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CyrDraconis
03-02-2010, 11:26 AM
Taking a look at the more meta side of the new rules here - that is, the effects outside the actual play of the game. Outside of initial 'jack setup, a coach has two decisions to make at team creation: an initial Sponsor, and the background of the pit Crew. Considerations for the first choice...

Six sponsors to pick from, each with a metagame benefit and loss condition:
- Incantrik Sparks; cheaper Focus upgrades, but don't break cortices.
- Western Armory; cheaper Arm upgrades, but don't break 'em.
- Iron Sentinel Mechaniks; cheaper Crew, but don't break too many systems.
- Royal Exchange; better payouts, but don't lose too much.
- Strangeways Tech; free postgame fixes, but don't wreck too many 'jacks.

Initial 'jack loadouts don't seem to be as much a factor when picking a sponsor - they're all useful, and you should have more than one soon enough. But what for the initial? Considering:
Upgrades?
> For 'jacks, or crew?
> > Immediate skills & powers, or an early start on Imprints?
Money?
Endurance?

Since it takes money to do what the others create benefits for, Royal Exchange looks like a good bet, but their loss condition is pretty tight. I'd be inclined to the Iron Sentinel union, because the crew upgrades provide both in- and meta-game benefits, and can generally be applied immediately.

CoachB
03-03-2010, 08:14 AM
Well Strangeways Tech looks like the wildcard to me. Still have to play test a league game but the metal you can save from repairing Jacks is better than +1 metal for a win and this one seems to be the hardest sponsor to lose.

Strangeways Tech is going to be my first choice.