by dlhammond
Mike_Evans wrote:
If "missiles are a scratch that don't need a band-aid," then why are there (as of the playtest anyway) two rare techs devoted exclusively to countering missiles, and two more that are debatably there for the same reason? That's a pretty large percentage of the rare techs. Seems an awful lot like a band-aid to me.
I call them options. All rare techs give options, some deal with missiles. As you say 2 deal directly with missiles. 3 of the techs have hull points, but you didn't say that instead of putting bandaids on hulls the designer should have just fix hulls. What you wrote clearly implied that you feel there is something wrong with Missiles, which is OK a minority of new players feel that way.
The assumption made was you felt that the designer added some rare techs to "fix" missiles. I have talked with the design team and they post quite a bit and it is clear to me that, like me and a vast majority of experienced players, they don't feel like there is anything wrong at all with missiles. All the rare tech provides new options and changes how the game plays.
I believe I have respectfully answered your questions. I hope that in the future you grow more comfortable posting. I have said some stupid things on BGG, but that is OK. I do try to avoid words like douchebaggery though.