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Hello frens, I would like to open a discussion about the best theme Lego ever released: Time Cruisers.
The main issue is how the hell do I deal with TIME TRAVELLING COMBAT while also avoiding a bunch of arbitrary hard-coded rules (e.g. idiotic rewind mechanics, confusing branching timelines, something based on stamina) and still remaining somewhat pure to the original spirit of the theme so that the weird comic still holds up and both sides could potentially also interact with any other theme in my collection.
The only rules I find myself enforcing so far are the following:
>time travel is only possible using a vehicle (hence the need to make more wacky free-form Lego abominations that also have quirky mechanical features)
>vehicles can only move in space or in time (this kind of avoids "chronofragging" like in Achron but not really, and also allows for the pyschedelic toilet-bowl-vortex like in Dr Who)
>both sides have the ability to use their weird rotating radar stuff to have a means of early detection across space and time (allows for more storytelling since it avoids sudden unforeseen attacks)
So I suppose things end up as this weird cat-and-mouse between the Time Twisters and the Time Cruisers, where the Time Twisters essentially become paranoid schizophrenics (which I find hilarious) and the Time Cruisers become more focused and conservative given that they would avoid combat in most cases until a situation is set up where all paths lead to a win (or just boringly clean up messes as alluded to in magazines). This would also help explain why the Time Twisters never got a formal base as it would be prudent to stay mobile.
I believe all strategies likely rely on some kind of race-to-the-past mechanic, but I have some combat strategies listed below:
>attack-observe-rewind
>treat things like a Git repository where there is this last mover advantage
>bluffing multiple attacks to exploit deja-vu in your opponent (this also plays into the schizophrenia thing)