The second Will of the Collective led to a unique equipment, designed entirely by the community!
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First Edition Art Manager
By jjh (Johnny Holeva)
 - First Edition Art Manager
 -  
#32997
Altoid wrote:Let's see a card that helps nerf Far Seeing Eyes, yes?
100%, absolutely disagree. I am completely convinced FSE is good for the game. If anything, I wish FSE showed up more often.

If your deck is a one trick pony and you don't run event destruction/protection, then shame on you.
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North American OP Coordinator
By The Ninja Scot (Michael Van Breemen)
 - North American OP Coordinator
 -  
1E World Quarter-Finalist 2023
2E World Champion 2023
Tribbles World Champion 2022
The Traveler
1E North American Continental Champion 2023
2E North American Continental Champion 2023
  Trek Masters 1E Champion 2024
1E Canadian National Champion 2023
1E American National Champion 2023
2E Canadian National Champion 2023
2E  National Runner-Up 2023
2E American National Second Runner-Up 2023
1E The Neutral Zone Regional Champion 2023
2E The Neutral Zone Regional Champion 2023
#33024
The first of our WotC II concepts comes from Brad DeFruiter, our game's 2E Lead Designer:

Concept #1:
Something that opens up mission selection more - attempt missions without your affiliation's icon.
Lots of possibilities with this one! What do you think?

-crp[/quote]

What about something that has an upside and a downside? For example

HQ - Smugglers Den

You may report only [NA] personnel, ships and equipment to this headquarters. You may attempt and solve any mission without your affiliation's icon. You may not command another HQ.

That way, you can still open up mission selection more, can't be countered but is diminished by the fact that it doesn't work for everyone. Plus, it kinda creates a 'new' affiliation without really making a 'new' affiliation.

Just a thought,
Michael
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By Lysander
 - Beta Quadrant
 -  
#33032
The Ninja Scot wrote:What about something that has an upside and a downside? For example

HQ - Smugglers Den

You may report only [NA] personnel, ships and equipment to this headquarters. You may attempt and solve any mission without your affiliation's icon. You may not command another HQ.

That way, you can still open up mission selection more, can't be countered but is diminished by the fact that it doesn't work for everyone. Plus, it kinda creates a 'new' affiliation without really making a 'new' affiliation.

Just a thought,
Michael

What if you were to tie it into the cost of 4 or more.
At the start of your first turn, pick and non- [Fed], non- [Bor] affiliation, personnel and ships of that affiliation with cost of 4 or more and [NA] personnel, ships and equipment may report to this headquarters. You may attempt and solve any mission without regard to affiliation icon. You may not command another HQ.
Not sure of a good way to make it availible to the Federation sub-factions (maybe they shouldn't be able to use it)
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By Jaybird
 - Beta Quadrant
 -  
#33061
This could be fun if it was something original (a non-event card) that you could base a deck around. Preferably something that works for every affiliation.

Or maybe something that encourages the use of those already existing events (Plays on your mission that does not have your affiliation icon. When you complete, score 5 points). Of course, that wording wouldn't work with the "any affiliation" missions, but you get the idea.
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By Mogor
 - Delta Quadrant
 -  
#33065
if its a hq mission stick it either in [GQ] but rather in [DQ] since [GQ] sees action through founders and ds9 decks while [DQ] is limited primarily to voyager and some borg decks. that alone will open up some mission selection regardless of whatever else is done
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Second Edition Design Manager
By The Guardian (Richard New)
 - Second Edition Design Manager
 -  
2E North American Continental Quarter-Finalist 2023
#33074
What about a personnel?

"This personnel may attempt and complete this mission."

He or she could be non-unique if one were worried about losing him or her.
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 - Beta Quadrant
 -  
#33080
My biggest concern is that for any personnel, event, and maybe even ship, it's possible to lose all your copies of the card in the game, and if that happens, you are completely locked out. If this happens early in the game, it would be a disaster, but even if all copies of the card were removed from the game/discarded late in the game, it would still make for a pretty bad NPE and mean that the card wouldn't see much play at all.

Add that risk with the effort it'll take to implement an adequate download engine to always be able to get the card into play and it makes for a pretty lousy card.
 
By codewolf
 - Alpha Quadrant
 -  
#33090
What about a card that lets you attempt a mission your opponent owns that is a duplicate of a mission you own. Just may help you get the extra points needed for Phoenix or Causal. Not a game make/break strategy but one that could really help in certian situations. I also think that this may divert people from using the same missions over and over.
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By charlie
 - Delta Quadrant
 -  
#33105
What about a unique event that cannot be destroyed that would allow you to select a mission and attempt it? When that mission is completed, the card is removed from the game. The card could play on the mission (thus keeping it somewhat safe from core event destruction). It would also allow Biogenic Weapon to attack it (thus showing a weakness). I also like the idea of making the mission attempt-able for [Fut] personnel. Perhaps the future holds the promise that there are no affiliations? But I think that limiting the card to a single use is perhaps best. You could even have the player remove all copies in his deck or discard pile after completing the mission.
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By Danny (Daniel Giddings)
 - Gamma Quadrant
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2E British National Runner-Up 2021
#33108
charlie wrote:What about a unique event that cannot be destroyed that would allow you to select a mission and attempt it? When that mission is completed, the card is removed from the game. The card could play on the mission (thus keeping it somewhat safe from core event destruction).
If it's indestructible, why would it need to be safe from core event destruction?
charlie wrote: But I think that limiting the card to a single use is perhaps best. You could even have the player remove all copies in his deck or discard pile after completing the mission.
:thumbsup:
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By garetjax
 - Beta Quadrant
 -  
Architect
2E Danish National Champion 2015
#33109
I think such a concept should not to easy to use, because otherwise it could make the concept of affiliation icons obsolete.
If every affiliation can attempt every mission, it could make the mission selection even more focused on only a few missions.

How about a card that allows you to attempt a mission that requires Treachery, if you have a certain number (4 or more) of Treachery in your away team.
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By Mogor
 - Delta Quadrant
 -  
#33138
garetjax wrote:I think such a concept should not to easy to use, because otherwise it could make the concept of affiliation icons obsolete.
If every affiliation can attempt every mission, it could make the mission selection even more focused on only a few missions.

How about a card that allows you to attempt a mission that requires Treachery, if you have a certain number (4 or more) of Treachery in your away team.
or the other away around for say diplomacy and honor as well
 
By whampiri
 - Beta Quadrant
 -  
#33143
how about a personnel who says:

when this personnel removed from the game,or discarded from hand or deck, place this personnel on your HQ.This personnel may attempt any mission worth 40points or less as though he had all affiliations.When this personnel is placed in a discard pile you may discard a card to download a copy of person X

ok so it's alot of text.someone else can rules break it or shorten it,This protects from fse,being decked or having him randomly discarded from the deck.it also means that you still have to protect him as he can still be killed and targeted etc by dilemas.
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