Immaterium Press recently published this mission to Mission Control.
I thought that this mission might be interesting to a number of people who, unlike me, don't spend all day waiting for new missions to pop up on MC, so instead of commenting on the mission on its MC page I thought I would post here.
Interestingly, the mission is specifically designed for use in tournaments. Got something planned, Immaterium? In any case, objective-based competitive play is an interest of mine.
First off, the premise of the mission is pretty solid. It's a grabbing game for satellites, which can be quite deadly if you roll badly. It takes an action at range one to get a roll. On a hit, the satellite detonates like a seismic bomb. On a crit, like a proton bomb. Blanks get you nothing, but can be rerolled if enemies aren't close. If you roll a focus, you get a token worth 15 points, which are added to your MoV, and nobody else can get anything from the satellite.
So like I said, the underlying concept is good, but I think the mechanism could use a little refining. I think right now what will happen most games is that one side is going to get an early slight advantage that is determined largely by luck. Here's my notes:
The scoring mechanism of taking objective tokens from the satellites is great - it works seamlessly with MoV, which makes it an easy fit into the current tournament system.
Half of the satellites are going to explode. This could introduce some random imbalance to the game; say one player gets 3 hits/crits and loses a bunch of hull or even a ship to satellites, while the other gets 3 focus results: can the unlucky guy make a comeback after that? An element of luck is definitely good, but this current setup feels a little too capricious. I'd change it to dial back the chance for explosions.
Pretty much any ship with high agi/low hull hates this mission. That puts a damper on anyone with an arc-dodgy list. An upside, depending on your point of view, is that it discourages deployment of phantoms. But it also makes me want to leave my interceptors at home.
The satellites will be gone/used up fairly quick. I figure one or two rounds is all it will take for the satellites to be exploded or mined under most circumstances. They're easy points that could quickly go to the enemy if you don't get them first, so I think most players will scan them first chance they get. Then you'll probably have one player with a small lead, and probably some damaged ships on the table, but at that point the game will be a standard dogfight.
To make sure the satellites remain important for more than 1-2 turns, I'd make it more difficult to mine the sats. Here's some specific ideas on how to do that to play around with:
- Spread the satellites out more. R1 from the table edge and R2 from each other ought to do it.
- Make the data mining a multi-step process. One turn you break the encryption, next turn you mine the data
- Make the data mining interruptable via enemy action. Maybe enemy ships can jam your download, or destroy your ship before it completes
- Allow satellites to be mined more than once.
That's all i have for now. Good luck with the mission!