#453903
First, people need to stop saying dilemmas are interaction, obviously when someone says they want more interaction or better interaction in 2E they're talking about from the draw deck. We don't call speed solvers interaction decks because they have to have a minimum of 20 dilemmas right?
The general design for interaction throughout 2E's history has been to just add more/better stuff, more maneuver, assault, capture, punishment, infiltration cards with very, very little to address the issue of actually finishing a game (to get a FW) while executing the interaction. This design approach has just exacerbated the MW win problem because there are very powerful interaction cards, you can blow up ships, wipe out away teams, capture stupid amounts of people all so you can stop your opponent from winning(FW) but you can't win either. I also think an underestimated difficulty in designing interaction in 2E is the inherent defense that's built in to the game, via the HQ rules for engagements/combat and the design conventions on capture/infiltration/assassin cards.
Overall I think the combination of the inherent defense in 2E, the fact you can mitigate the effects of interaction just by modifying your playstyle in game rather than your deck pre-game coupled with the design convention of just amplifying the impact from interaction when it goes off rather than helping interaction get wins has put us in a precarious position. If you just make interaction more consistent it'll be too good, if you just add more strong maneuver/assault cards that kill people or blow ships up it won't change anything.
I agree with Armus that some hybridish cards might make the design space interesting again. Focusing on the existing Delta Pavonis/Ja'chuq/etc. mechanic is an obvious route because you have the interaction actually progressing you toward winning but it doesn't counter the inherent defense problem.