Tyler Parrott
@davflamerock
Game designer. He/Him. Poly. I talk Star Wars Unlimited, Magic the Gathering, Halo, and social justice. *My opinions are strictly my own*
Mouse Droid was super popular, as the "it's free if you have an Imperial to follow it" design feels extremely thematic. Figuring out how to make the card desirable to put in your deck, even at conditional 0 cost, was a challenge and resulted in one of the only cards with Raid in the set #FFGStaff
I'm a big fan of ramp card that require some meaningful setup, so I originally pitched a design similar to this for Enforced Loyalty in SHD (but for any unit since it was GG). Ryan then designed this card for ASH, and I was thrilled to have a new opportunity to develop it into a final card #FFGStaff
Dare and her Spartans faced off against Atriox and the Banished this week, and we proved that two sniper rifles can really dictate who gets to go where on the battlefield. Even Atriox had trouble standing up to Jun's snipes
Once we decided on the design identity of Moff Gideon gaining keywords from defeated Imperial units, Ryan made sure to put Imperial units with keywords in lots of places among the commons (especially in other colors), so that drafting Gideon would be a satisfying puzzle to try to solve #FFGStaff
Because of how strategic Thrawn is as a character, Ryan really wanted to design a leader that was precise in his play style, and we wanted our control leader to play a bunch of units. We started with "control the same number of units" as the core of the card and built out from there #FFGStaff
A variety! I'm almost done painting my elites (I did the three swords first for a fireteam) and then I gotta finish ny Spartans and get to Noble Team next
I've got a new army to try out next week, having recently inherited some Black Numenoreans and Easterlings. Always was drawn to the evil men angle, so hoping this army can put up a real threat
For a card that looks this innocuous, Chimaera was the dev team's pick for best card in the set. The symmetrical When Played is never symmetrical & the passive healing is far more effective than Restore. It got nerfed several times & still turned out powerful because of how medium it looks #FFGStaff
Livestream day! MJ and I will be joining Jack and Mercedes to talk about Homeworlds art. We go live in about 20 minutes! #FFGStaff www.youtube.com/live/Fe2rN1W...
One of our goals coming out of Year 2 was that we wanted to put more of our power into defensive units so that control decks continued to want units in addition to removal. There was a big debate as to whether this unit was better as a 3/3 or as a 4/3. It's certainly made an impact! #FFGStaff
One of the most iconic moments in the Battle of Endor is, of course, when Green Leader crashes into the Executor to bring it down. It's so memorable that I made a point to put it on two cards. Somehow Ryan and the developers got both into the perfect sweet spot of "fun, strong, not OP" #FFGStaff
I'm not much of a sports guy but I am a theater guy from California so obviously I'm a Loco Beach Coconuts fan now
Most people think of Saboteur as the anti-Sentinel keyword, and therefore its primary use case being for attacking bases. So when Ryan made a Saboteur who /couldn't/ attack bases, I got super excited by how it recontextualized the Saboteur keyword as an effective unit-hunter #FFGStaff
Ezra was the last leader we added to the set, and we debated a fair bit on which version to depict. Obviously for the era, a Peridea version of the character made more sense, but that version really isn't aggression aspect and it felt weird not having the first Ezra leader be from Rebels #FFGStaff
"How will this card help me catch up when I'm behind" is a question that we often ask ourselves of star destroyers. Ravager approached the question with a straightforward answer: what if every unit came with a free Strike True? #FFGStaff
Sloane was a difficult leader to template, because while her ability is fairly straightforward there was no clean way to write it where everyone agreed on what it did. She was always meant to be the "make all the units fight" leader, and it was fun to make support pieces for her like Rax #FFGStaff
While some Support cards ask you to pair with the right unit, others give you obvious value up front and make you struggle to optimize the unit after they're in play. I like Rukh as a 3-cost design for that reason: his awkward stats mean he gets to stay low-cost for early Support tempo #FFGStaff
With Pilots running around, we were looking for new and interesting ways to slow down upgrades (especially in the upgrade set). So Jabba was designed bottom-up to be anti-pilot and pro-upgrade, leading to a really interesting and modular design! I keep putting him in decks just for utility #FFGStaff
When Ryan split the mechanics between blue/green Mandalorians and red/yellow Advantage, it made sense to make our neutral leaders those aspects (even tho they don't use the mechanics). Armorer was designed top-down: how could she encourage you to put more upgrades in your deck than normal? #FFGStaff
I don't think Poe Dameron ever changed throughout development. Ryan put one of the most red/yellow abilities I could think of on the card, and it's so beautifully simple! We put the ability on Poe because we hadn't done Poe in a while and wanted an iconic character for the iconic ability #FFGStaff
Since ASH had the same two designers as SEC, we of course had to make a few throwback cards for our previous set. Queen Soruna was designed to give a new option to Padme (leader), and the Camtono was included so Willrow Hood could protect it! #FFGStaff
Ryan came up with a lot of really interesting abilities to pair with Support. Thrawn is one of my favorites: it's a strong card on its own but the value of its Support ability is extremely dependent on what you're supporting. It asks you to optimize the board first which is tactically fun #FFGStaff
The way Vigilance is meant to advance its win condition is with singular champions. (This is why it's so upgrade-focused.) In ASH, we wanted to explore the concept of being "alone in an arena" as a new expression of that idea; it resulted in some cards that I think are really fun and cool #FFGStaff
Played an awesome 2v2 game of Halo Flashpoint this week, playing Attrition with Chief & Spartans on our side against Atriox & Elites on the other. My regular Spartans got smoked by the elites but Chief one man army'd his way to a final showdown with Atriox and finished the fight 💪
For most of development, Shin Hati was an aggressive red leader and Vane a tempo'y yellow leader. While both were fun and strong, the yellow leader was consistently way stronger—so we made the eleventh hour change to put the more popular character on the more powerful card #FFGStaff
One of the ways Ryan wanted to encourage unit combat in this set was with When Defeated abilities that were stronger when the unit was defeated outside of combat. Once we started down that road, it only made sense to Destroy To Create, and we put it in villain so Thrawn4 could play it #FFGStaff
The question of how strong our three-aspect units should be is one that we've been experimenting with a lot. Ryan and I were especially enamored with a sentinel with a downside (no upgrades means he's never bigger than 2/6) that an opponent could exploit. He's still really strong though 😅 #FFGStaff
Earlier designs for the set leaned much more heavily on sacrificing upgrades for value, and Axe used to do that. But we found that most people didn't want to sacrifice their upgrades (even Advantage), so instead we pivoted most of the designs to generate Advantage instead #FFGStaff
I'm generally wary of typal leaders all being green, so I fought pretty hard to make sure Bo-Katan could be effective in a deck with no other Mandalorians. However, her Mandalorian-specific deploy condition was very popular for a lot of people, so we leaned into it with some support cards #FFGStaff
Neutral unique units can be difficult to develop—they should be stronger since they're unique, but they can also go in any deck of that aspect. Koska was one where we were able to push her somewhat unexpectedly, as there's enough competition at her cost that she doesn't always make the cut #FFGStaff