Hi! I’m curious to what your design ideas for removing the summoning sickness are.
At first (as a newcomer) it seems very overwhelming to not only have to predict what they’re going to do with the units they already have, but also potentially ANY other unit too. Since you don’t know they crew list.

you have to keep in mind without summoning sickness just how you can overwhelm your opponents units they can do the same to you imagine being rushed by small units early game or having the high cost units wipe your field without a chance or recovering or strategizing around it

The big thing about summoning sickness is that it gives you a chance to counterplay and anticipate, especially with Ambush being a thing in this game.
I enjoy summoning sickness because, imagine if you put a lot of effort into hiding one of your injured units and are rushing your healer over… and then Aria gets dropped down on the other side of the map, then snipes your wounded Unit becuase she doesn’t have to worry about summoning sickness.
With summoning sickness, this gives me a chance to either remove Aria or move my Unit behind Hard Cover that she can’t shoot through, or any number of ways to continue protecting my Unit.

Didn’t know why they changed it but this needs to go back, just make the game feel more rushed and less tactical. Feels like a joke when you’re playing cargo run and the AI just summon two crews in front of your units and just like that you lost that units in just one turn.