The random aspect of the 'collectible cards' makes me leary. With MWO, I /know/ what I am getting and what I am going against. Here... anyone could pull a awesome weapon, tech item, or mech from a pack and dominate early. What is the point of blowing a ton of money on cards when your not certain to get anything good? To me, that is what a 'Founder's pack' would be here, because that is what real money is worth...cards.
Don't feel to bad... you have a good range of prices down that the otherone doesn't have. Your's is more of a "If I would get one, how much would I actually spend?"
I think with this game you will see lower prices because of the 'trading card' aspect of this game. People will just not be willing to invest more in a game where it is... so random. Someone who get's lucky and gets a awesome 'rare' weapon or Mech from a pack might dominate early on. That aspect makes it hard for me to want to sink in 120 bucks into this game when I am not sure if I will enjoy playing it.
I agree with all the off-board artillery strikes, straffing,ground forces most have come up with. I am against anything that messes with game balance. Anything that effect targeting or heat can easily be game planned for, specially targeting locations (Head, duh). Those types of 'cards' really give no negitive, or the negitive is so minor it doesn't matter. I am also against stacking it on one mech. Should be one card per mech.
Lyran Scout Lance : Add x BV to your side for this one mission, minus x experience for this one mission.
Skilled Pilot: -2 to one mechs piloting skills for the match
Skilled Gunner: -1 to one mechs gunnery skill for the match, add +2 to the piloting skill.
Missile master: Move up one tier on the LRM chart for number of missile to hit for the match. Does not effect SRMs.
Veteran Defender: Add +1 to cover rolls for one mech for one match. Light woods give +2 instead of +1 to hit, Heavy woods give +3 instead of +2, ect
Veteran Assaulter: Subtract 1 from all attacks into cover for one mech for this mission, to a minimum of +1. Light woods would give the target +1 to hit, but heavy woods would give +1 instead of +2, ect.
Improved ECM LRM: Reduce the missile hit tier by one for all incoming SRM missiles. LRMs though improve +1 tier.
improved ECM SRM: Reduce the missle hit tier by one for all incoming LRM missiles. SRMs though improve +1 tier.
Improved MGs: Your MG Long range is extrended by 1, so your long range is now 3-4 instead of 3. This effects one mech for one match.
I can go on... you can start getting all 'Magic-like' with debuffs, counters, ect. Hopes this helps folk thinking....
I just got back into 40k after quitting after 3rd Ed because I get sick of the new rules making my old stuff worthless. Ironic that I get back and a year later a new Edition comes out.
But so far I have to say I am happy that 95% of my stuff is valid again and that they are actually working to keep it that way. For example, my lead Ogryns went from a squad of all ripper guns to only the sarge having it to back to everyone having ripper guns again. I am kinda stuck with 5 Ogryns with only melee weapons now, but now the 5 I have with Ripper guns are a go. I guess I can slap something together for the others and greenstuff a strap and have guns hanging off the backs, but since I don't give a rat's arse about WISIWYG they work fine for me and my friends.
I also have to say that 5th Ed games felt fairly balanced compaired to how it use to be and they were actually fun. Back then, it felt at times the newest codex was the best codex. I can only hope that 6th Ed carries onfrom what 5th Ed did. I am looking forward to see what changes were made and if it was a real improvement.