If we were going to experiment, it would be better to experiment with the more comprehensive proposal that addresses all the problems instead of the compromise that doesn't.
As I see it, there are four core problems with
as they currently exist in the game:
1. Consistency - The suspends-play DL rules are inconsistent with how nearly all other game actions work, and they are inconsistent in a way that is extremely confusing, extremely powerful, deeply counter-intuitive, and contrary to TrekSense (assuming you know how the rest of the game works).
2. Rules mess - the current DL system enables (and, frankly, necessitates) some truly bizarre rules jank. "Bug-out" cards that abuse dilemma-encounter timing are the most obvious example, but there's layers upon layers of timing weirdness hidden in suspends-play DLs. (Much moreso than other suspends-play cards, because other suspends-play cards are actually designed with that timing in mind.)
3. Balance - Suspends-play DLs are super-powerful, and has carried the factions that benefit most from DLs (
and
) to the top of the game, in a way that errata can't easily address.
4. Pace - using DLs within mission attempts allow you to win the game in significantly fewer turns than you would otherwise, contributing to an environment where championship-level games rarely last beyond 7 turns.
Armus's compromise proposal likely has some impact on #3 and #4. It's probably not as big of an impact as the comprehensive proposal. In particular, Armus's proposal would leave bugout cards and mid-mission dial-a-skill completely intact, just throttled. Still: a real impact. Nothing to sneeze at.
On the other hand, Armus's compromise leaves #1 and #2 untouched -- and, to my mind, #1 and #2 are the real core of the issue. The compromise proposal even adds to the rules mess by adding another (completely arbitrary) OTF rule or Ref card.
That doesn't mean Armus's idea is a bad one. There may be ways to mitigate its rules baggage in his proposal. And, in a divided community, a half-measure may be the best path forward. It's a well-thought-out suggestion and it deals with
some of the game's
problems in a serious way.
But if we're going to play around a bit? Try some things out on the testers, gather some data, trial-mode something in OTF? We should start with the comprehensive proposal that addresses all the issues. The "
work at interrupt speed" proposal could be printed on a Ref card, added to OTF, or sent to testers for examination just as easily as "better-than-Containment Field throttling."
If the comprehensive proposal fails, or goes too far, we could step back to the compromise proposal (or some flavor of it, depending on the data we got). But if we
start on the compromise, the comprehensive solution is never experimented with, comprehensive data never gets collected, and the problems that could have been tackled by the comprehensive approach not only persist but are reinforced and made permanent.
(Practical but necessarily vague example: There's a minor rule change in playtesting right now. That rule change started out behind closed doors as a fairly dramatic three-prong idea. Because of various reasons and a miscommunication, we ended up sending a compromise version of that idea to testers -- just one prong, instead of all three.
Now, I happen to think that what went to testers is probably the "right" prong. The original proposal was too drastic and was going to have to be compromised before release, IMHO. But, by
pre-compromising it, before testing it, we haven't been able to collect as much data about the affected area of the game as I hoped, so that it's impossible to really be sure whether the other prongs could help further, and we've backed ourselves into a corner should we try to revisit the more dramatic idea later on. It was a mis-step, and one we shouldn't repeat with the much more important
issue.)
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