Hi there! Just got the game a few days ago and had some questions/thoughts.
The Efficient Killer card seems really unbalancing to me. We've been playing on the lowest difficulty (the others were a total carnage for the marines) and even without the "double ammo" rule (where each ammo token gives you two pieces of ammo) the marines didn't really have to care about ammo anymore. And I mean all of them- cause even though just one marine gets this card, they all benefit from it. Do you guys have any idea on balancing the card a bit?
Another thing: many marines complained that they have too little to do- their turns are too short compared to the whole game turn. So I was thinking about modifying the rules somewhat: each marine gets two figures played consequently. There are no respawns. If a marine loses both his figures and one of the other players still has two, he gets one of the other player's figures (of the other player's choice). Once there are only three marines left, a frag equals the invader's victory.
Now how would one go about modifying the amount of items/invaders/health to balance the game is probably a matter of quite some testing.
(I included the no-respawn rule because I don't like the way respawning works and I have no ideas of improving it. What I don't like about it is that a marine is actually in a better position when he dies, being able to teleport 8-16 fields away immediately).