#527793
These missions are very daunting. You have to split your available personnel into an away team and a crew for the ship, making it easy to fall prey to anything that punishes a lack of skill diversity/depth, such as V'ger, Ankari Spirits or lose the ship to "God" and the mission is over.
Sure they are high point value missions, but that's not a reward in this case. Your opponent can set up a dilemma combo they can easily bypass with ship and AT and steal your mission easily (unless you are also seeding dilemmas under your own mission).
Sure, they count as solving both a planet and space mission, but it's simply easier to solve two missions in almost all cases.
I feel like we need some objectives or other cards that provide a meaningful reward for solving these missions, and/or make them non-stealable, or they aren't going to see much play ever again.
Or maybe I am wrong? Let me know what you think, and if the design team has ever pondered these issues with these interesting but maybe "useless" missions.
Sure they are high point value missions, but that's not a reward in this case. Your opponent can set up a dilemma combo they can easily bypass with ship and AT and steal your mission easily (unless you are also seeding dilemmas under your own mission).
Sure, they count as solving both a planet and space mission, but it's simply easier to solve two missions in almost all cases.
I feel like we need some objectives or other cards that provide a meaningful reward for solving these missions, and/or make them non-stealable, or they aren't going to see much play ever again.
Or maybe I am wrong? Let me know what you think, and if the design team has ever pondered these issues with these interesting but maybe "useless" missions.