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| "Hulk SMASH!" |
But we can't just throw the kitchen sink at this exercise — not all CE aliens would be fun to play at CE Online. So what does make for a strong digital alien? These are some of the leading factors:
Flexibility: A good CE Online alien should be easy enough to play for most newcomers, yet challenging to play for CE veterans. Sorcerer is a good example of this. Anyone can understand a simple switching of cards; playing Sorcerer well, though, requires some experience.
Relative simplicity: Hey, I like both Plant and Insect a lot, but there's some good reasons they aren't included (yet) at CE Online. They are complex aliens which introduce a metric butt-load of obscure rules issues, for one thing.
- 1. Cudgel. A simple smash-and-grab alien. Losing ships is something all CE players can easily understand. I'd think it would be a breeze to code, too.
- 2. Mirror. I'm personally not a huge fan of this sort of number-manipulation, but I can where others might think it's very "cosmic." Plus, being able to turn a bad hand of cards into a great one is a dream come true for all CE players. Even easier to code than Cudgel?
- 3. Masochist. Hey, we've all lost a ton of ships when we didn't mean to ... why not finally be rewarded for it?
- 4. Hacker. The first part of the power is similar to how Mind works, so it's already kind of in the game; the second part would require some new code, but it doesn't seem like an insurmountable problem.
- 5. Amoeba. Scores extra points for being one of the few original Eon aliens not already present at CE Online. Some sort of dialogue box would need to be added, but that doesn't seem insurmountable.
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| "My best friend is Void" |

