7 hours ago, Managarmr said:The same rationale ("break of the perfect information system required for a healthy double blind gameplay design") applies for
Informant
Sense
Snoke
Not even the same ball park as to the point I'm making, please allow me to explain the difference. Throw Cassian in the list too so we got them all included while we're at it. All those upgrades do is change the timing of revealing hidden info, they don't change information of ships positions that we are supposed to have when we're making plans. The best they can do with the early reveal is use their reposition moves or select actions accordingly or combo into an ability like Heras. Just like we do now that decloak happens at device phase, we can adjust, but within a set of limitations. But they don't change the information of where everything starts that was supposed to be perfectly revealed going into the planning phase when before we put down locked dials. Old Cloaks game break, even new cloak still to a small extent, and now Action Tractors, was to change information you were supposed to start with revealed, after you have made decisions with it. They make the start point wrong for how plans are made. Notably you don't see any of the current three Intel officer variants, and I doubt we'll see terribly much of Snoke, because all they do is show you something that a skilled player already guessed, and both sides still have already set all their dials with total perfect information of the board setup. (Ironically, they would be great effects to have with tractors, but hardly worth the investment) But it's such a minor effect that skill usually overrides anyway that there's no point in taking them over any other effect that could gain you positional or combat advantage.
Supernatural Reflexes is another offender of this while we're here. It's better than advanced sensors since it doesn't stop action chains, and it gives for a price the same board change before reveal that you get from tractors, plus two extra positions, that only the controlling player gets to know where the ship is actually starting, and they can even change that at initiative. It's why we see super all over the place, but I had to go look up what sense even cost.
You would have a valid point if the Intel effects were used in the game in support of it's healthy core mechanics. But here we have column A with Cassian, Informant, Sense, all not in lists with any meaningful occurrence rate whatsoever, if showing up at all. And column B of Super, Advsen, Tractor, Cloak, all posting good to great numbers in high tier play. What do we conclude? Changing board state after plans are set but before dials are revealed is a greater effect than revealing a dial without changing board state. One breaks the blind, the other one doesn't. And for Force sake super costs 12, AdvSen is 8 and a Phantom is a forth of your list before upgrades. There's no excuse for a similar effect for 28 points that doesn't need to even bother with upgrades and can still deal damage and block.