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Firefly: The Game» Forums » Variants

Subject: Something closer to a 'cut' - variable crew pay rss

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Jack F
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OK, I get why crew costs are fixed rather than working % costs for jobs - less brain pain. Sure it would be nice to get a steadily escalating cost as the rewards go up, but not worth the maths for most folk.

I think this is a nice house rule to make low pay jobs more of an option:
Halve crew costs (round up) for Legal jobs.

I'm thinking of expanding that idea - kind of 'danger money' - such that costs are standard for 1-2 Misbehave card jobs, x 1.5 for 3-4 Misbehave jobs and x 2 if 5+ Misbehave cards required. You would also add 1 Misbehave card to the calculation if the job has an end test (rather than Needs) that could kill a crew if failed.

Could this help reduce the effectiveness of Crime (vs. other illegal) jobs?
 
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Toby Knotts
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When I noticed this, it made sense to me from the strategic perspective that there could be a job that COSTS you money to do it with a particular crew, but that completing it may be beneficial to an alternative goal and thus be worth dipping into your pocket a little. However, this opinion is given having only watched some play through videos and not having actually played...

Looking forward to getting a solo play in soon!
 
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George Krubski
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Although it's an interesting idea, and I can see how it might help even things out, I don't love it.

You are already "rewarded" for for Legal jobs because they have fewer requirements and no Misbehaves.

Conversely, Illegal Jobs have extra cost already built in with larger Crew and necessary Gear, assuming you want to have a reasonable chance of success.

I would almost want to see a payout on a Botch, since I find a Botch to virtually always be preferable to a Warrant as it is.
 
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Darin Bolyard
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Most legal jobs prior to Blue Sun were a waste of time in my opinion, aside from getting solid with a given contact. Please don't take offense to this, but I think a variable cut option is a poor patch, at best, for the more real problem of how poorly most legal jobs pay in the base game. I have become accustomed to playing with the selection of jobs as is, but the introduction of higher paying legal jobs that came with Blue Sun was a breath of fresh air.
 
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Robert Stewart
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dbolyard wrote:
Most legal jobs prior to Blue Sun were a waste of time in my opinion, aside from getting solid with a given contact. Please don't take offense to this, but I think a variable cut option is a poor patch, at best, for the more real problem of how poorly most legal jobs pay in the base game. I have become accustomed to playing with the selection of jobs as is, but the introduction of higher paying legal jobs that came with Blue Sun was a breath of fresh air.


Legal Jobs are a way of getting off to a faster start - rather than spend the first few turns shopping, you can knock off a couple of easy Jobs for an extra $1000 or so in spending money - the profit on a Legal Job with no Crew to pay off is comparable to the profit on an Illegal Job with an expensive Crew (actually, sometimes I've passed up Illegal Jobs because they wouldn't pay for the Crew Cut...)
 
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