LORE wrote:I think people forget that the entire concept of Relativity came about because Chris Clarke won Worlds in the before times (2012) when the Champions were given design-a-card as part of their prize. He then quit playing 6 months after it released.
Given how the (not a) HQ works, being able to bring in personnel from 4 Federation eras (TOS, TNG, DS9, Voy) and 2 sub-affiliations (E and Maq) for potentially a limited time, in theory you'd expect them to have the highest skill cap and greatest variability in success and successful strategies - basically like an uber dual-HQ that needs an expert player to build a deck that can pull from an immense card pool and balance to minimize the short-comings and maximize the potential. It wouldn't surprise me if Clarke had influence over the basic concept.
Instead, the successful versions simply include each
personnel with a staffing icon and a small handful of the singularly most OP cards with a blue icon. At least in terms of deck design, it's probably the lowest skill cap HQ in the game - I think the in game cap is higher, though.
The reason why this is the best way to play this HQ is that all those cards are just immensely undercosted, and there's really not much success to be gained from steering outside this preconstructed deck.
It's probably fine to have an HQ like this in the game. It just shouldn't be so consistently the best one.