How good would it be if we have these 2 modifications?

By jpltanis, in X-Wing

I was thinking since we already have mods for shield and hull.

What about something like primary weapon upgrade (+1 attack die) and/or ship agility upgrade (+1 green die)? The ship agility upgrade would be like stealth device but don't go away.

We limit that weapon/agility upgrade values to no more than 3 or maybe 4 max.

How much should the point cost be? I am thinking - it may be 7 to 8 pts or even higher.

I can see these mod cards come out with the future wave releases. Do you think these two upgades upsetting the balance of the game?

Edited by jpltanis

Look at the HLC, its a secondary weapon and has 4 attack die range 2-3. Its 7 points... very pricey. Upgrading your attack would at least have to be in that range. Now of course since it would effect primary weapon so range buffs would come into effect. But you also get to use it at range 1.

An agility buff that doesn't go away would at least have to be twice expensive as a Stealth Device.

I dunno, I think it would be too hard to balance.

Just not useful on most models for that cost. You already have models with those stats, usually at cheaper than model + 8 cost. We're already running out of stat allocations and this would just further limit this.

And, at the highest point costs, we'd have some pretty broken ships: Interceptors with 4/4 (imagine super Fell or Turr with this), Defenders with 4 defense dice?, Firesprays with 3 agility? Phantoms with 5 AG or 5 Att?

I expect we'll see a 4 AG dice imperial ship at some point (I could see the Fanblade Fighter or the Eta-2 as small nimble craft without big guns) but that will come at the cost of HP and firepower... combining those would just get you massive point sink traps or super agile ships that never die... or worse... both.

Edited by Rakky Wistol

No to the attack dice, and we've already got Stealth Device.

Mods to Attack Dice would either be game-breakinginly good or unplayably terrible.

It would have to be around 8 pionts which might be too much, and there could be serious balance issues as well.

I'd like to see a mod that give you a reroll on agility dice, so you could action stack your defense roll similar to how a focus+target lock works for attack.

We can put a cap on them, ie ( p.weapon or agility can't be higher than 4 on respective upgrades). That will stop the super power ship scenario?

or perhaps title cards with +1 pri weapon or +1 agility for some of the existing ships that needs a boost, like Tie Adv, and Y-wing.

I think the best way to get permanent mods to your attack or defense is to use a different ship with different stats

I think the best way to get permanent mods to your attack or defense is to use a different ship with different stats

That's what I was getting at earlier too... except at the highest end you already have that option

Tie ---> Interceptor---->Phantom

Awing---->xwing---->ewing

Obviously not direct but "good enough" in most cases.

I think we start to break the game if we give out too much.

Think about this if we say hate the b-wing and you can make it even more of a power house then it breaks the game.

Like if the b-wing was 4/2/5/3 then with an ept like outman with the super pilot that eats stress to reroll, you effectively make the game stupid.

And if a phantom was 6/3/2/2 that would be no good. Even as an imp player that would be terrible. Even at a cost of 8 it fields 3 phantoms (99) range one is 21 shots.

Edited by Cubanboy

We can put a cap on them, ie ( p.weapon or agility can't be higher than 4 on respective upgrades). That will stop the super power ship scenario?

or perhaps title cards with +1 pri weapon or +1 agility for some of the existing ships that needs a boost, like Tie Adv, and Y-wing.

Even in the case of the TIE Advanced, +1 Attack puts it very close to another ship (the TIE Defender), and for that reason among others I very much doubt FFG would publish a mod with +1 to either Attack or Agility.

And the Y-wing needs some new content, particularly more turret options, but it does just fine with its existing stats.

We can put a cap on them, ie ( p.weapon or agility can't be higher than 4 on respective upgrades). That will stop the super power ship scenario? or perhaps title cards with +1 pri weapon or +1 agility for some of the existing ships that needs a boost, like Tie Adv, and Y-wing.

Even in the case of the TIE Advanced, +1 Attack puts it very close to another ship (the TIE Defender), and for that reason among others I very much doubt FFG would publish a mod with +1 to either Attack or Agility.And the Y-wing needs some new content, particularly more turret options, but it does just fine with its existing stats.

You hit the nail on the head. The advance would be 29 for a 3/4/3/2 which is 1 more for a 3/3/3/3 so yea again it's no good.

I'd be fairly sure the game designers have probably gone down this path already during the design and play testing process. If all involved thought it would work, we would have seen it by now.

Anytime a new component is conceived, they would have to see how it applies and works with every pilot in the game, and then how it works with other components as well. It's a very time consuming process to make sure things work properly.

Everyone has legit concerns. But remember you are only allow one mod per ship (except for royal guard title). If we further restrict that you can't raise these attributes greater than 3 or maybe 4.

Would this then be more acceptable?

Everyone has legit concerns. But remember you are only allow one mod per ship (except for royal guard title). If we further restrict that you can't raise these attributes greater than 3 or maybe 4.

Would this then be more acceptable?

The Royal Guard title is actually a big problem for the mods you're proposing, since a 4/4/3/0 ship would be pretty intimidating to fly against; a Phantom with the Adv. Cloaking Device can be very close to being 4/4/2/2, but that requires an expensive PS bid in addition to a 4-point modification (and both are applied to an already-expensive ship).

And capping values at 4 doesn't much to rein in very powerful combos, while capping values at 3 means they'll only typically be employed when they would allow you to shave points here and there--like a 3-Attack TIE Advanced at (e.g.) 29 points instead of buying a Defender for 30. So it's still a balance problem, because it changes the game's cost structure in ways that are hard to anticipate.

Like if the b-wing was 4/2/5/3

I WANT THAT B-WING.

Personally, I love the B. The 'stat package' it has right now is very effective, but I really wish it was the one ship in the game with attack 4. It was supposed to be the most heavily gunned fighter around, and I don't think that was in reference to having two torpedo bays.

BUT I agree that an upgrade that gives +1 attack or +1 agility is very tricky because it has such a large difference when put on a ship that already has a high value for that stat vs a low value.

One way around this is to have an upgrade that simply changes the value. Something like "Change this ship's attack value to 3"