In our last post we mentioned a new jump system, and a new strike craft system. And finally, after some 6 months of delays and planning, we managed to get a playtest of the new strike craft (and jump system).
Turns out, the new strike craft kinda suck.
I suppose that is the nature of things, an idea on paper turns out to be not so good in execution. Simply put, while not adding a lot of complexity, it was adding additional fiddly-ness, as it required (another) specialized hand of cards for each ship which had strike craft, missile systems, or countermeasures against them. Furthermore, if, say, 2 players had missile ships, and 2 players didn’t, the two who didn’t had a period of time sitting out of the action, as the two who did chose their plays, selected their cards, their targets, how they were going to execute their cards, and so on.
So, it’s been scrapped.
But, it’s not all bad. The new jump system played very well. Was simple and intuitive. Furthermore, the failure of strike craft have given rise almost immediately to a new system of strike craft, missiles, and torpedoes (One that doesn’t involve cards) that we are hoping to test soon.
Once the strike craft system is done, then it’s just scenarios and minor tweaks (and maybe real art). We’ve come a long way from the first pencil-drawn ship sheets, and the light in the end of the tunnel is shining brightly.