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Drop the Bridge and Introduce Alternating Activations#1289

I can only speak for myself here and maybe some people will agree or disagree, but I strongly have felt since the first time I played Moonbreaker that I want to see two changes: Ditch bridge/deployment and switch to alternating activations.

This game is so close to hitting an untapped market: A digital squad-sized tabletop game akin to Kill Team, which I know the developers are familiar with. I know it is a radical and rash suggestion but everytime I think of or play this game I cannot help but lament how close it is to filling a need for me. A person who lives in a hyper-rural area with no tabletop scene in their whole region.

I think I understand the aims of bridge and deployment, they wanted to have some card game element to it. But I think the team is heading in the right direction with embracing the tabletop aspect, and they should double down on that even harder. Maybe some units can utilize bridge as an exception, similar to deep strike in 40k, but I think its generally uninteractive and doesn’t facilitate strategic play all that much. That’s why I think a move to placing minis at the start of the game in a deployment area would be much more engaging.

Of course, moving all your units at once might be overwhleming and bore one player or the other. This leads me to what I think is the holy grail of tabletop games: Alternating activations. Alternating activations is a great way to have a back-and-forth with your opponent, and keeps both players engaged. I mean, if it works for chess, it has to work for Moonbreaker, right?

I really want this game to do well and I love that the team is still working on it, many other devs would have shuttered the game already. I understand these suggestions are a big ask and would require an entire revamp of the game, I’m not ignorant to all that. I just personally hope for these and I think the game would be succesful with them.

3 years ago