Mike Hulsebus
United States
Ann Arbor
Michigan
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This game ramps up crazy fast. Id love to run some actual numbers on this later, but preliminarily, it's amazing how fast things so from managable to doomed.

In normal flashpoint, I play two players on the hardest difficult most of the time. Ive played 89 games total.
Today in a three player game we got chewed up and spit until we changed the difficulty to have 15 fire cards in the deck. So we were only able to win by inventing our own difficulty level

Some questions for Blue and those who helped balance this

1) why have the initial probabilities of hitting trouble ramp up so quickly?
2) why make it so much more likely to hit trouble in player counts over two?

I kept rereading the cards over my three plays today hoping it was a rules mistake but I couldn't find anything

Thoughts?
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Björn Harzer
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hmm. I played once yesterday on heroic level with TE using the core board and three firefighters (CAFS, Rescue Dog, Suppressions Specialist). I made it out by the skin (see session report from me yesterday), but it worked. Yes, the flare ups ramp up quite quickly later on, but I felt it is balanced with some of the goodies in the Event Deck. Anyway, it seems to make it harder somewhat, but I am up for a challenge anyway. You may have been just unlucky in your draws/shuffles?
 
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James Drury
Canada
Longueuil
Quebec
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It is slightly more difficult, depending on the timing of the cards and shuffling. But I don't think this expansion was created to increase or decrease the difficulty, but rather improve immersion and realism.

If you look at most simulation video games, the more you increase the realism, the more difficult the game/simulator becomes. It's just a natural cause and effect.
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Chris Smith
United Kingdom
Solihull
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blipadouzi wrote:
But I don't think this expansion was created to increase or decrease the difficulty, but rather improve immersion and realism.


Plus there's no longer a chance of the game ending on the first fire turn (Even if the odds of rolling a hotspot on every dice roll until you're dead are pretty low ;P).
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Mike Hulsebus
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Thanks for your thoughts everyone. My brother is working on the actual math. Here is my current theory though.

In the late game if you add a three activate fires in a row and then max me out at 4 actions to deal with it, that's not that huge of a deal as long as things dont chain together in an unfortunate way.
In the early game, if you resolve three extra advance fires and one of them is an explosion, the extra actions i get are not enough to counteract all the additional circles just added to the board.

My hypothesis is that for 3 or more players, the extra early fires can really do you in quite quickly.

So far I've played 6 games with the new deck, 4 of them with 3 players. We had a better 3 player experience if we played on an easier mode with 15 fire rages cards in the deck.

More info as it is compiled!
 
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