For posting 1E deck designs for feedback from other players and members of the community.
User avatar
Online OP Coordinator
By pfti (Jon Carter)
 - Online OP Coordinator
 -  
2E Cardassia Regional Champion 2023
#488471
BCSWowbagger wrote:My record's 5 turns. It was against 18 dilemmas. I've also done 6 turns, again versus 18 dilemmas. In both cases, there was a combination of factors at work:

(1) I started attempting Turn 1.
(2) I was smart about dilemmas, correctly predicting certain combos.
(3) I had two teams working on missions by Turn 4.
(4) I had [DL] special downloads that worked during dilemma encounters to allow me to either pick skills on the fly or bail out of a mission attempt that was going badly.
(5) My opponent wasn't running active interference (or wasn't fast enough to interfere with me this early).
(6) I got a bit lucky.

Many people can cut it a bit closer by going for a two-mission win, which means facing even fewer dilemmas. This is often done by using Assign Mission Specialists for 15-20 bonus points per mission.


My average is more like 7-8 turns.
My romulan deck will frequently do 4 or 5

4 is attempt turn 1, solve turn 2, figure out the next, clear turn 3 for 2 then double or tripple team on turn 4
User avatar
First Edition Rules Master
By BCSWowbagger (James Heaney)
 - First Edition Rules Master
 -  
Community Contributor
#488485
stressedoutatumc wrote:I'm a little late to the party, but I have some thought to contribute to whoever might still be following this thread.

I've been playing STCCG since I was a freshman in high school way back in like 98/99 and have recently picked it back up with a buddy. The issue of speed and balance have always been issues, but I also know when I thought the game absolutely died and that was when Q the Referee was released. Yeah, I was just a dumb kid back then, but the overall feeling is that is slowed the game way down and it made it less fun to play. I totally get why you don't want to limit the meta in favor of speed or speed players, but you also cannot ignore that the average person in any game is just...average. STCCG actually has a built-in way to slow down anyone, and that's with dilemma and overall balance with offense and defense. This is just me talking, but here are a few of an old players suggestions.

1. Looking through a bunch of decks in the database, the dilemma strategy is just dismal. There have been wildly powerful dilemma added since I stopped playing (somewhere after The Dominion set). The combinations I've been able to create lately just would crush anyone I used to play with back in the day and serves as a real pain to the speed-solvers my buddy uses. I think the CC has worked hard to create dilemma that's just really freakin hard to pass if used in the correct combination. I let my friend used banned cards like Red Alert and Horgan and Genetronic Replicator and games are still very very winnable consistently because of my dilemma strategy (and I'm nothing special). And, he's using a super Fed Solver.

2. The number of seed cards should be bumped to +6. This would support my first point and let skill in building dilemma be the natural deterrent to direct and speed solvers. This is obviously a radical change but one I always thought made sense. It would allow +1 dilemma to each mission and open up some very tough combos if people had the will and skill to find them. Additionally, it would allow for cards that are sacrificed but could really hurt a speed/direct solver (i.e. computer crash, mission debriefing, etc)

3. On the subject of Ladies and Gentlemen, I think that this card is a fantastic idea and really not that hard to prevent from stalling out a win. All that would have to be added with errata that it cannot be used in the last 45 minutes of a game (or after a certain amount of turns) and that it's automatically triggered when your opponent attempts a mission before you do. The concept is solid; it's like a computer crash for the whole game and gives utility to event cards that, again, might be sacrificed because of number of turn needed to make them viable.
Hey, I'm going to bed right now, but I wanted to say welcome to the forums! (And thanks for the thoughtful post!)
User avatar
 
By Mr.Sloan
 - Delta Quadrant
 -  
#496417
i also see the problem and mainly 2 ways of solving it:
- increase dilemmas
and/or
- decrease personal report mechanism

The game became faster because of more draws/free plays which is why AGT introduced Strategema and Shape-Shift inhibitor. While Caretaker and Barzan Wormhole drops where removed, there where new draw/play engines and still STP drops.

regarding "ladys and gentlemen" i think when all wait 4 turns, they might wait at homeworlds or time locations to be save and then rush into missions.

Another idea woudl be to reduce solvers bonus points e.g. no AMS bonus points, or cards with -10 points if you have never iniated battle on your own. [Fed] might then want to use Kirk, Riker or Incoming Attack Authroithation.
User avatar
 
By boromirofborg (Trek Barnes)
 - Beta Quadrant
 -  
1E North American Continental Quarter-Finalist 2023
2E North American Continental Quarter-Finalist 2023
#561320
Bumping an old topic, but:


I think part of the issue is also that many if the games tools from premiere to help with this have been banned or silver bulleted out of existence.

You can’t RBM spam any more (thank the prophets).

More critically, the game doesn’t have a rest button. (anti-time anomaly).


In Magic (yes, I hate comparing to another game) Wraths/board resets are an essential tool that lets control (interactive) slow down aggro (dedicated solvers).


1. Anti-Time was too strong back in the day, would it be today?
2. It would be too slow today if anything, so it needs to be changed anyway
3. Part of the NPE of it and of dedicated battle decks is that it’s too hard to recover from.
4. My crazy idea would be for ATA (or any reset potentially) to return all the personnel to hand. Then it buys turns, burns downloads and seeds, but doesn’t fully lock out.
5. The really crazy idea would be that destroying a ship does the same thing (conceptual escape pods). This would make tactics more useful as they would kill 2-4 people on the way.
1EFQ: Game of two halves

Honestly, I don’t think I’ve re[…]

HAPPY BIRTHDAY!!!!

Happy birthday to @Takket ! :D :thumbsup: […]

Opponents turn

Remodulation