Intelligence Rules
Posted: Mon Sep 26, 2016 3:12 am
Tyrel,
I was reading through the items you are considering as optional or revised rules, specifically Intelligence. I recently struggled with implementation of this rule and tried different approaches to the issue and found myself wanting to split my Intelligence resources into offensive and defensive to represent something along the lines of the CIA/HLS deployment where it takes dedicated resources to each endeavor.
Not sure how to get there but I am/was considering something like purchasing offensive and defensive assets/networks and then paying EPs to perform operations/missions. Perhaps allowing the networks to perform the opposite mission at 50% effectiveness. I also tried designing Intelligence units with ratings to reflect racial traits from The Menagerie along with Crew Quality (Green-Legendary). One approach could be something like Two-Hour Wargames 5150 rules with opposing 2d6 roll system that gives variable results.
The rules as written do work but I felt at first blush that Intelligence was pretty expensive risk versus reward and far too quick to deploy. Seems like there should be a time element to infiltrate, gather information and perform the mission.
By the way I got stumped trying to visualize how an agent would effectively operate in a very alien world.
Wade
I was reading through the items you are considering as optional or revised rules, specifically Intelligence. I recently struggled with implementation of this rule and tried different approaches to the issue and found myself wanting to split my Intelligence resources into offensive and defensive to represent something along the lines of the CIA/HLS deployment where it takes dedicated resources to each endeavor.
Not sure how to get there but I am/was considering something like purchasing offensive and defensive assets/networks and then paying EPs to perform operations/missions. Perhaps allowing the networks to perform the opposite mission at 50% effectiveness. I also tried designing Intelligence units with ratings to reflect racial traits from The Menagerie along with Crew Quality (Green-Legendary). One approach could be something like Two-Hour Wargames 5150 rules with opposing 2d6 roll system that gives variable results.
The rules as written do work but I felt at first blush that Intelligence was pretty expensive risk versus reward and far too quick to deploy. Seems like there should be a time element to infiltrate, gather information and perform the mission.
By the way I got stumped trying to visualize how an agent would effectively operate in a very alien world.
Wade