geraldkw wrote: ↑Sun Dec 12, 2021 5:15 pm
Simplify capturing rules for holograms. There is no reason a "trap card" can't hold them.
It can still be required to have a holodeck equipped place for the opponent to put them when they move them from the trap card, but since traps can take conceptually any form there is no reason a trap card can't hold them and it's less confusing (and less frustrating to new players facing holograms).
I'm going to dance on the edge of game sense vs. trek sense with this argument...
So that absolutely make sense when the Hologram has a mobile emitter (in any case) or is on a planet with holo-projectors. If the trap card is on the planet, and holograms can exist on the planet, then they should be held with the trap card.
Now, what about in space? Say, with
Cardassian Processing?
Once you move the hologram onto the trap, they are no longer with the ship and there is nothing to project them. In the literal sense, where are they? What is stopping them from deactivating?
For that matter what happens to a flesh and blood person like Wesley Crusher? He's at a space location and he's no longer on a ship. If he's floating in space, he dies. Does the trap card imply that there some "Bobs" like the people operating the transporters on your empty ship that are providing a ship with a breathable atmosphere and some guards to keep Wesley held there? And if so, back to the holograms, would the trap now also need to imply there is a holodeck provided to keep the hologram active for me to come and take into custody?
I know some of these questions are more trek sense then game sense, and if the rules just say "the personnel is held by the trap, so the logistics of it are irrelevant", that's fine......