#573341
You're imagining rules/cards that add mission-stealing for the sake of adding mission-stealing, rather than adding mission-stealing for the sake of creating interesting, tense, interactive games (i.e., the kind of games that Boromir was talking about).
It's the same mentality that took a terrible errata'ed Q off the banlist. It was altered in a manner that was for the sake of taking it off the banlist, rather than in a manner that made it fun or captured the essence of the original.
In other words, if you're not going to do it right, then don't bother.
Which, of course, includes "winning the game." Did you want to "address" that, too?
If you throw an away team at a mission and clear the dilemmas, but can't solve it, then whose fault is that?
Yours, for making a bad decision (you didn't throw the right away team at it, probably wasn't big enough and you attempted too early, instead of holding off and waiting for more backup away team members before proceeding). And you should rightly expect to be punished for making a strategically bad choice because you were too greedy and tried to get points too fast, especially if you're going up against a mission-stealing deck that is well-telegraphed.
The major strategic advantage of setting up your deck to mission-steal is because you have some idea of what it is you're facing with respect to dilemmas. That's the upside for the sake of the downsides (having to have a deck so flexible it can tackle any mission it might see an opponent seed, having to venture into opponent's territory which opponent might fiercely defend, etc.).
Adding a bunch of dilemmas to the mission mid-game defeats the entire purpose, and makes mission-stealing a non-starter for strategic purposes.
And, as been pointed out several times now, you are free to seed dilemmas under your own missions. If I'm stealing your missions and not facing your dilemmas, that's a result of your decision, not mine, and you don't need a "dilemma-swapper" card to enable you to force me to face your dilemmas.
It's no more a "lockout" than if I get 100 points off of my own missions.
It's the same mentality that took a terrible errata'ed Q off the banlist. It was altered in a manner that was for the sake of taking it off the banlist, rather than in a manner that made it fun or captured the essence of the original.
In other words, if you're not going to do it right, then don't bother.
Rachmaninoff wrote: ↑Tue Mar 08, 2022 12:01 pm The NPEs -- which absolutely HAVE to be addressed -- are:I don't know what you mean by "NPE," but it sounds like you mean "anything the opponent won't like having done to them" or "playing in a way that isn't rigidly expected by the opponent."
Which, of course, includes "winning the game." Did you want to "address" that, too?
-Swooping in and stealing a mission at the last minute after you cleared out all the dilemmasHow do you define "at the last minute?"
If you throw an away team at a mission and clear the dilemmas, but can't solve it, then whose fault is that?
Yours, for making a bad decision (you didn't throw the right away team at it, probably wasn't big enough and you attempted too early, instead of holding off and waiting for more backup away team members before proceeding). And you should rightly expect to be punished for making a strategically bad choice because you were too greedy and tried to get points too fast, especially if you're going up against a mission-stealing deck that is well-telegraphed.
-Players facing their own, known dilemma combosWhat?
The major strategic advantage of setting up your deck to mission-steal is because you have some idea of what it is you're facing with respect to dilemmas. That's the upside for the sake of the downsides (having to have a deck so flexible it can tackle any mission it might see an opponent seed, having to venture into opponent's territory which opponent might fiercely defend, etc.).
Adding a bunch of dilemmas to the mission mid-game defeats the entire purpose, and makes mission-stealing a non-starter for strategic purposes.
And, as been pointed out several times now, you are free to seed dilemmas under your own missions. If I'm stealing your missions and not facing your dilemmas, that's a result of your decision, not mine, and you don't need a "dilemma-swapper" card to enable you to force me to face your dilemmas.
-Stealing multiple missions can lead to a lockout (a stolen mission isn't just worth points for your opponent, it also takes away one from you)I don't understand how this could be a problem. If I've stolen enough of your missions such that you can't complete enough missions to win the game, then chances are I've already completed enough missions to win the game and it's already over.
It's no more a "lockout" than if I get 100 points off of my own missions.
If these can be avoided, then we can open up some dynamic gameplay and interaction without abuse.Winning the game and making strategically sound choices, especially in the face of strategically unsound choices on the part of my opponent, isn't "abuse."