- Keep the default simple for newer players, so it doesn’t add complexity to playing the game initially. By default, gain:
- Slot #1: +5 Health on the Captain
- Slot #2: +15 seconds on timer
- Don’t require VFX or SFX (to make them plentiful and cheap to create)
- Two levels of power:
- Affects all units in your roster OR
- Affects only units of that culture in your roster (could be more themed and stronger)
- Probably want to word them as “Your Smugglers” instead of “Allied Smugglers” because of co-op potential.
Tradeoffs
- Roster building is richer, but more complex
- Players could feel overwhelmed when building roster, or when playing against new perks
- Players might feel like they lost due to bonuses
- Players can’t counter these bonuses (no way to disable)
- Encourages players to try new cultures and captains
- We have to have a way to disable perks in live build
Implementation Notes
- Go for the playstyle, emotion and feeling first and foremost
- Verify that these are fun for the player that’s using it, and is fun or less “anti-fun” for the opponent playing it
- Don’t worry about balance upfront - there are too many combinations for us to find. Focus on balance once it’s in the wild.
- Decide if we want to say “Advantage” or “has victory points” or “Favored”
- Show “(Perk)” next to status effect on units in game, so you always know when an effect comes from one of these
- Can put these in pools by complexity, like units, ala Marvel Snap (pool 0, 1, 2, etc)

The learning loop
