Design
Like Nico Campaign, Otto is a three-turn drip, with an extra payout afterwards, but +[click][click]
versus +3[$], Draw 1
. NB. Nico’s gives you twice as many “units-of-value” (unless you're scoring agendas, spamming assets, using abilities, or so on with Otto’s).
Like MCA Austerity Policy, Otto is a three-turn “countdown”: if you can protect it for those turns, you'll gain two clicks (for a five-click turn, enough to FA 4/2
’s or NA 5/3
’s). NB. Otto’s last drip (take 2[$] from this and gain [click][click]
) funds two basic-advances (1[$], [click]: Place 1 advancement counter.
) flush.
Very cool.
However, once they know about it, the Runner has two full turns to trash it (to build up econ, to find breakers/Boomerang or a Pinhole, or so on); most of the value being on the ‘pop’ and not the ‘drip’ (unlike Nico or MCA). So if they trash it on the ‘eve’, you've only ‘drained’ a few credits. (IE.: you're up two credits over the rex-cost, they're down two credits for the trash-cost; you've spent a click to install and they've spent a click to run it, but you've also spent the card itself.)
IMO, Null Signal should print even more such “Dripping-Countdown” campaigns. Both with economy bonuses (like Otto, or costlessly-installing, never-advancing, etc), as well as with offensive bonuses (like damage, tags, trashing installations, zapping credits, de-allotting clicks, etc).
Custom
Relatedly, I had a custom Jinteki asset with Do 2 net damage
after dripping for three turns (CF. Urban Renewal), as well as a Weyland one with Trash 1 installed resource
. The Netrunner Reboot Project released an NBN one with Give the Runner 1 tag
(Engagement Metrics). Although I prefer NSG's briefer minigame of “protect for two-turns-rezzed” (three-turns-total). For example:
[$2]
ASSET [-$2]
: Advertisement - Hostile [jinteki 2/5]
When you rez this asset, load 6[$] onto it. When empty, trash it, then do 2 net damage.
When your turn begins, take 2[$] from this asset.
[$2]
ASSET [-$2]
: Advertisement - Hostile [weyland 2/5]
When you rez this asset, load 6[$] onto it. When empty, trash it, then trash 1 installed resource or virus.
When your turn begins, take 2[$] from this asset.
Alternatively, a cycle of in-faction-pie “Fast-Advance Countdowns”, with “Tempo Drips”. For example (these are very messy first drafts!):
[$3] ASSET
[-$3]`: Facility [jinteki 3/5]
When you rez this asset, load 3 power counters onto it.
When empty, trash this resource. You may swap 1 facedown card in Archives or HQ with a card installed in the root of a server. If you do, place 1 advancement counter on the swapped-in card for each power or advancement counter hosted on the swapped-out card.
When your turn begins, remove 1 hosted power counter. Gain 1[$] and draw 1 card.
[$3]
ASSET [-$3]
: Facility [weyland 3/5]
When you rez this asset, load 3 power counters onto it.
When empty, trash this resource. Install up to 1 card from HQ, ignoring all costs. If you can advance it, you may move 1 advancement counter from each of up to 2 pieces of ice to that card.
When your turn begins, remove 1 hosted power counter. Gain 1[$] and draw 1 card.