Kaiser wrote:Yes, that sounds right for the top tier solvers.That sounds... not healthy for the game. Anecdotally, I'd guess that most people are comfortable with the "draw 3 / play 3" idea, as far as pace-of-game. The pace I see above comes out to "play 5 / 6". (This doesn't take into account the number of skills [ie "quality" of those plays], or free ships, events, incidents, etc.) That's significantly more than I would think most people suspect is healthy for the game.
I think the most my day 2 deck can do by turn 3 is 16 personnel (+2 seeded mission specialists, but they were not usable for mission attempts in my setup) when limited by It's Only a Game; if you don't draw a downloader it's usually 14, but there are basically no limits as to which NA personnel you want to include, so a lot of your guys will be people like Lore, Rayna Kapec, etc.
In the few test draws I did, it usually beat out Maquack in terms of skills/attributes on the table. Maquack can churn out a similar number of people, but I found it more difficult to get a perfect spread to make use of all your free plays every turn . I only saw Peter's deck in action twice, but the feeling was his deck was more consistently able to use his engines to their full potential.
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