I like the idea that MI, HI, veteran, elite, etc etc can all accomplish different classified cards. it adds depth and encourages varied list building. I don't think we should remove classifications for that reason alone.
Nobody builds lists with that in mind, not that I've ever seen it mentioned. Classifieds are randomized. Which means this is yet another non-interaction when you randomize a Classified that requires a Headquarters Troop and another that requires an Elite and you have neither and most of the time you even don't remember which is which without looking at Army or your roster. It's distinctive enough that Classifieds require actual meaningful roles that we know are there and we care about - Doctor, Engineer, Hacker, Chain of Command, etc.; all the tertiary bullshit distinctions should be removed along with the requirements on the cards.
speak for yourself – but if I see Highly classified on the tournament mission roster and im playing vanilla PanO or ASA, you bet im bringing a Akal assault hacker – he accomplishes 2/3s of the cards.
I do... I try to have veterans and elite. The same way that I look for specialist with the bonus for the mission (except for CoC, which I cannot field), and different kind of specialist for different secondary objectives. Is almost impossible to make a competitive list that also can do all secondarys, but I don't need to do all of them, because there is a little choice, so I can "ignore" one (or two)
As others have mentioned, seeing Highly Classified and Countermeasures on the list for a tourney means those classifications come in quite handy...
OK, I guess I need to call you on that. Going by the Standard Objectives, which are used as a default in ITS events HVT Follow Up - HI or MI HVT ID Check - MSV, Biometric, Sensor Net Undermine - Veteran, Elite, CoC Capture - Veteran, Elite, CoC HVT Kidnap - Veteran, Elite, CoC HVT Inocculation - Doctor Sabotage - D-Charges Experimental Drug - Doctor, Paramedic HVT Espionage - Hacker Test Run - Engineer HVT Retroengineering - Engineer Nanoespionage - Doctor, Paramedic, Hacker Mapping - FO, Hacker HVT Designation - FO, Spotlight Data Scan - Hacker Telemetry - FO, Spotlight Predator - N/A In Extremis Recovery - N/A Rescue - N/A Extreme Prejudice - N/A There are 3 out of 20 cards you can randomly draw that have anything to do with Classification. On top of that, they all have a requirement that can also be done by both a CoC trooper and a Character. None of them mention Garrison, Line, Spec Trained, Headquarters, Mechanized, Support Troops. None. The Extreme cards are no different, they just have harder rolls or more rolls to make. Tell me, please, why are those Classifications so important, again? Do you really want to tell me you're specifically looking for Veteran / Elite Classified troops for those 3/20 objectives you might randomize when you're planning a 300/6 list, instead of having a CoC or Character and being done with it? Because I ain't buying that. The Classifications have zero actual meaning in the game and could be removed with no damage to the gameplay at all.
Whoa...I just realized something. If HI becomes 6-2 standard, than difficult terrain will have a much greater impact. If they make terrain zones more prominent in N4 table setup, that would provide a reason for the use of MI. Just a thought.
Would be nice if they just went with the Online Campaings version of terrain zones where they added movement to the troops with the terrain instead of fucking everyone who didn't have it.
Or alternatively, C1 heavily take troop options from SWC, WB, SEF and vanilla O-12. These form the basis of vanilla factions in Code One or can be used as a stepping stone to sectorials in N3/4.
Veteran/Elite have more presence than biometric visor, engineer or HI/MI in the classified deck, and equal presence than doctor or FO. At least or secondary purposes. Then we enter in the mission by mission requirements and so...
Yes in fact I do consider having Characters and Veteran troops for my Countermeasures list. It especially matters for redundancy and the amount of cards a given trooper can do. Which is why Intruder Hacker is one of the best choices for that mission - on top of being WIP 14 hacker in a marker he has visor and an elite trooper - oh, and also an MI. Just by keeping him alive you leave yourself a chance to accomplish almost ANY card that you draw regardless of what specialist assassinantions the opponent accomplishes. Also just ask any NCA player about how they feel about the current classified deck in Highly/Countermeasures and how frustrating it had been for them that Swiss is a headquarters troop.
And the Aquila. And the Hexa. And don't even get me started on Predator, it's almost like mixing Secure HVT into the deck by accident if you're playing NCA. Keeping the Classifications could be fun, but they need to stop being as arbitrary as they are if rules and scoring will hinge off them because needing to have a Bolt walk halfway up the field is in no way comparable to instantly achieveing it with an Infiltrator or AD guy.
The problem is that ITS is managed solely by Hellois who has a lot of ideas for competetive play and how different specializations and classifications perform - while main rules are done by other guys and they still work with a lot of stuff that was set up arbitrarely (most likely just guided by flavor reasons). Hopefully N4 gets more cooperation in that from the start.
ITS has a lot of minor problems. For example, one is the testing: each season is the testing phase for the next one. Another is that some TO don't fully follow ITS "rules". Another is that Interplanetario's extras and format are more replicated overall. Also, I miss the "surprise mission" from years ago, when based on the type of tournament (killing, objectives and so), there was one missing mission that was known for the players the day of the tournament, making it harder to prepare, but that one is a personal preference. There are a few more, but they are just minor ones
Looking at the Code 1 videos, I am definitely thinking that Martial Arts has changed. It looks like MA2 gives -3,+3, and +1 damage. I am hoping this means that MA now stacks (like all the other skills) so M2 includes the benefits of M1. If so, that would be great and definately streamline the rules (just always use the best MA.)
I was hoping that N4 would do something about Jammers, but it looks like whoever's making the design decision for Infinity doesn't understand why they're a problem.