This forums is for questions, answers, and discussion about First Edition rules, formats, and expansions.
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By Boffo97 (Dave Hines)
 - Gamma Quadrant
 -  
Retired Moderator
#483624
AllenGould wrote:
Mogor wrote: It would be and why should we be restricted to points in 5 incrementals
Why should they be restricted to whole numbers, even!

Let's see a mission worth 29.9 points!
A dilemma that scores pi points! ;)
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By Smiley (Cristoffer Wiker)
 - Gamma Quadrant
 -  
Continuing Committee Member - Retired
#483637
Ok, have gathered enough energy to thing a little bit more.

There is a lot of what if's here.

First, who are we making this card for? How is the target audience? Is this for a long time player or new one?
When we know this we can continue to look into what the cards function is.
Going further down that road we need to figure out what the game needs

So, having that in the back of our minds, then we can talk about the card. =)

From my dealings with new players (I hold a class on game design and use 1E as an example/project) and anything unorthodox needs to be once-in-a-lifetime type of thing. Further more, the game seems to be only 35 point missions from their point of view. Cards with lower point value seldom sees play as dilemmas have spiked in difficulty factor and complexity thus making everyone want to minimize the amount of missions one has to do to get to the coveted 100 points. In reality missions points should be awarded on an exponential scale so doing 5 low point missions for the win would be more or less without any high/multiple/stats/skills requirement (that don't translate to mission specialist points too easy, that would be cheating that system anyway). and if you would be able to do the game with only 2 missions they should be costed steeply for that benefit (lots of skills/multiples/Classifications/special requirements).

Having +40 point being steelable should actually make it easier to do, on a scale of course. It can't be too easy, as then everyone would only run them instead and hope either your opponent will bring them and your prepare for them or the opposite, you run them and hope your opponent is not prepared and do them faster than them (I know dilemma placement comes in here as well but that's another discussion).

The amount of affiliations that can do it, Span, Space/Planet/Dual, quadrant/region, etc. should only be treated as knobs to turn to make it more "in tune" with the power level you want to push the mission towards.

If all this is the case and we know the answer to all the questions (who is it for/what type of player etc.) then it should not be that hard to fine tune the points of the mission.
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