Armus wrote:I'm sorry. But this point gets a HARD disagree from me. What you just described isn't "interaction" at all. You shooting me and me blowing up isn't interaction. It's just a jobber squash.
Sorry, I was very unclear on that. I meant that to be what people seem to think after interacting. It's not what I mean at all.
I prefer long interactions where anything could go either way. I want hard fought games where I ear the win.
But across all kinds of games and genres, people *think* of interaction as they doing things that are fun, and when your opponent interacts it's not fun.
I really failed in highlighting that.
yes, I fully agree the risk should be there on both sides. I think tactics in 1E helped, or had the potential to help. There should be a risk to running battle decks, and there should always be a away that the scrappy underdog reverses the story and blows up the bigger fleet. (As usually happens in the canon.)
On a 2E level, I think that there needs to be some built in way to slow the opponent without necessarily requiring certain cards.
On a broad theory, I loved the idea from First Contact in 1E, where you could delay the Borg forever by attacking them. It had the huge risk of now this 24/24 ship could fight back.
I don't think it should be possible to build a deck and plan on *just* speed solving. There should have to be some way to interact with the opponent, and a way to deal with their interaction.