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Post by saltmaster5000 on Aug 19, 2023 11:02:52 GMT -5
One of the flaws with the Terminator CCG is that most of the missions are hard to do. It doesn't seem that hard to play the handful of generically playable ones but beyond those you seem kind of fucked.
What if Importance and Mission points were just rolled into one? That way if you wanted to get a non-combat victory you could play mostly supporting characters but splash a handful of missions to supplement.
I haven't read through all of the missions yet so I don't know what's broken with this change. I suppose Genocide would be OP when played with the starter deck Sarah Connor?
Maybe you could change the combined importance/mission threshold to a higher number to account for this.
In some ways it's kind of a good thing that Missions are bad. If the strategy was viable it would just be solitaire. You want the game to be about combat or running around searching for supporting characters, not esoteric alternative wincons. So maybe you'd have to ban or errata certain missions if you made this change, I don't know. I'll have to sit down and look through all of the missions.
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Post by hent0076 on Aug 29, 2023 10:43:32 GMT -5
There's another thread on here trying to fix missions as well that talks about combining mission and importance points. When I first read the rules I thought they were the same thing. The missions seem fun cause you can emulate story beats from the movie but really hard to pull off when the game devolves into just shooting each other. I think non-combat victories are really hard to do in this game.
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Post by saltmaster5000 on Aug 29, 2023 22:40:38 GMT -5
There's another thread on here trying to fix missions as well that talks about combining mission and importance points. When I first read the rules I thought they were the same thing. The missions seem fun cause you can emulate story beats from the movie but really hard to pull off when the game devolves into just shooting each other. I think non-combat victories are really hard to do in this game. Importance isn't that hard to do, at least not as the terminator. I'm in the process of making 4 future decks, and one of the decks is going to be a Covert Ops deck that revolves around using hidden movement and is going for a mission win condition. I'll see how it goes. In the future scenario you get 2 bonus mission points for each character you send back in time. So time travel, the Time Lab Discovered mission, and the Reconnaissance mission with Col. Perry as my leader seems the easiest way to get a mission win.
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