Borg King wrote:It can be so simple though!
It's even simpler if you just ban all the Miracle Worker cards. Then there's nothing to fix!
It's fun and easy to ignore the consequences of decisions...you just start by simply choosing not to read the past three pages of discussion about the nature of those consequences! That way we can pretend the consequences don't exist! So simple!
BCSWowbagger wrote:
Yes, I'm aware of the history of "Miracle Worker," and I think it only serves to back up my point. Decipher always intended to keep loading up the skill, adding more to it.
Except for when they actually released the card, when they had no such intention. As I noted, the idea of loading up Miracle Worker didn't even show up until after the card had been out a good long while.
Assuming Scotty came out in AU (I don't have the release date of the Warp Pack), Miracle Worker existed for 10 months without a loaded skill. It then spent 6 years and 9 months (the rest of the Decipher era, until AGT) with the loaded skill, including multiple years in which new Miracle Worker cards are added. I think the overall design intent is on the side of "loaded skill."
I think the only reason Decipher didn't unload it is because they didn't get around to it. The unloading of Dumb QC Loaded Skills was a slow process that they only undertook when they had a card slot where it made sense (but they still did it).
The overall breadth of AGT's efforts to close any holes or gaps in the game shows that "Miracle Worker" wasn't really something they considered unfinished or in need of attention/fixing. Forty cards is a lot - there was plenty of room for a Miracle Worker card fix if they wanted, as they didn't seem bound by card slot limitations at that point.
They even gave us a card for "Barbering" - another ridiculous skill. If one ridiculous skill deserves a card slot, it stands to reason that the other would as well....
if they considered it in need of anything. We didn't get anything, so it stands to reason they didn't think it needed anything.
So, to be clear, you do think HQ: Defensive Measures is a travesty, just not as much of one? Why is that? Because it's older? Because it's flavored differently? Still genuinely curious about this school of thought.
My feelings on this one are complicated. I would have to do some soul-searching to be able to explain it in words, but ideas that come to mind are:
-The Defensive Measure/Tal Shiar skill was always much more confusing (giving you special abilities as opposed to just other built-in passive skills like Transporter Skill). So perhaps that needed a card more.
-The Defensive Measure/Tal Shiar skill is much more special case and less generally useful than Miracle Worker/Transporter Skill. So perhaps that weakened existing Tal Shiar cards less.
-The Defensive Measure change happened earlier in the game's history (and before other cards added to the Tal Shiar precedent, whereas added cards continued to add to the Miracle Worker precedent). So perhaps that reduced the ripple effect AND conflicted less with previous design intent.
Overall, HQ: Defensive Measures is less of a travesty than Cybernetics Expertise, which in turn would be less of a travesty than any Miracle Worker change.