A couple of recent threads have got me thinking more about Pilot Initiative lately...
Since way back in 1.0, there has been a lot of debate about Pilot Initiative (or Pilot Skill in 1.0). Everything has been debated: Paying too much for high Init making cheaper generics a better option, high initiative re-positioning/Coordinate being too strong, ordnance & target locks on low vs high initiative pilots, low initiative blockers, high PI kills, etc.
Now in a game like this, there has to be a way to decide in which order ships move, take actions and fire. The question is, "Is the current way Pilot Initiative works to determine the order of play the best way to make a fun and balanced game?" For me, the answer is yes for the most part. That doesn't mean we should stop looking for ways that might make the game better.
So here is an idea I had. I invite others to comment on it, as well as to present their ideas and explain why they think those ideas would be positive for the game.
Proposed Alternative: Separate the "Activation" Phase into 2 new phases, the Maneuver Phase and the Action Phase. During the Maneuver phase, each ship reveals its dial and performs its revealed maneuver. They do this in order starting with the lowest initiative pilots and ending with the highest initiative. During the Action phase, each ship that is not overlapping another ship (or obstacle based on the current rules for obstacle types), may perform one action unless abilities allow them to perform a different number of actions.
So, what would this do?
- Low initiative blockers would no longer get an action if they force a bump. This makes blocking less attractive, though still useful for denying an area or a more potent action from your opponent
- Low initiative ships with re-position abilities would have a greater game state knowledge to use post movement actions to get or dodge arcs or choose offensive or defensive actions.
- Low Initiative Ordnance carriers would be able to acquire Target Locks more effectively
- Low Initiative Turret carriers would have a greater game state knowledge to use rotate actions to get arcs or choose offensive or defensive actions.
Other than blockers losing their action, all of these effects would greatly reduce the advantages that High Init gets over Low, though Initiative Kills would still be in their favor. Furthermore, any ships with neither re-position nor mobile arcs, would be at greater disadvantage to any ship with these abilities as even an Academy Pilot could now become an effective dodger against anything that can't re-position after the Academy barrel rolls. The points cost gaps between lowest and highest Initiatives for each chassis would need to be reduced by a significant amount as well as some changes for chassis without re-position or turrets vs those with.
As I said, I think the game is in good shape now and enjoy the heck out of it, but perhaps taking away a lot of the big advantages that PI 5 and 6 ships have over the rest of the field might make for some interesting changes in the way squads are built and the way each turn plays out on the mat.
What are all of your thoughts? Would this reduce High Initiative dominance and the need for bids? Would it change your play style? Would it simply be terrible? Would it bring back Low Init Turret Spam the likes of which we have not seen since the days of TLT's?
Edited by pickirk01