I am still impatiently waiting for the print + pdf bundle. From what I think that this book will have in it, it should become one of the "must have" books.
What are you thinking will be in it to make it must have?
(Because I'm in the fence about this one, despite owning every other 3e book.)
I don't really need more Freedomverse characters. If there is loads of generic team options though, like base building, team attacks, and more I'll definitely buy it.
I was thinking about options for team members working together, without having to spend power points on it. Things such as:
Attitude towards other team members, where it grants a bonus and penalty in different situations. For example:
Loyal: gain a +2 to resistance rolls made when in the presence of the other team member or when trying to help that person. -2 to resist when you think that you would be helping that person.
Rival: +2 on actions where you are trying to outshine the other person, but a -2 to resist siituations where you could be made to outshine them.
Neutral would have no modifier.
Team Advantages, which are basically things where the team trains to work together. I don't think that they should cost the characters' power points, but maybe a team power point pool. Call it Team Training Pool.
Bonus to an attack roll when two or more team members are working together. The bonus can be split up between those present in the scene each turn. Maybe it would be better to have them a finite amount per session, and you can only tap into it if you are working in tandem with at least one other team member, perhaps the bonuis being limited by how many team members are present. For example, say you have +10 attack bonus per session. If you have 3 people in the team together for a scene you can use up to +3 per turn, divided among 1 to 3 of you. You could all get the bonus or give it to the one guy that the other two are setting up.
There could be other bonus types, too, but attack rolls are probably the most common. I could also see this rule being used for black ops teams, Navy SEALS, etc. The idea is the same, where the team is training to work together and anticipate each other's actions and reactions. The goal is to work together as a well-oiled machine. I see teams of super heroes like special forces teams. Or at least the good teams anyway.
If the book is full of that sort of thing, I'm all in. I'd also like to see deeper base options, with ideas for roles on the team. For instance, Martian Manhunter in the Watchtower guiding the team through a mission.
The cool thing about the Marvel Heroic team dice is that it continued to give the loner reasons to occasionally ignore the team, and gave the "buddies" on the team reason to pair off together. All with a simple mechanic.
Yeah, it would be cool if they incorporated something like that.
Heck yeah, that all sounds awesome.