I decided to jump into the Wayback Machine, and bumped into this thread:
I kinda found 2 things interesting.
1. Even in 2012 folks were already tired of "Just Asteroids" as a game style, which bizarrely still remains an issue.
2. These ideas, which I'll repost here:
QuoteRed dust clouds: These dust clouds disrupt ship targeting computers, creating a wildly distorted image for the pilot. Pilots affected by the red dust clouds are unable to obtain target locks and fire with one less attack die.
Green dust clouds: These temporarily shut down more advanced navigational systems, resulting in difficulty pulling off complex evasive maneuvers. Pilots affected roll one less defense die.
Blue dust clouds: These dust clouds affect shields. They could:
(a) Generate up to 1 unit of shielding per game on a ship that passes through the cloud
(b) Removes 1 unit of shielding on a ship that passes through the cloudPurple dust clouds: These are nearly impenetrable both to the naked eye and sensors. Ships within dust clouds cannot be fired upon but cannot fire out either.
Ion storms: These replicate the effect of an ion cannon.
Whaaa???
Deplete and Strain have been around for 8 years, unofficially!!
So this brings me to BLUE DUST CLOUDS. I started to toy with the idea of representing that concept at a Red Token.
Introducing: Flux Tokens!!
It's a red, round token (yeah, pretend the whole thing is red}. For each Flux Token a ship has assigned, it cannot inactivate a shield to prevent damage.
And yes, that missile is from here:
Edited by Darth Meanie