We tried a form of this with RuneQuest, and though the experiment did not go the way I would have liked, it was enough to convince us that this is absolutely _not_ the way to go. There are massive time overheads for processing so many comments, and little ability to have a single cohesive vision for the game. Add to that there is always a section of the community who are just plain rude when they do not get their own way during the playtest stages, and it is just not worth it.
Well, all I can say is that GW did it for a great number of what was formerly known as their Specialist Games, and the process worked. Not their main line stuff, but Specialist Games, where the staffing levels were low but also the number of gamers were low. Because look, how many people are there here who post a lot?
Honestly, I'll bet if you did open development that you could tap a volunteer moderator to screen out the chaff and summarize ideas and feedback. At the very least, you could get lots of people playing the game and then you have literal hundreds of playtesters.
Look even if you did nothing but accept feedback on playtesting, it'd be worthwhile. There's tons of gamers who could play far more games for you to test out various rules and fleets. They can spot things you miss before publication. I fail to see how that can be a bad thing.
However, you _do_ have the ability to make your voice heard and thus have an impact on the game. You can use these forums. You are doing it right now!
Yeah, and with due respect, it's not seeming like said feedback is being taken into account. Look, let's take stealth. The consensus is that the rule is frustrating. Not unbalanced, just not fun. So any modification of that rule is not going to fix that problem. Your solution, from what we've seen, is to adjust the existing rule. Our feedback is that what's needed is a different rule. So far, it doesn't seem like our feedback is being accepted.
Oh and stealth? Terrible fix.
Have you tried the new rules?
No I haven't. Because I can't. Release the wording of the rule and I will.
Bottom line: you release hints that are out of context and then reply that our snappy comments are because we're taking the rules out of context. That's not fair. We can't read your mind. Release the whole ruleset, so we can comment on it as a whole.
Hints and rumors begit frenzied rumor-mongering.
And, again, we have looked at this method - it has been suggested many, many times.
The problem is here that while it may be a balanced solution, it simply does not reflect Babylon 5 as we see it on the screen. And that is a stated aim of CTA.
Okay, fair enough. That's a fair response to my feedback and idea. How about this as a fix:
if you fail the stealth roll, then weapons are considered inaccurate. When a weapon is inaccurate, a player still rolls the number of attack dice, but any successes must be re-rolled. If the second roll is also a hit, then the attack hits. If it's a miss, then the shot misses.
Inaccurate weapons affect special rules in the following way:
Beam: the weapon cannot use this ability (i.e. is no longer beam for this turn).
Anti-fighter: the weapon cannot use this ability. So enemy auxiliary craft still have their Dodge.
Twin-Linked: The weapon cancels the effect of Innacurate, but may not reroll hits. So the weapon would simply roll the dice once, without rerolling hits or misses.
This was lifted from another thread and doesn't take into account the Beams always hitting on a 4+. So maybe take out the special note on Beams, they just have to reroll hits.
That would at least let me roll some dice at a stealthy enemy. Personally, I think you could leave the hull and damage alone and just increase the stealth across the board as a balance. Give most Minbari a +1 bump on stealth.