January 15, 2018 at 11:46 pm #4595
There are some different ideas floating around here involving more advanced crew and how to upgrade, I’m going to list a bunch that came up and then summarize what we seemed to gravitate towards as a group.
Ways to upgrade crew:
– Take diplomacy at same station type as crew.
– By meeting the crew’s unique condition/quest: e.g. Win a revolution at a particular location type (moon/station, etc.) / Use commerce action for 0 / Bottom out ice market where you have a regent, etc…/ have 7 commerce cubes
Upgraded crew powers
– One time powers such as “kill a regent”
– static powers such as “split your culture actions”
– Upgraded threshold powers
– Gain a “superfigure” (see superfigure variant)
We gravitated towards Crew Quests and I think static power upgrades. I feel personally like these should enhance your actions, instead of threshold abilities, as that space already has upgrades.January 16, 2018 at 4:41 am #4601
Ideas for Unlock Conditions (Crew Quests)
Win an Uprising on a Moon/Asteroid/Station.
Have at least one agent on each Moon/Asteroid/Station.
Have Regents in two Moons/Asteroids/Stations
Have 15 Fuel.
Have 2 Orbital Agents.
Perform the Alchemy Action.
Use Military Action against an agent in the Mini Uprising.
Spend 6 of one Influence type in a Revolution.
Use Military/Commerce/Diplomacy… Action twice in one round.
Ideas for Crew Abilities
Culture Send Agents forward or backward.
Diplomacy – Move one Agent from your station to another station in Sector.
Commerce – All Actions cost 1 less credit.
Military – Destroy 2 Agents of different players in your sector (no income).
Destroy agents in any sector.
Destroy Regent in Sector (only if that player has no agents in that location.)
Science – Place Orbital Agent anywhere.
Orbital Agents can hop off anywhere in sector.January 16, 2018 at 11:18 pm #4608
Cool. i imagine play on these would be that its the regular vanilla game on one side. On the b-side of these is the variant rule. We’ve already written a lot of these “b-side rules” are things like what tim wrote above, the old flavored crew we had, or the old patron powers.
In variant rules, you use diplomacy action to acquire a crew member as usual but they have the special b-side rules on the flipside. Complete the crew quest to activate the b-side. By activating these crew in the last round you can further spike your action economy (soft family growth) to reach for max ascendancy points.
I think overall these should serve as a credit (not inf) sink and generate board effects or extra inf. Inf can be spent in final threshold bids or in the end game scoring (end game scoring is the real game. all else is prelude).
In other words i believe;
1. the b-side rewards should be triggered by completing a quest or paying credits. I think they could be bought via counter-inf (opposite types), but not via there own inf type. that way inf collection at beginning of round doesn’t feedback into the effect. The credit cost (or counter-inf cost) would scale with quest difficulty as a balancing mechanic.
2. a common reward for completing quest (or buying) crew b-side should be 1-3 inf of crew type (again the number scaling with quest difficulty). Basically a credit into inf conversion.
i love this game and its crazy scoring. “pump the low side!”January 16, 2018 at 11:21 pm #4609
oh and i think any quest rewards should be a one-time effect. That way you aren’t adding new rules to the board. also keep the b-sides face down until you activate it (one-time) so peeps don’t even need to worry about what other peeps got going on (its face down fool!).January 18, 2018 at 3:24 am #4611
I know I haven’t tested this variant and its been awhile since I played but just reading this a thought I figure I throw out there is:
-Upgrading the crew per the condition is not dependent on the crew member but there is a group of variable conditions (like the ones you listed).
-Those conditions remain in the game for its entirety. You can only meet the condition once but when you do it lets you upgrade ANY crew member
-The bonuses the crew members get when upgraded are tied to the type (or even unique to the guy himself)
This allows you to do a few things:
1) You can have a set of like 10 conditions and only put out five in a game for variance
2) This limits the number of upgrades each player can achieve to keep things from getting tooooo crazy
3) Prevents the issue of players getting multiple crew members whose upgrade synergies line up too well. I would worry that if someone got two or three guys they could line up to upgrade successively due to being similar it might be too effective
4) The “base variant” allows you to just remove those conditions so they aren’t upgradable
5) Could reduce text on the crew members themselves
6) Give players the ability to forecast some strategy instead of drawing into it
There are downsides too I should mention:
1) Diminishes some of the flavor tied to specific members
2) Reduces the crazy amount of variance you could get
3) Adds a bit more information to parse at the beginning of the game
4) If conditions are too situational than it might feel to stale as every player might try to meet conditions in the same order
5) Conditions no longer tied to the action type or crew type, making some weird pairings
I haven’t played in a few months – I’d like to give it another go on the big jammer day!!
January 24, 2018 at 5:24 pm #4617
- This reply was modified 1 month ago by fzghoul.
We played a version with these rules:
Each leader has an normal side and an upgraded side.
All upgraded sides do the same thing.
There are 5 global conditions per game. They get distributed randomly to each crew type. (So, for instance, Military crew have a specific condition to upgrade, but that condition would change each game.)
Here were the crew abilities:
During diplomacy action you may place your station agent in any location in sector.
During science action create a station agent clone in each location you have a regent.
During military actions you may target stationed agents anywhere (gain credits from that sector’s ice market).
During culture action you may place stationed agents anywhere.
During commerce actions may place one ice in a neighboring sector.
Most of these abilities came on line too late to get a sense of how good they were, but the ones we liked were: Commerce and Diplomacy. Science was the only one that stood out as too conditional. I got it online, but never used it.
Commerce – Have regents at 1 locations of inf type.
Diplomacy – have stationed agents at 4 space station locations.
Military – spend 5 inf of type in a revolution, and do not gain any threshold abilities.
Culture – spend all types of inf at a moon revolution.
Science – spend 9 fuel during orbital phase.
Across the board, these felt too hard to, since the game is so short, and also not worth it for the power level of the upgrades. The commerce one was the easiest, and to me felt like close to the right difficulty level. I was shooting to spend 9 fuel all game, and I just couldn’t get there.
I think that you should generally be able to level up a crew the turn after you get it with a little bit of effort (probably having to take some sub-optimal actions).
We liked the “quests” in the way they gave us a focus, but having five, four of which we don’t care about at the beginning of the game (because we only have one crew) meant that they weren’t as interactive as we wanted.
Some things to try for next time:
– Three quests, all of which can be completed once by each player, and used to upgrade any crew (as per fz’s suggestion).
– When you flip a crew, you get to take that type of action, with the upgraded power, immediately (using the location that you unlocked it in). This is in addition to having the upgraded power for the rest of the game. This is nice because it lets you have a “combo” turn or chain actions, and it makes it a relevant thing to do in the last round.
– Crew levels up, or gains XP each time you take their type of action.
– Alternate, universal way of upgrading crew, such as “Take the crew ability at the Diplomacy location of that crew type.”
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