Towards the end of wave one, we witnessed squads at I5 in particular bringing bids of 16 points or more. This is to guarantee moving last and acquiring the lock to launch proton torps and/or for arc dodging. We are going to see these deep bids continuing, and possibly get much worse with supernatural Kylo.
This choice of sacrificing extra upgrades to nearly guarantee moving last has always been a key part of this game, and it's not something that I have a problem with. I do have a problem with it's unintended consequence in relation to game scoring though.
Games are scored based on how many squad points we destroy, and since unused points can't be destroyed (unless you kill everything), the end game ships often become an untouchable point fortress. We are going to see squads where Kylo is "worth" 2/3 or more of your squad points. It creates a win condition that actively encourages players to kill something, and run away. I know that this isn't something that the game developers intended. It is not fun. It is a negative play experience.
Half points on all ships was a step in the right direction and has made games more chaotic in the final few turns, but it hasn't done enough to solve the problem of intentional point fortresses.
I believe that a simple change to game scoring should be made. Any unused squad points should count as points destroyed. You can still choose to take a deep initiative bid to guarantee moving last, but you're now giving your opponent a game scoring advantage.
What are your thoughts about this idea? Do you have any other suggestions that better address the issue of intentional point fortresses from deep bids? Is this even a problem that needs to be addressed?