Marquetry wrote:I forgot it was the CC that did this... who came up with this bad idea, in addition to the YAAM rule crap?? (I know this far down the road there probably isn't an answer).
This was before I returned to the game, much less joined the staff, but I got curious and did some research. Obviously, I can't share names (and wouldn't if I could). If it weren't over 8 years old and mostly involving people who are gone, I wouldn't share anything at all and would leave it to those involved instead... but it's a long time ago now, so here's an overview of how these erratae came to be:
The auto-treaty-stripping happened in 2011, and it happened more or less by acclamation.
There was an ongoing discussion of Delta. For those with access, you can see it
here, and it's fascinating reading involving a lot of folks we don't see much (or at all) anymore. The thread started with this:
Ok, as the recent Observe Greatness thread mentioned, Delta decks still weigh heavily on people and the game environment... and yes, the SCIENCE trio can easily be used in the DQ.
So... we do need to talk long-term solutions... a lot of ideas have been put out there, but none of them seem to really strike at the core of the problem.
DQ decks are far too easy to make. Their personnel have higher-than-average abilities and skill counts. I'm not sure how their missions stack up... are they "easier"? They have no Homeworlds to really exploit in the truest sense. They don't have HQ's... but they really don't need them.
So, what can we do?
The thousand cuts idea is ultimately not a good solution... it'll help, but alone it's not enough.
The furthest extreme... banning and errata... are areas we MIGHT have to talk about, but I'd like to see what else we can do before we go down that path.
Let's discuss... and Allen, I'd like to get Rules' input on the whole thing, too.
Various solutions, both moderate and radical, were proposed (by various people) to address the problem, such as:
-How would it change/hurt the game if downloads did NOT ignore quadrant? AMS can't download Deltas to the AQ (and vice versa) and so on...
- consider nerfing DQ cards during BC conversion: make the missions harder, that sort of thing. (File under "limit the damage")
- Give Alpha more reasons (and maybe ways?) to go to Delta and mess with them. Actually, more reasons for Alpha to get out of Alpha in general. (either to Mirror, Gamma, or Delta).
- In general, I think carrot-and-stick might work, so long as Delta gets the stick and the weaker groups get the carrot.
-Black Hole-style cards (that insert into spacelines and become locations), but only work in DQ, and represent various hazards. A nice cheap way for players to make Dairy Deltas an uglier place to live.
-Perhaps a Krenim Imperium cycle? "Year of Hell" seems an appropriate motto for what we're talking about.
-a Balancing Act that fucks over the . Or make it a rule that you have to solve an mission to win. That's a sledgehammer, and it's what it takes.
Eventually, in the face of reluctance to pull out the sledgehammer, somebody said this, which I think was very clever:
There is a very finicky Venn diagram (I wish) of Delta affiliations ( ) and their abusiveness/overpowered-ness. While alone isn't a big deal, is + ? Can we build a hammer narrow enough to hit only what we want to hit but heavy enough to really punish the ones that need it? Would targeting Kazon Collective and Vidiian Sodality accomplish it?
One person had already suggested removing the auto-treaty in a different thread (which I can't find), so that immediately got brought into this thread. The idea solved a lot of the problems the team was discussing in a relatively unobtrusive way, so it quickly carried the day.
This all happened in April 2011. Presumably, it went to playtesting, but all playtesting threads from that time have been removed from staff view (I truly don't understand this), so we can't see now what the test feedback was. In October, the Rules Committee got it and
swiftly ratified. The errata was in November's CRD.
One interesting factoid is that Design at the time specifically made plans to evaluate
and
post-nerf, with a view toward re-introducing specific treaties in order to raise their power level back up in a way that Design could better control. (Specifically mentioned were a
/
treaty or
/
treaty.) That obviously never happened -- or, if it did, the decision was to not give them back any treaty functionality.
Another notable fact: the designer who came up with the idea to strip the auto-treaties thought it was important to continue creating new
/
personnel so that they would gradually no longer need these cards at all, because they would have enough dudes on their own.
So that's the history on this.
If you ask me (and nobody did), I would personally caution against giving DQ more power. I agree that there's a differential right now, but, given the precarious state of the power curve right now, the game's ideal solution would be to
deflate the speed and power of the rest of the game, not inflate the speed and power of DQ to match the current
/
pace.
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