It either does nothing (no traces, or no traces the runner would pay for)
It does a pretty much inconsequential effect (saves 1 or 2 credits the whole game to pay through surprise traces, or merely forces the corp to spend 1 more on a fatal seasource)
or it invalidates entire swathes of mechanics (halving or worse on the tax of a trace).
If Link was to play a part, it’d have to have a far greater range. Perhaps all runners start with 1 as default, but some have 0 and some have 2? Meh.
I’ve never once past core set newness and the brief foray into UWC been compelled to raise my base link. Meh.
Maybe if it had real economic benefits then it’d be worth it. Like powerful cards that require 2 link to play (Ie, siphon level), or something that increased the efficiency of your breakers. But it’s not there yet. It’s just a minor little perk that’s pretty inconsequential, despite being prominently printed in it’s own space on the runner ID layout.
I always fancied the idea of runner cards that initiate a (negative) trace against themselves as a cost or which require passing a trace to gain a benefit.
What, you don’t think a collection of single-shot breakers with strength equal to how many of 'em are in play is going to have the chops to beat glacier dex?
It seems like in certain matchups it would be absolutely nasty. It adds an aggressive edge to a controlling action (blowing up random assets with Wizzard credits). As well as the obvious synergy with ice destruction, it also makes Cassia better in none Blue sun matchups. Unfortunately, that last part might not matter, as Blue Sun was already the reason not to run Cassia.
I think link typically is showing up for flavor reasons. It represents how connected to a community you are, and if you look at it that way; that tends to come through. Kate is a mentor to shapers like CT. Andromeda knows a lot of people. Kim: Humanity First. Exile? I DON’T KNOW. Exception to the rule?
More “actually good” cards of any type would be nice. With a few notable exceptions, FFG seems to be continuing with a VERY (some might say “overly”) conservative design philosophy for this game.
I think next cycle is going to be full of a lot of good cards, based solely on what little’s been spoiled.
Spin Cycle was obviously cautious, since it’s development occured before all of Genesis was released and tilted for obvious reason. Lunar Cycle was somewhat reactionary to early understanding of what was happening to Corps.
Now that 3 big boxes are out, and each faction has at least 1 Tier 1 build, I suspect they’ve got a better place to deliver proper power levels. Look at those Cybernetics compared to current cards: Each one is cheap and has a useful ability. Haylee is legitimately a contenter for taking on Kate as the Only Shaper™. Cloud disposables may be stupid, but offering Anarch a chance for instant installs, and for Criminal to trash SanSans and traps without a run is huge. And I’m going to be terrified at how murdertastic that new HB identity is going to be.
Wait, what? How do the cloud disposables let these things happen?
edit: I see, you probably didn’t mean to connect these two clauses together. You’re talking about the Street Peddler and Drive By, which are definitely nice cards!
I definitely agree that Hayley is rad, but don’t think the Cybernetics are all that hot outside of Net-Ready Eyes :).