Armus wrote:OK if we're going to say 'X is over the power curve' can we please define what 'the power curve' is in this context?
In the case of The Enemy of my Enemy it was overpowered because in the context of it turned their main cost - putting stuff into the discard pile - into a benefit, which left with effectively 0 downside. Ditto Casualties of the Occupation.
To answer this there's really 3 questions that need answered:
1.) What game space was Relativity designed to occupy?
2.) What game space does Relativity occupy?
3.) What game space should Relativity occupy?
The answers to those 3 questions are the start of the larger analysis that will identify root issues (e.g., what is it doing that it's not designed to do/ shouldn't be doing?) and hopefully lead to individual card changes that put things back in the box.
Again, I am not sure I agree with this logic.
First, all but one of the designers of Relativity are no longer present on these forums to ask. Plus it was seven years ago. Memories fade over time and narratives emerge to suit the present. But, leaving all of that aside and more importantly, I think you're conflating bad design decisions with cards being overpowered. Arguably, all overpowered cards are bad design decisions, but not all bad design decisions result in overpowered cards.
It's true that
The Enemy of my Enemy and
Casualties of the Occupation should never have been designed the way they were. But, the cards were also powerful. If those cards hadn't been powerful, it would have mattered much less that they did things they weren't supposed to do. In other words, they still would have been design mistakes, but they wouldn't have resulted in meta-changing builds that needed attention.
Without speculating on what Relativity may or may not have been designed to do, here's what we
know it can do:
- floating HQ (so very difficult to de-staff)
- immune to Outclassed
- 0-cost ship, fast out of the gate to start attempting
- access to Fed all-star build (OT Kirk + Chuckles Bros + Bashir + Nth Barklay + Future Data, etc.)
- lots of downloads (the mission, Braxton, Seven, Future Kim, etc.)
- stop prevention (see Chuckles bros)
- kill prevention (see Bashir)
- Prevent and Overcome (see OT Kirk)
- Damage prevention (see future LaForge)
- Repeatable recovery from the discard pile
- Can avoid paying cost for expensive personnel
- Can't turn the ship off (it has the icon)
So basically, what we're talking about here is a build that's quick to get running, quick to recover from kills, quick to recover from battle, has lots of downloads, can get stuff back out of the discard pile, has stop prevention, has kill prevention, has high-attribute personnel, has well-skilled personnel, can play high-cost personnel for two counters a piece, and has prevent and overcome.
And speaking of turning a cost into a benefit, to download and play the ship
and to replicate
Temporal Transporters (TT) you have to *gasp* put cards in the discard pile. So, I can discard four cards, including some high cost, cherry personnel, to get my 0 cost, Outclassed-proof, floating HQ in play; then play TT to get those personnel I discarded into play for 2 counters a piece, then do that again for as many times as I have cards in hand. Turn after turn.
So, I have no idea what space
Relativity was designed to occupy. But, I have a hard time believing Charlie, Brad, John, and Mark necessarily intended Relativity to do
all of the above as well as it does. And, if they did, I think it's fair to say they made a mistake. They are, like the rest of us, only human.