10 hours ago, Do I need a Username said:Typically what we do is use a die to track facedown damage and only flipping cards when needed. Saves on deck there.
I think a universal ruleset would be nice, but I also think that we might want to make completely different upgrade mechanics for rebel and scum and imperial because of their faction identities. I also think that once the app comes out, we need to explore exactly what limits we can set, as well as how many mods and stuff there are. I think in terms of leveling up, make it two PS per int. for most of them, and maybe making it harder to level up in the long term? Because I agree, a high PS squadron is boring. The problem I've found is limiting that while also finding a fun way to keep a prize at the end. Maybe a universal "upgrade maximum" where a ship can only have a set number of upgrades total (Probably around 8 ) so things don't get too broken? A thought for another time.
Yes, the upgrade mechanics does not really have to be standardized. It can be different based on the campaign designers wishes. What I would like to see in the ruleset is:
Basic AI mechanics (Step by step AI mechanic, formation flying for AI's, swerving, special AIs (Escort, Strike Flee etc)
All ship AI cards. + Elite cards
Basic Map setup
Special Actions and maneuvers for players (docking, protect, hypespace maneuver)
New Components (minefields, space station details. all other components that are not in HotAC but invented in other campaigns.
The rest can actually be campaign specific:
Eject Rolling
XPs, earning and spending
Leveling up the pilot.
Scorecards
Campaign Round
This would allow anyone to make their own campaigns based on whatever preferences they have.