upgrade card: separating hit probability from damage output

By period3, in X-Wing

I came up with this idea in another thread, but I quite like it so I wanted to highlight it here and get your thoughts on it.

Right now, the probability of hitting and the maximum damage output of a ship are usually tied together. They're either both high or both low -- you can't consistently have a high hit probability and a low maximum damage output unless you take certain expensive upgrades like predator or gunner.

I believe that maneuverable ships should have a high hit probability, independent of their maximum damage output. If we look at the current ships that are suffering, it is ships with lower attack than agility: the tie advanced, the a-wing, and to some extent the HWK. The standard tie fighter is an exception, probably because it is very cheap.

To increase hit probabiilty while maintaining a low damage output, I suggest this upgrade:

"Modification, 1 point: improved targeting. Increase your primary attack value by 2. You cannot do more than two damage. You cannot equip this if you do not have the <target lock> icon".

This increases the hit probability while maintaining (or reducing, at range 1) maximum damage output at 2. The target lock requirement prevents its use on tie fighters.

Accuracy Corrector??

Seems too good for the rebels:

A-wing's

Z-95's

Y-wing's

Hwk-290

Outer rim smuggler

Wild space fringer

All benifit where as the ships on the empire:

tie advanced

tie bomber

Might make a z-95 swarm viable though 7 bandits with this?

Scum ships would also love it, 6 pirates with this and dead man's switch?

You also need to elaborate on exactly what you mean by "You cannot do more than two damage."

How does this card work with crits? At range 1 will a 2 attack ship get five dice? Say i roll my five dice and get three hits and two crits and the defender at best rolls three eveades do they still take the two critical damage?

Edited by Dodt

Limit it to Range 2 - 3 and you can only get a maximum of 2 HIT results; CRITs are either changed to HITs similarly to Heavy Laser Cannons or are considered BLANK results.

I like this Idea! :)

I like the concept. I felt they should have seperated hit probability from damage with turbo lasers, and the additonl effects like turning a blank to a crit add to both damage potential and accuracy. I thinnk turbolasers should maybe do 5 or 6 damage with a crit automatically if they hit, but their chances of hitting high agility ships should be low, and it is.

there are several effects in the game that do seperate accuracy from damage, ion turret is a good example of a high accuracy low damage weapon. See also proton torpedoes. While they do change some dice, I again think that if they hit, they shold do 4 points of direct hull damage. this would mean that if a tie fighter is hit with a PT, it is destroyed. who thinks a tie fighter ought to be able to survive a hit by a Proton torpedo?

I think especially for missles and torpedoes, a set amount of high damage just makes sense. don't change their accuracy, but make them potent enough that most small base ships are eliminated with a hit. that would increase their popularity quite a bit.

Well originally the card text was going to say:

"When performing a primary attack, treat your attack value as equal to your agility value. You cannot do more than two damage. You cannot equip this upgrade if you do not have the <target lock> icon".

This made the card useful for the tie advanced and a-wing, but not for the z95, y, ORS, or fringer. The only problem with this wording is that it's a bit unclear as to how things like range bonuses are treated. It also may not be enough of a boost. If I didn't need to worry about the clumsy wording, I would make a card that says:

"When performing a primary attack, treat your printed attack value as equal to one more than your agility value. You cannot do more than two damage. You cannot equip this upgrade if you do not have the <target lock> icon."

There is a question still about crits, and I could see it going either way. If the upgrade was cheap (say 0 or 1), then I would force all crits to be changed to regular hits. If the upgrade was more expensive, then I would allow crits to be selected ahead of hits. I like it as a cheap, non unique upgrade that gives a boost to the a-wing. tie advanced, and hwk..

Seems too good for the rebels:

A-wing's

Z-95's

Y-wing's

Hwk-290

Outer rim smuggler

Wild space fringer

All benifit where as the ships on the empire:

tie advanced

tie bomber

Might make a z-95 swarm viable though 7 bandits with this?

Scum ships would also love it, 6 pirates with this and dead man's switch?

You also need to elaborate on exactly what you mean by "You cannot do more than two damage."

How does this card work with crits? At range 1 will a 2 attack ship get five dice? Say i roll my five dice and get three hits and two crits and the defender at best rolls three eveades do they still take the two critical damage?

I wish I was a better player so that I could win worlds and get this card made, but I can't even beat my girlfriend :(

Well originally the card text was going to say:

"When performing a primary attack, treat your attack value as equal to your agility value. You cannot do more than two damage. You cannot equip this upgrade if you do not have the <target lock> icon".

This made the card useful for the tie advanced and a-wing, but not for the z95, y, ORS, or fringer. The only problem with this wording is that it's a bit unclear as to how things like range bonuses are treated. It also may not be enough of a boost. If I didn't need to worry about the clumsy wording, I would make a card that says:

"When performing a primary attack, treat your printed attack value as equal to one more than your agility value. You cannot do more than two damage. You cannot equip this upgrade if you do not have the <target lock> icon."

There is a question still about crits, and I could see it going either way. If the upgrade was cheap (say 0 or 1), then I would force all crits to be changed to regular hits. If the upgrade was more expensive, then I would allow crits to be selected ahead of hits. I like it as a cheap, non unique upgrade that gives a boost to the a-wing. tie advanced, and hwk..

Seems too good for the rebels:

A-wing's

Z-95's

Y-wing's

Hwk-290

Outer rim smuggler

Wild space fringer

All benifit where as the ships on the empire:

tie advanced

tie bomber

Might make a z-95 swarm viable though 7 bandits with this?

Scum ships would also love it, 6 pirates with this and dead man's switch?

You also need to elaborate on exactly what you mean by "You cannot do more than two damage."

How does this card work with crits? At range 1 will a 2 attack ship get five dice? Say i roll my five dice and get three hits and two crits and the defender at best rolls three eveades do they still take the two critical damage?