Messenger said:
And yet it's quite possible to construct virtual fortresses with multiple layers of ICE that is nigh impossible for the Runner to crack. If neither WotC nor FFG in its updated version consider such broken, then neither do I.
Or, for that matter, we can also posit the speedy Criminal runner who gets through early defenses without resistance- or even the possibility of the Corp getting an awful mulligan, being vulnerable to being plundered for most of the early game and losing quickly because the Runner luckily got 3 agendas. It happens a lot but- again- neither WotC nor FFg consider it broken.
In short, unstoppable and unassasilable does happen in Netrunner and yet this is still one of the best designed- and now best updated- card games around.
I get the feeling you're either having delusions of grandeur (i.e. 3 Janus, 3 Tollbooth, 3 Hadrians Wall, etc.) or you're not taking into consideration the Runner's perspective. Sometimes what seems like an impenetrable wall is not so impenetrable when you actually start to think about the weaknesses, and also what the Runner isn't going to care about when they absolutely have to get through. The only thing that makes a remote server unstoppable or unassailable is an empty root, or one that's hiding a trap.
Just yesterday, I was playing against an HB deck, and my opponent had built a remote server with (from outer to inner) Ice Wall, Ichi, Rototurret, and a second Ichi. Seemed pretty daunting to get through, but it occurred to me (a little too late unfortunately), that even with just my Corroder and Femme Fatale, I could get through it if I absolutely had to for only 8 credits (or 10 if he had rezzed his Experiential Data). Had I realized that during the game, I probably could have won, as I did have 10 credits while he had an agenda in there, but I wasn't thinking in terms of losing programs to Ichi and Rototurret, so I didn't run, and it lost me the game.
There was another game where I had gone crazy with one server, and had built up 7 ICE on it!!! 6 were rezzed, and it looked pretty darn impenetrable. However, at the time, I wasn't thinking from the perspective of the Runner, and when my opponent made his way through for only about 15 credits (may have been less), I was a bit dismayed.
You have to realize that unless you are constantly throwing new things into a remote server that cause the Runner to think he/she needs to get in there, they aren't going to be running remotes all that often, so during breaks in between, they'll either focus on central servers, or building up their economy/rig for future runs. So if you either can't keep throwing cards down to get the Runner's attention, or can't afford to protect the ones you need to protect, then the Runner is not going to feel like they need to run your remotes, and will instead prepare for a bigger run or two, and that is the downfall of seemingly big remote servers.
And for the record, I remember there being an infinite mulligan rule for the Corp player in the original Netrunner, where the Corp player could reveal a hand with 3 or more agendas to redraw, and they could do that any number of times. However, I'm not sure if that was a house rule or an actually existing rule. Futhermore, because there was no minimum deck size requirement (like in A:N), that would have been problematic in tournament play, so if it had existed once, it was cut. In A:N, I think such a rule would work fine and would help tournament play, and it couldn't really be abused because of the minimum deck requirements.
Messenger said:
As far as knowing what your opponent's first move has to be in order to hit you is concerned, the new identity does make ice arrangement eaiser.
Parasite takes time to grow and destroys itself when its host is trashed. A Corp player is simply not going to waste his time letting it do its thing and ultimately put a dent in his defenses. Or, for that matter, he can choose to "waste his time" to keep the things at bay with a purge.
Attacking central servers is a crap shoot. Like the rest of the game, it's a matter of gambling on the things you want actually being there. Without a Demolition Run, The Maker's Eye or Backdoor Beta, a Runner attacking R&D is metaphorically hitting a brick wall if they don't snag an agenda; even with those cards, you're still at mercy of Lady Luck reaping your rewards for you. Same for running on HQ especially where it's possible to access the same card over and over and over; and even HQ-based cards with sure rewards like Account Siphon come with stiff penalties. Archives would be your best bet but a Corp player is not going to be foolish enough to leave it unprotected for long, especially against an Anarch.
Don't get me wrong- I've won games by attacking central servers. I'm not ungrateful for those wins but they were lucky and I'm not proud.
And speaking of which, you're positing that the Runner decides to go through with the rest of the central server run. This brings us back to our other argument about fortifying Jinteki central servers- that would mean playing further into the machinations of the Jinteki player, adding more and more risk and peril to his assault.
At the very least, I see this new identity as letting Jinteki get an extra use out of its central server ice, whether just outermost or the entire line. Making the most out of your resources is useful and powerful. In Magic: the Gathering, you can see it in various examples of the concept of card advantage . I'm both not surprised and glad to see such here.
Your arrangement of ice is going to be dictated by 3 things: 1) The cards you draw; 2) The order in which you draw them; and 3) Your economy. To a large extent, the Corp player has little to no control over all of those things.
For #1, you draw what you draw, and if you don't draw what you need, tough luck. The only things that can help mitigate this right now are Anonymous Tip and Precognition, and that's only going to be 6 out of at least 45 cards in your deck, so not good odds of getting those when you need them.
For #2, you are basically faced with the same situation as #1, but order does matter as well. If you don't want to be discarding a bunch of cards, playing your cards in the order they come will become almost mandatory, which means if you don't get the cards you need in the right order , you may not be able to do what you want to do. If you don't get your Hedge Funds early so you can build up your economy, you might not be able to afford your Wall of Thorns. If you get your Katana before your Wall of Static, you can't have Katana be your outermost ice on R&D, with the Wall on the inside, unless you just hold on to Katana, but then your Katana is taking up room in your hand, and it's not in play to harass the Runner. If you decide to install Tollbooth on HQ to keep out a criminal, but that criminal later plays Femme Fatale, and you can't get a better replacement for your Tollbooth because you've been drawing all your junebugs and EMPs, you're likely hosed.
#3 becomes an extension of 1 and 2 to some degree, with the exception of the built-in credit per click, but we all know that's not going to cut it in a real game. If you can't afford to install and rez the ice you want, then 1 and 2 don't even matter. You might get the ice cards you want in exactly the right order, but if all you are getting is your ice, that means you're not getting anything to build your economy, which you'll need to afford that ice. Thus, you have a serious problem on your hands. Noise is probably going to start milling your agendas or credit generators (since you have all the ice). Gabriel will likely start Siphoning your accounts (since you can't afford to rez a good defense), which will put you even further in the hole. Kate might have a little more difficulty, but if she can use Maker's Eye to spot an agenda or two (since you clearly don't have them), that's also bad news. And we haven't even mentioned Imp, which would just ruin R&D, or maybe even HQ.
What Jinteki needs to really make this identity work well is something that can mitigate the randomness of the draw. Precognition is good, but it only works for 5 cards. Something akin to New Blood ( http://www.netrunneronline.com/cards/new-blood/ ) or Jenny Jett ( http://www.netrunneronline.com/cards/jenny-jett/ ) would be of use, though both would probably need to be toned down some. I think in this version of Netrunner, those cards would be a little too good as printed.
They also need something to build their economy that doesn't need to be borrowed from other factions. I've been using Melange quite extensively in my Jinteki decks because it's probably the best non-influence-required card available to them for building economy (outside of Hedge Fund). While it is decent, it has to be protected well, or it will get trashed. Furthermore, if all you are doing is gaining credits from Melange, that means your HQ is getting bigger, and your defenses aren't getting any higher. It makes you temporarily vulnerable to attack, and you might have to start discarding a card or two if you're still building up your economy. Something akin to an in-faction Adonis Campaign, or a Corp version of Armitage would help out a lot more. That way, you would have more control over how you spend your actions and build up your defenses while still having some semblance of an economy.
And I still don't get why people have such low expectations for running R&D and HQ. Running R&D is very valuable to the Runner. If the Corp player isn't spending actions to draw cards, a run against R&D each turn will reveal the next card that the Corp player is going to draw, or will net the Runner an agenda. If the card is trashable, then the Runner has the opportunity to distrupt the Corp's strategy, which is also valuable. Even if it is not trashable or an agenda, it is information, which is of great value to the Runner. If you can't figure out how to make use of that information, then you are crippling yourself as the Runner.
Even if the Corp player does spend actions to draw cards, that is still of value to the Runner, as the Corp player is not spending those actions to do something else, and they are probably in a position where they will need to do something with those cards, especially if the Runner has been applying pressure to the central servers as appropriate.
HQ is maybe a little less valuable to the Runner, but it still has its uses. Unfortunately, some of those uses are a little more subtle. Running HQ can potentially produce an agenda, or maybe something trashable. It can also give the Runner information, just like R&D. However, running HQ also has a hidden benefit: it puts pressure on the Corp player to dump things sooner than he/she would like. If the Corp player is holding any agendas, and the Runner proves they can get through to HQ, even if the Runner misses an agenda by a hair, it should still tell the Corp player that it's time to start thinking about getting that agenda (or those agendas) out of HQ. Otherwise, they might just get snagged on the next romp through HQ by the Runner. It also means that the Corp has to think long and hard about what non-agenda cards he/she plays from hand, and how valuable it is going to be to have their effects vs. having them in hand to dilute the random selection when the Runner hits HQ again. Even if the Corp is not holding any agendas, he/she might be holding some assets that they would rather have in play than in the Archives, so again, running HQ will pressure the Corp player into dumping those cards before they may want to, which puts the Corp player at a disadvantage. You should never discount the value of applying pressure. It can cause players to make mistakes, which is what the Runner needs the Corp player to do sometimes, in order to achieve victory.
And none of this has taken into account the existence of Imp, which is huge for the Runner right now. Trashing normally untrashable cards can be devastating for the Corp player, and can also make it potentially easier for the Runner to get to the agendas, either from HQ or from R&D. Imp is so good that it is almost likely to cause the Corp to purge as soon as possible, which can be used to the Runner's advantage.
Lastly, I think the term you're searching for is board advantage . Card advantage usually refers to the relative differences in card plays between two opponents (i.e. I have 3 units in play to your 2, or I can play this unit at a cost of 1, while it would cost you 3, etc.). Since the Runner and Corp player have different kinds of cards, and also use them differently, the concept of card advantage doesn't really work for Netrunner.