Something's been bugging me for a while when it comes to balance and play-testing at the design level.
How would a team who play-tests a mission several times in order to balance it compensate for the fact that they (except for the first playthrough) now know what's coming?
That can be a HUGE advantage. Large enough that I don't see how its effect can be ignored when it comes to testing for balance...
Unless they have enough people who can play-test the missions from a first-run perspective EVERY time. Is that how FFG does it? Granted, a lot of missions come down to the last roll, and that's awesome - but a lot of them are also steam-roll sessions. Finales are especially vulnerable to this.
Anyway, it just occurred to me that if I play a mission and lose horribly as the rebels, then replay it with the knowledge of what's coming and have a close game (which is almost always what happens when it goes bad the first time), it seems as though they've balanced the mission according to those subsequent playthroughs where the rebels know what's coming...
I just lost the JR finale 'Mutiny' before the end of round 3 - which got me thinking about this again...
Thoughts?