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Critical effects should exist within a relatively tight band of effect, including probability of occurrence. Certainly, any given effect will have the potential for a given ship to be more affected than others, but that shouldn't be too extreme.
The game should, at its core, apply variance while leaving player skill as a deciding factor. Super-rare, super-extreme crits fail at this. You can argue whether they fit the term "balanced", but they certainly make for a bad game.
Finding the ideal point on the common+light effect<---->rare+hard effect scale is a subjective matter depending on personal preference. Given the current set, I would add the occasional rare+hard crit if they would ever actually change the damage deck. While I agree that player skill is an important factor, but so is chance (it's a dice game after all
) - also dealing with abrupt and unexpected losses is also part of the player skill. Besides it's fun having to rethink your strategy on the fly when things change on you, that doesn't make it a bad game.
But even then we are not talking about instant game enders - one crit = instant game loss, the example of geckos reactor breach applied to an expensive Han still requires the removal of the shields and even then you could survive a few rounds and it's only one ship.
just because my baron fel usually doesn't survive the first enemy contact - he loves rolling green blanks - makes them bad games, even if I already get a bit sad when putting him on the list knowing I written his death sentence. ![]()