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Star Trek: Ascendancy» Forums » General

Subject: What new game mechanics would you like to see in future expansions? rss

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KickAClay Bobling
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Good day,

I posted this same topic on the SubReddit for Star Trek: Ascendancy here --->
https://www.reddit.com/r/STAgame/comments/52kz95/what_new_ga...

I ask that you please visit the sub, as I would like to see it grow like the well established community here on BGG. I don't want this community here to go away, I just would like to see the passion and energy of the game spread to other online worlds, like reddit. Thank you and now on to my post...


Are you looking forward to the Ferengi Alliance coming soon?
Maybe the Borg or Dominion, as mentioned in the GF9 YouTube Video

Or perhaps you have your own ideas and would love to see them in other expansions.

I personally would love to see Wormholes that allow some kind of "jump" movement. Even if some had a Level {5} Hazard, Like in TNG Episode The Price

I can see a Wormhole being a Exploration Card or a System disc.

As a Exploration Card it could say "Your sensors detected a wormhole within this system. (You may travel at Impulse to another wormhole system)." The Card would stay active till end of game. So you can only travel through it if another one is active/attached to another system. Playthrough would be your ship is on system, Pay 1 Command for Impulse, move off system to card (1 sector) move to other wormhole card, move (1 sector) from card to system, done.

As a System Disc it could be a Level {5} Hazard Phenomenon (player to your right rolls, 5 or 6 destroys your ship), but would also require a second wormhole disc to be in play to jump through, otherwise it would let you harvest a Research token like a Phenomenon. Playthrough would be almost the same as above. On system, Pay 1 Command for Impulse, move off system (1 sector) to other wormhole system, move (1 sector) to a space lane, done.

What new game mechanics would you like to see?
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Angelus Seniores
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some different ship designs, specialised ships

maybe more alliance/trade possibilities, for example you could lend ships to another player so you can fight together.

space pirates that go around the map attacking ships/colonies, or wandering space monsters.

event cards that add some random occurances during play (now, once the map is explored no new random effects appear, these events would happen each turn the whole game). for example a star going supernova that destroys a system.

a few more fleet card options.
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Kain
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NPCs would be neat, implementing borg or whomever to roam around and wreck havoc, etc.

I am relatively against taking away the simplicity of the game by adding ships, etc. I can play T.I.3 if i want to be bogged down by math. That said, a singular "FlagShip" type unit, would be really cool. Unfortunately those won't happen, because that would entail them releasing an expansion that somehow incorporates every race expansion.
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Jason Preder
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Dark63 wrote:
NPCs would be neat, implementing borg or whomever to roam around and wreck havoc, etc.

I am relatively against taking away the simplicity of the game by adding ships, etc. I can play T.I.3 if i want to be bogged down by math. That said, a singular "FlagShip" type unit, would be really cool. Unfortunately those won't happen, because that would entail them releasing an expansion that somehow incorporates every race expansion.


I wouldn't be so sure. I could easily see a "Captains" expansion, which you could essentially attach to a fleet card for additional powers or a bonus.
That would be a pretty cool way to pull from Trek lore and essentially expand the "tech" tree of the game.
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Alex Almond
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Nelson
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New Victory Conditions/Game modes.

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KickAClay Bobling
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What kind of game modes?
 
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John Godwin
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Hero unit ships. Preferably to with a flip side on thier card to gain an extra ability when you add them to fleets.

Alternate ship packs. (Like constitution class, intrepid class, bird of prey, etc)
And regular ship packs for that matter. I ran out of ships with my 13 production a turn Klingons one game.

Player trading rules (which I hope will come with the Ferengi). You can already house rule it, but I would love to see a system added for things like "hey, if you attack the Romulans with me, I'll give you the 3 research you need to finish your project". The trade cards just aren't enough to really entice some players, lol.
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Dean Gardiner
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I would like to see some kind of dilemma mechanism. The heroes of Star Trek often faced difficult choices. Should they obay the prime directive? Should they follow orders? Should they adhere to thier own cultural beliefs or respect the beliefs of others.

I think something that forces the players to make a choice (maybe during exploation) would be a great addition and would be consistent with the spirit of Star Trek.
 
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Igor Horvat
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Maybe workaround of factions penalty.

Like for 3 or 4 culture tokens you can ignore one instance of factions penalty.

Klingons can escape from battle, Federation can invade pre warp civilization, romulans get resources right away from trade. Basicaly you devalue your culture and brake laws to get ahead.



Capital ships: They cost 3 production and 1 research. They fire twice each round, must be targeted last and require 2 hits to destroy. Can have only one in a certain fleet.



 
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Marc Bennett
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Horwath wrote:
Maybe workaround of factions penalty.

Like for 3 or 4 culture tokens you can ignore one instance of factions penalty.

Klingons can escape from battle, Federation can invade pre warp civilization, romulans get resources right away from trade. Basicaly you devalue your culture and brake laws to get ahead.



Capital ships: They cost 3 production and 1 research. They fire twice each round, must be targeted last and require 2 hits to destroy. Can have only one in a certain fleet.




I wouldn't like ignoring the disadvantages I think it brings too much character to the factions. I like your idea for capital ships though
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