Cralis wrote:The fact that Sungold can simply run away is the one weak spot I see in this scenario, same as you. Yes, I've enjoyed it, but a part of me still feels that a scenario shouldn't be set up so that simply running away gives the running side a guaranteed victory. It feels kind of forced to try to go for major victory at the risk of losing the ship when one knows that simply running means an automatic minor victory.
Shouldn't it be? The DD is here to destroy it... escaping denies it that victory. If the TFN player wants to do more, he has to work for it. I guess I don't see how you call it "forced"
A victory, even a minor one, feels undeserved when it comes risk-free and basically guaranteed. It is cheap. Congratulations for running away without accomplishing anything when you're faster and have a head start? I would call that a draw, not a victory.
Imagine this scenario during a two-player game. The Kyo player runs away from turn one and keeps his distance while changing course in a winning direction, the two ships never entering weapons range. A win for Kyo. Now imagine having played the alien ship. There was literally *nothing* you could have done to prevent that Kyo victory. Do the victory conditions feel balanced?
Cralis wrote:Maybe you could determine the outcome based on how close Sungold manages to get? Say, pure survival is a draw, 6 tH means minor victory, 3 tH means major victory.
Or maybe how much damage is done, with a bonus for escaping...
Doesn't seem like a good idea. Sungold has to *run*, there's next to no chance of her winning this fight. Okay, you *could* force the alien to enter your hex, and then during combat use your last MP to stay in shelter every time you lose some shields (the scenario has two such hexes next to each other), slowly bleeding the alien of ammunition, but if the alien runs too low, he'll simply open the range and Sungold would die in open space. Sungold can't accomplish anything by fighting that she couldn't accomplish by less risky tactics, at least excluding winning by sheer luck. So why push the player into suicidal behavior? Getting destroyed means no scans get home and Sungold dies for (likely) negligible damage to the enemy.
Grading the victory based on quality of scans, which is easily explained by from what distance they were obtained, feels like a better idea to me.