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Work in progress image of the Phantom Division wall system. #phantomdivision
Some digital mockups of what the walls setup will look like this time, since they won't get embedded into the boards like in Seal Team Flix. I'll be curious to see how it works, the Seal Team walls worked pretty well but I can see why they moved away from them from a production and time to first play perspective.
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- hotseatgames
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- D12
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The walls themselves will be either plastic or cardboard, I'm not sure which yet. Considerations are durability and cost. The fact that the maps have to be assembled every time is also a STRONG consideration; we don't want it to be a chore.
This project is taking so long. I signed the contract in July 2019.
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Does sound still play as big a role in this game as Seal Team in most missions?
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- hotseatgames
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This streamlines a lot of the AI management. The threat tracker also has hard determinations on when enemies spawn; no more rolling a d10 8 times to see if enemies are coming; you will know they are coming... but you won't know WHERE they will spawn. For that, you still roll the d10, and the "10" result will ALWAYS result in them spawning at all points.
We have endeavored to streamline and simplify a lot of the ruleset, without sacrificing the tactical elements of STF. I would say that you can play Phantom Division a lot more "fast and loose" than you could STF, simply because you are playing more powerful characters with more wide ranging abilities. The enemies are also more powerful, but most of them can still be taken down with a single hit. Tracking health is a drag, this just makes things easier.
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- hotseatgames
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The kinds of dexterity challenges are also more varied. A steady hand will be very helpful... something I'm not great at personally. I think people will be surprised when they see the new bomb type I devised. mwuhahahahahaha
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- Sagrilarus
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- Pull the Goalie
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hotseatgames wrote: One other thing to mention is that the actual dexterity elements are increased in PD. Shots can be up to 2 feet long, and there will be less "flick at an enemy 1" away".
This is starting to sound like a no-tequila title. Are you sure you want to walk down that path?
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- hotseatgames
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I'm just saying that the flicking has been dialed up in this game vs. SEAL Team.
Sniping is out, too. That mini game was way too hard. Its replacement is very satisfying, but I'm not ready to reveal that yet.
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