Re: Regions. In 1E having Regions gives you the huge benefit of being able to group your missions together rather than leaving it up to random chance. You might even be able to seed your reporting location in the Region and never have to travel very far. In 2E Regions provide a lot less inherent benefit, especially if your headquarters doesn't share the Region. Going from Investigate Destruction
and Investigate Massacre
are in the same region if you need to swing by Romulus
first to pick up personnel. If anything, I'd rather see 2E cards promote
regions rather than punish them.
Re: Personnel better with subset of personnel. This one is kind of par for the course in 2E. Since personnel have more room for abilities in 2E, they more often use those abilities to reward you for playing certain types of personnel together.
Re: Dual personnel. I'm not sure what you mean by this one. Dual-affiliation personnel? Or personnel cards which represent two personnel? If the former, the fact that 2E doesn't prevent affiliations from working together somewhat obviates the need for dual-affiliation personnel. The closest parallel would be personnel who have abilities which let them play at other HQs, which can work but I feel should be reserved for special one-off situations. If the latter, I absolutely don't want to see personnel cards which represent multiple personnel in 2E. Better to have two separate cards which support each other, either directly or indirectly. For examples: Zero Zero
and One One
or The Strongest Heart
and The Second Heart
Re: Q cards. Somewhat by default, this topic is the one which would excite me the most. Still, 2E's take on Q cards differs significantly from 1E's take, so I don't think much would translate over. This option only slightly edges out "none of the above" for me.
"Save your strength. There'll be another time. The princess - you have to take care of her. You hear me?" -Han Solo to Chewbacca, ESB