N18 Battle income too much?

Twilite

Juve
Dec 18, 2021
36
11
8
My friends and I will be starting a campaign shortly. We want it to be territory based, but want it a little more casual (like Necro 95) rather than a more rigid Dominion one. A lot of us don’t have a lot of free time, and just want to play whenever we get the chance.

My concern is that a lot of the missions seem to generate a lot of income (like 2D6x10 for the winner, or D6x10 for each crate that left the board). Then once you add on things like Fixer, that looks like it will be a lot of credits per battle.

What do others think about the credit gains? Have you done things to limit it?
 
I've felt that credits are too abundant in campaigns.

I've been work-shopping a campaign that removes all credit rewards from scenarios and instead gives players a flat 4d6x5 credits (20-120 credits) to players in the post game (with an additional table for a random event which can give more credits). This should average players about 70 credits per game and remove some of the snowballing that makes players fall behind (losing the scenario is punishing enough IMO).

That said maybe some players enjoy playing from behind? I personally don't.
 
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different campaigns have different incomes,
there is a goonhammer article mentioning the average income per campaign.

(and they have a campaign modified with scarcity mechanics)
 
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Giving flat reward, even if random, will most likely give snowball effect. One gang lose a dude, another doesn't. Both spend rewards to get another dude. Repeat for more battles and the divide increases. Unless you are lucky enough to have randomness give the unlikely result og balancing out.
 
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I've felt that credits are too abundant in campaigns.

I've been work-shopping a campaign that removes all credit rewards from scenarios and instead gives players a flat 4d6x5 credits (20-120 credits) to players in the post game (with an additional table for a random event which can give more credits). This should average players about 70 credits per game and remove some of the snowballing that makes players fall behind (losing the scenario is punishing enough IMO).

That said maybe some players enjoy playing from behind? I personally don't.
I definitely like the idea of giving players the same amount, whether they win or lose. The snowballing can be really difficult. Some might say there’s less incentive to win then, but you’ll still get reputation.
 
different campaigns have different incomes,
there is a goonhammer article mentioning the average income per campaign.

(and they have a campaign modified with scarcity mechanics)
Part of me likes the scarcity mechanic, but then maybe I’m just old school!
 
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Giving flat reward, even if random, will most likely give snowball effect. One gang lose a dude, another doesn't. Both spend rewards to get another dude. Repeat for more battles and the divide increases. Unless you are lucky enough to have randomness give the unlikely result og balancing out.
True, a flat reward may be difficult in that context. There are definitely many things I need to take into account!
 
There is never too much income. If the opposites gangs have too much ressources take them. :)But more seriuosly the problem is not the income from location or scenario but the imbalance between gang access to income. I made a long study about the economics of the game. You can find it here https://yaktribe.games/community/threads/thoughts-on-the-economics-of-necromunda.13545/. There is a stark contrast between a Delaque gang that can spam the skill fixer and any gang who can't spam it.

Unlike n95 who had an excellent rule about the more menbers you have the less surplus of income you have this version don't. Also most of the equipement were randomn and you save money because your knife was free and because you were never sur to find what you need. I needed the item that transfomr any settlement to a colony becase i had ver crappy settlement. it tooks me weeks to roll the apropriate roll and i didn't spend the creds on something else.

This edition n23 you can buy almost everything pretty easily. So you gain money that you will spend one way or another. As examples if you want a brutes it's going to cost you around 200 creds and more.

So yes, you gain more income but you spend more.
 
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There is never too much income. If the opposites gangs have too much ressources take them. :)But more seriuosly the problem is not the income from location or scenario but the imbalance between gang access to income. I made a long study about the economics of the game. You can find it here https://yaktribe.games/community/threads/thoughts-on-the-economics-of-necromunda.13545/. There is a stark contrast between a Delaque gang that can spam the skill fixer and any gang who can't spam it.

Unlike n95 who had an excellent rule about the more menbers you have the less surplus of income you have this version don't. Also most of the equipement were randomn and you save money because your knife was free and because you were never sur to find what you need. I needed the item that transfomr any settlement to a colony becase i had ver crappy settlement. it tooks me weeks to roll the apropriate roll and i didn't spend the creds on something else.

This edition n23 you can buy almost everything pretty easily. So you gain money that you will spend one way or another. As examples if you want a brutes it's going to cost you around 200 creds and more.

So yes, you gain more income but you spend more.
Yeah, I think it might be an idea to limit the number of “extra income models” to one per gang. I suspect the van Saar player will take issue with that, since he’s read stuff that makes him believe he needs heaps of credit boosts to be viable.

I am also thinking of using the “classic campaign” rules for when it comes to campaigns - ie you roll a dice to see what sort of item is available, and can then choose any rarity within that type. Maybe limit common purchases to one per model who went to the market, and then have no limits on gang list items.