I know it's been discussed already but I haven't seen this exact idea elsewhere. I want the discussion to be about and refining this specific method.
This method directly calculates game awarded threat and modifies it.
Overall mission modifyers:
Raise Threat level by 1.
At set up:
Total all the threat value of existing units. E.G 2 storm trooper grey and a red officer = 17. Award the imperial player 25% rounded up of that number, 5 in this case.
Resolve an optional deployment, deploying anywhere on the map where units reasonably would be able to start, based on where units already do start. Partial deployment of a single unit is allowed, paying the reinforcement cost per figure. Partial deployment of multiple units is not allowed.
In game:
Every time a reserved unit(s) is placed by a game effect award the imperial player an additional threat = 25% of their value rounding up.
After reserved units are placed, resolve an optional deployment spending no more than the threat awarded by the triggering deployment. Selecting figures in a sensible way. Such as a single extra Strom trooper if it's an imperial wave, or an extra gamorian guard for more skum oriented missions. Deploying figures close to or in a logical arrangement with the figures being placed by game effects. (On the same tiles or within 2 squares of a deployed figure as a guideline.) Partial deployment of no more than 1 unit is allowed.
Whenever threat is awarded by a game effect do not modify it unless the number is not related to threat level e.g. a fixed amount. If it is a fixed amount award 25% more.
End of mission awards:
Credits are awarded as if the player number was 4.
The imperial player receives a single extra experience or influence (imperial choice) once every block of 4 experience given to the 5th. What I mean by that is 1xp to the 5th=1xp to the imperial. No more is awarded until 5, 9 etc. The imperial player shouldn't have to wait until the 5th gets 4 whole points to see an extra of his own.
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I'm playing tonight and will try this method out but anyone who wants to chip in ideas in the next 5 hours may help me avoid a glaring mistake I've made.
I also feel like agenda cards that award villains should cost 2 influence max but that's another story!
Thanks for reading and please do share your thoughts.