2w ago
I hope I'm in the right place for this. I know that a rules update is in the works and would like to try to get this thought in front of someone involved such that whether or not it is implemented, it is at least considered.
I believe that the interaction of taking a lock at the beginning of the game to prevent jamming is altogether bad game design. In my observation it is a simple gate check with no cost and requiring no more skill than just remembering to do it. In return, an entire game mechanic that the opposing player built around and/or payed for is functionally disabled for all but the highest initiative pilots.
Any pilot activating before the ship it wishes to jam must functionally jam itself for a turn (by spending its action to do nothing) in order to be able to jam at any other point in the game, and it must do this for each enemy ship. This is even worse in the case of abilities or upgrades like False Transponder Codes or Interference Array that have a limited number of uses, as they simply become unusable. This interaction's balance of cost (none) to availability (almost universal) to effectiveness (see above) gives such free value that it results in a version of the same question being asked at the beginning of nearly every game: "Does your list have jam?" In most competitive game design spaces something this pervasive would be designated meta-warping and would require fixing.
So how should we fix it? I've thought about the answer to this for a while. I once thought I had the perfect solution, but through conversation I have discovered it not to be quite as airtight as I first believed. Still, I think it's a good starting point.
The jam rules read:
"A ship is jammed if it has at least one jam token. Jam tokens are circular, orange tokens. When a ship becomes jammed, the player whose effect caused the ship to gain the jam token chooses for the ship to either remove one of its green tokens or break one of its locks. If either effect is resolved, it removes the jam token. If the ship does not have any green tokens or is not maintaining any locks, it remains jammed."
My original idea was to simply make this portion of the effect optional so that the 3rd sentence reads:
"When a ship becomes jammed, the player whose effect caused the ship to gain the jam token may choose for the ship to either remove one of its green tokens or break one of its locks." The last sentence would be removed.
This way, a lower initiative ship can choose not to break an existing lock when jamming. The next time the jammed ship would gain a green token or take a lock, the regular effect of the jam token would break it like normal, allowing the jam to be used as intended.
However, the issue that arose in conversation is that this language would allow the TIE/wi Whisper, most notorious wielder of jam, to jam itself while retaining any tokens or locks acquired before the jam token. This is probably not an insignificant consequence as it would, in most situations, give the chassis an extra evade die to roll.
At the moment I see 2 potential solutions to this. The first is to split the rules language into something like:
"When a ship becomes jammed, if the player whose effect caused the ship to gain the jam token owns that ship, that player chooses for the ship to either remove one of its green tokens or break one of its locks. If the player whose effect caused the ship to gain the jam token does not own that ship, that player may choose for the ship to either remove one of its green tokens or break one of its locks. If any effect is resolved, it removes the jam token."
This solution is not as elegant as before. Repeating the similar sentence works, but feels messier to read. Perhaps the language can be cleaned up while retaining the meaning. As for the mechanics, similar functions already exist in tractoring, where the effect is applied differently depending on whether it is done by the ship's player or their opponent. With this approach, the effect of the fix is retained for most jamming cases, while preventing the TIE/wi from taking undue advantage of the new mechanic. It is still possible, however, that a savvy player with a high initiative TIE/wi could jam a lower initiative ship in the attack arc and choose not to apply the token's effect in order to reap the benefits of higher agility similar to the way a Nantex with Gravitic Deflection might benefit from a tractoring a nearby enemy. If that proves to be still too consistent, then I'm lead to the 2nd approach.
The 2nd approach would be to apply the fix as is and re-balance the TIE/wi as necessary. If the TIE/wi could retain a token while staying jammed, it would have a more consistent defense while remaining modded. But, that effect still comes at the opportunity cost of not jamming opponents. Play testing could reveal how powerful that effect truly is, and in the case that it is too much so, could suggest how to re-balance the chassis with that in mind. It's possible that with some tweaking, the ship remains reasonable.
Both of these solutions would obviously require play testing and probably further tweaking to figure out what is most viable. Perhaps the language needs to be split for friendly vs. enemy ships AND the TIE/wi would need to be adjusted. Perhaps there is an even better option that is nothing I've suggested. I welcome other solutions. Regardless, this interaction should not exist, and as such I hope that it can be addressed. If you made it all the way through, thank you for reading.
