#462168
Ok let's see if we can get this train wreck back on track.
I'd like to get back to this point of mine:
No, this is not an application for me to get into design. I don't care about that. These are ideas of mine that show that there are ways to play the game differently.
Strategically the game is mostly play people, attempt missions, overcome dilemmas, solve, repeat...
That's why I don't count KCA a as something interesting. They just do what everybody else does.
Delta Pavonis and Terrasphere 8 offer different approaches. That's why I like them.
I want design to come up with new ideas instead of just new cards. I didn't care for the last howevermany sets because they just pumped out cards for the same old "play people, attempt missions, overcome dilemmas, solve, repeat..." routine. That's boring because we've been doing this for 17 years now. Yes there are interaction decks but except for the Delta Pavonis and Terrasphere 8 decks, all of those still need to complete missions the regular way to win. Yes, they're making it a little more difficult for their opponent and themselves to win but basically they're just more of the same.
That for example is why I've always advocated less sets but more quality. Put your minds on ideas instead of deadlines.
I'd like to get back to this point of mine:
monty42 wrote:I'd like to see similar cards for other affilations to make use of their strong suits to help them win the game without doing just the standard mission solving.Add to this the possibility of Theives trading in valuable stolen goods for overcome dilemmas or give the Ferengi the commerce option they always needed by letting them amass Latinum any buy overcome dilemmas with it.
i.e. just off the top of my head a card that removes from game to let and opponent download and play a card for free for you to overcome 2 dilemmas. Or a mission that lets you return a captive with a cost of 4 or more to your opponent to overcome a dilemma... Stuff that allows you to approach the game differently than you've done for so many years.
No, this is not an application for me to get into design. I don't care about that. These are ideas of mine that show that there are ways to play the game differently.
Strategically the game is mostly play people, attempt missions, overcome dilemmas, solve, repeat...
That's why I don't count KCA a as something interesting. They just do what everybody else does.
Delta Pavonis and Terrasphere 8 offer different approaches. That's why I like them.
I want design to come up with new ideas instead of just new cards. I didn't care for the last howevermany sets because they just pumped out cards for the same old "play people, attempt missions, overcome dilemmas, solve, repeat..." routine. That's boring because we've been doing this for 17 years now. Yes there are interaction decks but except for the Delta Pavonis and Terrasphere 8 decks, all of those still need to complete missions the regular way to win. Yes, they're making it a little more difficult for their opponent and themselves to win but basically they're just more of the same.
That for example is why I've always advocated less sets but more quality. Put your minds on ideas instead of deadlines.
HARD TIMES CREATE HARD MEN
HARD MEN CREATE GOOD TIMES
GOOD TIMES CREATE WEAK MEN
WEAK MEN CREATE HARD TIMES
HARD MEN CREATE GOOD TIMES
GOOD TIMES CREATE WEAK MEN
WEAK MEN CREATE HARD TIMES