Any of you computer programmers out there ever consider a sort of house rule 'shell' for the campaign to handle balance issues that the game developers didn't anticipate? For instance: If one side loses 3 missions in a row, they receive 1 xp and credits/influence in addition to the mission rewards. Kind of a boost to the existing rules because the campaign is snowballing out of control due to the winners always receiving more than the losers?
I understand how the campaign is supposed to be balanced, but since almost every win is accompanied by more rewards than the losing side, it is very easy for things to diverge into what plays like a little league vs the Yankees scenario...
Maybe each loss grants a random 'miracle' card that can be played one time for things like negating an entire roll or adding a round to the timer, or something else really heavy?
I've seen too many campaigns that go 6, sometimes 7 losses in a row and it's over at that point. There isn't any coming back from that kind of divergence...
Anyway - thought I'd ask if anyone has testing any kind of running shell rules to balance the campaign...