Post by Axlotl on Apr 6, 2019 22:41:31 GMT -5
I've been thinking about this a little recently. We all know Terminator has some big mechanical problems - namely Missions and Production. Can we fix these problems without errata, simply by altering the game's rules?
Lets first look at how to fix Mission cards.
The core problem with Missions:
They require very specific criteria most of the time, and usually offer no reward beyond Mission Points (MP). This means if you are trying a Mission win, you need to clog your deck AND hand with cards that are going to be very hard to trigger in enough volume to actually win with. This is bad and not fun.
I propose this is a solution: The Command Deck, and an associated additional rule for Mission cards.
The Command Deck is another, small, deck that is NOT randomized during the game, but is hidden from the opponent. The size and contents vary by scenario. In Termination (the Past scenario), the Command Deck consists solely of 7 (maybe more or less depending on playtesting) Mission cards. The Command Deck cards combined with your draw deck cannot exceed the number of copies of a card you may use. (IE 1 Reconnaissance in Command, 2 in draw is the max - or a similar combination.) You may look at and reorder your Command Deck freely.
Missions can now be played directly from Command as if they were in Hand.
Now, I don't like having a third deck, but like I said, trying to salvage the mechanic using only Premiere cards is pretty limiting. At least you don't need to shuffle it. This does feel a bit more thematic, with having Missions laid out for your character beforehand, as opposed to picking them up randomly. I'd prefer to implement this fix in conjunction with making all Missions Command only, and not allow repeat Missions, but Premiere's Mission pool is too small and specific for that to work. I think even with these changes Missions will be pretty janky in Termination, but it will be much more viable to build around Missions.
Any feedback and playtesting of the concept would be greatly appreciated.
Lets first look at how to fix Mission cards.
The core problem with Missions:
They require very specific criteria most of the time, and usually offer no reward beyond Mission Points (MP). This means if you are trying a Mission win, you need to clog your deck AND hand with cards that are going to be very hard to trigger in enough volume to actually win with. This is bad and not fun.
I propose this is a solution: The Command Deck, and an associated additional rule for Mission cards.
The Command Deck is another, small, deck that is NOT randomized during the game, but is hidden from the opponent. The size and contents vary by scenario. In Termination (the Past scenario), the Command Deck consists solely of 7 (maybe more or less depending on playtesting) Mission cards. The Command Deck cards combined with your draw deck cannot exceed the number of copies of a card you may use. (IE 1 Reconnaissance in Command, 2 in draw is the max - or a similar combination.) You may look at and reorder your Command Deck freely.
Missions can now be played directly from Command as if they were in Hand.
Now, I don't like having a third deck, but like I said, trying to salvage the mechanic using only Premiere cards is pretty limiting. At least you don't need to shuffle it. This does feel a bit more thematic, with having Missions laid out for your character beforehand, as opposed to picking them up randomly. I'd prefer to implement this fix in conjunction with making all Missions Command only, and not allow repeat Missions, but Premiere's Mission pool is too small and specific for that to work. I think even with these changes Missions will be pretty janky in Termination, but it will be much more viable to build around Missions.
Any feedback and playtesting of the concept would be greatly appreciated.