boromirofborg wrote: ↑Mon Sep 27, 2021 7:40 pm It's interesting. I remember starting back in 95, and for the longest time, I cannot remember ever playing with anyone that hid the personnel. Usually when attempting you'd see who the personnel were, and when they were chilling at an outpost, they were all in a "stack" below the outpost.As a 1e player, it's different. You seed your dilemma combos, your opponent can either pass them or not. Seeing the skills your opponent's personnel have doesn't really change the outcome of a given mission attempt.
When I was re-reading the rule book the other day, prepping to get a friend back in to it I realized that part of that is that the rules say when reporting, place them beneath the outpost.
So of course to a lot of us, beneath meant vertically, one slot below the outpost instead of "stacked under the outpost and then covered by the outpost."
I played in a fair amount of tournaments, including a few different decpihercons, and I don't remember hidden information being quite as big of a deal as it seems to be now. (I remember being very surprised by the discussion weeks ago about covering parts of the cards when revealing to an opponent.)
I'm sure it was and the years have just eaten away at the memory, but it seems if nothing else a very poor design to care so much about personnel and them do your best to make sure that your stars of the game are rarely seen by both players.
I wonder if playing a lot of games over AIM and Kedenya chat had something to do with hat, since usually being text based you had to be clearer about who was attempting what and where.
Respectfully, I also think that something that would make the game more accessible at the low end is a good thing, as long as the skill ceilings are kept high.
When it comes to the basic fantasy of why I play this game over other card games (not that I've played much recently, that I admit), I've never once sat down and thought, I enjoy playing memory game of 30-40 moving pieces and 4x that many possible skills and combinations.
It's seeing the what-if of the episodes play out, or watching the Borg assimilate Cardassia. All my fondest memories are around a long table fighting to flip that DS9/Nor back and forth, or try to get past dilemma combos. Not "which person had that skill.".
2e on the other hand, is an entirely different animal. Each mission attempt results in a player drawing and playing a certain number of dilemmas. The goal is to stop your opponent's mission attempt with as few dilemmas overcome as possible, because the more dilemmas that are overcome, the easier future attempts become.
As such, if you can track your opponent's skills and know what they're missing, then you may be able to stop them with only one (or maybe even none if you do it right).
That type of gameplay needs to be rewarded and encouraged, lest 2e devolve back to the soli-trek mission solving races of its early days.