Description | The big problem here is that the RNG can either make these guys pretty good, or totally useless, depending on what six groups it chooses, as these choices never seem to change. The lack of "Federationists" seems to be the one that bothers players the most, but lacking some others can be bad as well, and certain combinations can make the Andors very lacking in what they can do overall.
If the six-at-a-time mechanic is important somehow, there needs to be some way to alter the 6, knocking one out and replacing it with a more needed one. Being that this is a big change, it could have a large cost, or something like that to balance it out. I think this would help with these guys alot though, so that the player isnt totally screwed simply by an RNG choice done at the beginning. |
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