What sort of movement system were you using? Like, tiles on the board, measuring it out with a tape measure, proprietary movement rulers, etc?We tested a few things. Rather than break the board into tiles we simply broke it down by rooms and corridors separated by doors and bulkheads. Moving through a door or bulkhead was one movement. I think most characters only had 1 move per turn, the Space Bee (similar to, but legally distinct from, an Alien) could move 2-3.
It became difficult to corral the Bee into one of the airlocks to blow it into space. Technically possible, but a lot of trial and error in limits for both sides, and we found more often than not we either gave the Bee too many, or too few, options even with slight changes.
Would totally work. Just a lot more time in development than a single, stripped down ship like this one looks like.
That's really interesting, thanks
It sounds like your system was a bit like Space Hulk, or the Doom boardgame. It's a little like moving across tiles, but the tiles constitute whole rooms or sections of corridors.
I don't know the ins and outs of Space Hulk, but then again that sort of game kind of favors letting the humans shoot the everloving shit out of the enemies rather than a single enemy being an overwhelming, unkillable threat that needs to be avoided at all costs.
I'm not sure that a ruler-based system would really help unless there was a way for the humans to effectively repel or eveade the Alien or impede its progress, otherwise the Alien would be on top of them all the time.
I've got a friend who plays a shitload of different boardgames, I'll ask him if he can think of any system where it's 1 overwhelmingly strong player vs a bunch of weaker players, and how it gets balanced (or if it even is).