A tactics metagame would be cool. Heck, just a +1/+1 that inflicts a random casualty and -1/-1/-1/-30, but nullifies Breen Disruptor Burst, would shake thing up right quick. Interesting point re: reliability. It seems fair to say that, if a strong attacker has only a 50% chance of winning a battle, nobody will ever bother with being a strong attacker. On the other hand, when a strong attacker has a 100% chance of winning a battle and inflicting lopsided casualties (e.g. "hand weapons boost all my personnel to 18 STRENGTH"), the battle is a mere formal, mechanical exercise in misery. Neither of these is good for the game.
It seems we should aim for some kind of middle ground -- where, say, a moderately stronger attacker will win 75%-ish of the time, or will face some substantial risk of losses. My own sense is that we're a bit too close to the "mechnical exercise in misery" end of the spectrum too much right now, so I think a tactics metagame could be nice.
@Hoss-Drone, I have read your post twice and have no idea what you're saying, but would like to hear it if you can explain slowly in simple words my feeble brain can handle.
For myself, I have always thought it would be interesting, and potentially less of a mechanical exercise in misery (even against overwhelming forces) if ship-vs-ship forces paired off something like the way personnel do in personnel battle. Of course, it could not be
exactly the same, because you can't shuffle ships. My instinct is that defender chooses pairings. Picture this:
Two TwT
Dominion Battleships attack the
Enterprise. The
Hood and a
Type 9 Shuttlecraft are also present, and join the battle.
In the current game, the Battleships attack and destroy the Enterprise with a direct hit, while the Feds return fire against one of the battleships, damaging it.
In my slightly different version of the game, the Type 9 could pair off against one of the Battleships, leaving the Hood and Enterprise to deal with the remaining Battleship. The Type 9 would take a direct hit and die, but the Enterprise would only take a single hit, and live to limp home to Spacedock. Basically, you'd have sacrificed the smaller ship to save the larger one -- and taken more overall HULL damage than you would have the other way.
I can imagine that making ship battle a lot more exciting for both players, while still allowing the stronger attacker to reap his just rewards. Might also make battles feel more like "Sacrifice of Angels" than they currently do. And making ship battles work more like personnel battles would make the rules more digestible (although of course that would have to be balanced against the transition costs for existing players learning new rules). However, I have zero test data to support any of this.
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