I'd like to see some generic Wookie Warriors for the Heroes to add some red melee. Add in some vibroswords or axes to attach to them.
What does Destiny need?
I think one question Destiny needs to answer is 'What exactly does Red/Yellow cover'?
Blue is obvious - the Force. Red is listed as 'Command', but that's kind of super vague. Yellow is 'Rogue', which still has some holes in it.
In the Star Wars LCG, you have a similar breakdown - Jedi/Sith, Rebels/Imperial Navy, and Smugglers/Scum (as it only covers the Galactic Civil War era). In that case, the lines are pretty clear - what card a faction falls into is primarily dependent on it's affiliation within the universe, though cards can cross over a bit.
So, you could follow through that in Destiny, Red represents your organized armed forces - Rebels, The Empire, The Republic etc. And that's fine. But Red could also be seen to represent a preference for strength/military might - the 'Fighter' class in RPG terms. Yellow represents your various loosely affiliated 'good guys' or the various bounty hunters etc, but it could also represent elements usually associated with, well, your 'Rogue' class in RPG terms.
IMO, good examples are Cassian and Chewie. Cassian is definitely part of the Alliance military structure, but his actions could are the shadowy, sneaky actions of a rogue. Chewie is a free agent, but he's all about fairly straight forward shooting and hitting things. So what colour are they? On a macro level Cassian is Red and Chewie is Yellow, but on a micro level they are somewhat reversed. So how will FFG decide to implement it in terms of gameplay? Obviously you could end up with versions in both colours, and I'm sure we eventually will, but it's more of a 'how will they do it now' that I'm interested in. For example, I'm sure a lot of people would prefer to see Chewie in Red right out the gate, for the inevitable Han/Chewie deck.
I think it depends on how you use them. The general paradigm at the moment seems to be play upgrades -> activate characters -> resolve dice. If you're using Luke reactively (and let's be honest, you shouldn't - you're bringing him for those damage faces), then I suppose you could hoard your resources instead for events that disrupt your opponent's plays, which heroes seem to do quite well. Personally, I think you're still better off playing your characters aggressively. There will be too many scenarios where you draw into cards that you just can't use that turn, because resource generation is too constrained at present. If you're just going to end up playing them on the next turn, why not wait to draw them? That's why I feel like Luke is objectively worse than Vader.
I don´t understand the reasoning. The least gain Luke provides is another re roll. He gets you an another card after all. Thus is he a most agressive character imo.
As for drawing cards that you cannot use because of cost, that´s a deck construction issue, and you can always "play" cards in SWD through the re roll mechanism. Resource generation is constrained in Hero blue is though, as already discussed, but is fantastic in Red-Yellow.
The re-roll mechanism should never, ever be used as a defense for any card, because you can always do that. It's the only factor that's equal amongst all cards, so why bring it up? Being able to to pitch a card still doesn't negate the opportunity cost of having something more readily usable in your deck.
I'm not sure I understand how drawing a card correlates with aggressiveness. There's a very real, and realistic, limitation on the number of resources you're likely to generate on a given turn. What's the value in having more cards if you can't play them? That's why I mentioned proactive vs. reactive play. Drawing into more cards only helps if you're saving resources until after you activate Luke, which is, to my mind, quite the opposite of aggressive play. You're generally better off spending those resources to attach upgrades before you activate Luke, and then recycling cards in your hand for re-rolls.
Edited by WonderWAAAGH