@cousin_joe:
The only other thing to consider if allowing Directed Tech is the “Tech coming into effect instantly” aspect. I don’t think Directed Tech and Instant Tech could co-exist in the same game. You would have to change it so that Tech comes into effect the next turn.
I’ve always disliked Instant Tech because not only does a player get lucky on you by getting HB on some miraculous roll for a ridiculously low price, but he adds insult to injury by totally skewing battle odds on various fronts (particularly Naval) before you have a chance to react. It just throws strategy further out the window.
This effect was somewhat minimized though by Tech being Random. A player couldn’t necessarily buy a whole bunch of HBs knowing he was getting HBs. With Directed Tech that changes, and a player’s whole gameplan could revolve around getting HBs and building up to this. Therefore, to cancel this possibility, if allowing Directed tech, Tech should come into effect the following turn.
if directed tech on a game breaking weapon was attainable with one round of IPC, then I can agree.
However, the ‘game breakers’ are ranked very costly LR=25, HB=30, Mech Inf=25.
If you look at an average outcome on a die being 3.5, you would need to roll 7 dice (or $35 in IPCs) to have an average chance to get 25.
It goes to 9 dice for the HB’s.
This is no miraculous roll for a ridiculously low price. Also, you could see USA researcher HBs and prepare for it as they get closer.
At this time, because of their cost and the shortness of the game, I suggest we try to keep the instantaneousness of the tech that is AA50 tech rules.
Recall one of the goals is to try to miminize the house rules with respect to the AA50 tech. All this system alters is how you obtain the tech, not their capability nor when they come into play.
Game play testing may prove my thoughts to be misguided, and then we can tweak the rules.