by Dr Lucky
HomerJr wrote:
hskrfn822 wrote:
I personally wouldn't attempt what you're doing, but others may feel differently. I just prefer working with smaller batches of new players so that none feel neglected and get left wondering what the heck they're doing. It can be done, but you're going to have to stay on top of things. If you're going to do it, do it by tonnage with 3025 era mechs such as the ones in the Intro Box set.
I'd also limit the players, especially the new ones, to medium and heavy mechs. Assaults are too plodding for a new player to be able to effectively engage with and lights lack the armor. I also hope you're planning on moderating or refereeing the match to help new players. Make sure you don't just tell them what to do, but why they should do it so they get a better understanding of the game. How you plan on handling mech selection should work though.
In games like this, it's more important that the players get exposed to the basic rules and have fun. It's more of a learning game than anything. You might consider having each team play towards a specific kill total as a goal and let players that have experienced bad luck come back in with a new mech. That way nobody gets stuck unable to really play the game due to a lucky headshot the first or second turn of the game. This also helps encourage players to get into things and mix it up with the opposition as it rewards offensively minded players. Sure, you can hide behind cover, but if you aren't actively trying to kill the opposition, you're not going to get kills and you aren't getting your team anywhere close to a win. I wouldn't set the total too high as these big battles tend to drag on, but you don't want the game to end in a turn or two and leave players thinking, "was that it?"
Any other thoughts fellow BT players?
Just a few thoughts.
I'd also limit the players, especially the new ones, to medium and heavy mechs. Assaults are too plodding for a new player to be able to effectively engage with and lights lack the armor. I also hope you're planning on moderating or refereeing the match to help new players. Make sure you don't just tell them what to do, but why they should do it so they get a better understanding of the game. How you plan on handling mech selection should work though.
In games like this, it's more important that the players get exposed to the basic rules and have fun. It's more of a learning game than anything. You might consider having each team play towards a specific kill total as a goal and let players that have experienced bad luck come back in with a new mech. That way nobody gets stuck unable to really play the game due to a lucky headshot the first or second turn of the game. This also helps encourage players to get into things and mix it up with the opposition as it rewards offensively minded players. Sure, you can hide behind cover, but if you aren't actively trying to kill the opposition, you're not going to get kills and you aren't getting your team anywhere close to a win. I wouldn't set the total too high as these big battles tend to drag on, but you don't want the game to end in a turn or two and leave players thinking, "was that it?"
Any other thoughts fellow BT players?
Just a few thoughts.
Agree with Brian 105%.
I also agree. If you insist trying to teach as many as eight people as once, you have a very high risk of things bogging down so much that nobody really has a good time and people get turned off to the game. Be careful and follow as much of Brian's advice as you can manage.