Okay so we all know the one shot spend your tokens for no modifications discard your weapon and count points lost if miss weapons are looking rather pail when you compare them to reusable cannons and turret weapons. So coming up with some ideas for missiles and torpedoes to help the ones that are out. However some considerations have to be made first.
So before we do something like put a modification that say reload all discarded weapons (a poor idea IMHO) lets take a look at missiles and torpedoes as well as upgrade slots for all factions.
- missiles and torpedoes are in the secondary weapon category along with cannons and turrets. Any thing that benefits ATTACK header upgrades also benefits cannons as well (So munitions failure no longer has that much of an effect).
- All ships have modification upgrades, there is already a modification that works very well with ordnance so any further upgrades in this slot should be used sparingly as this slot is the most likely spilling out Super Dash and Fat Han
- There are 4 Imperial ships and 4 rebel ships that have the missile upgrade slot. As well as the scum counterparts and the title that would likely be used for cannon upgrades. Included are the YT-1300 and the YT-2400.
- There are 4 Rebel ships 2 Imperial ships and 1 unique title and 2 S&V ships along with a title that have torpedo upgrade slots.
- All ships with astromech slots have torpedo slots.
- Only big ships have both crew and missile slots 2 Rebel and 1 Imperial/S&V. One big Imperial ship has both torpedo and crew slot with an additional unique title.
- Only B-wings and E-wing (as well as the Tie Advance when the Raider comes out) has both a sensor slot and a torpedo slot.
With those facts (current as of Jan 2015) out of the way. Lets take a look at upgrades and what benefits they would do.
- A better missile upgrade would help the YT-flying fortress unless there is a restriction like agility bonuses (proton rockets).
- A better torpedo upgrade would help the rebels the most, S&V second, and Imperials the least.
- An astromech upgrade will only help rebels (likewise salvaged astromech will only help S&V) and it will only be able to synergies with torpedoes.
- A crew upgrade that synergies with munitions would help the Big turreted ships, B-wings, and Firesprays. (would need some proton rocket crafting to make that benefit less useful to the ships that don't need anymore help)
- Sensor slots will help out with torpedoes on the E-wings and B-wings and with missiles on the Tie Advanced as well as the titled Star Viper.
- Modifications help every ship but would be competing with munitions failsafe which already corrects a major design flaw with missile and torpedo secondary weapons.
- Titles only help one kind of ship and not the whole problem with missiles and torpedoes.
So now those in mind here are some things I came up with to help with the big problem munitions have (Action economy and point expenditure.) disclaimer there is gaps on stuff like point cost and determination weather an upgrade should be unique, limited, or not.
I have already posted some ideas for TIE bombers so I'll just leave the link here. Please take a look at them as well before commenting on this post.
http://community.fantasyflightgames.com/index.php?/topic/127720-upgrade-ideas-for-tie-bomber/
Okay so an Astromech upgrade Idea. Again I have posted this in another post when someone was suggesting a cost reduction idea. Instead of a gerneral cost reduction I thought it would be better used with cards that are in need of serious card reduction but cannot just simply change a card that has already been printed so here it is.
R something astromech (can't decide that should be a unique upgrade or not.)
If this ship has a torpedo secondary weapon equiped this card has a negative point cost (-2).
Astromech slot point cost (0)
This simply provides a discount for rebel torpedoes. Now some might argue that it isn't fare for the Rebels to get all the discounts (with cards like chardan refit) and they would be right. So when designing this card there needs to be other advantages to the other factions that are not available to rebels to balance it out. It sort of add some theme with Rebels being cheap and efficient, S&V stealing tokens and stuff, and Imperials causing extra damage. So if this card is added there will need to be some more stealing for S&V and more damage spread for Imperials that are just as effective.
Now on to a crew upgrade to help the Firespray and munitions without giving Han a hand (because Luke already gave him one ha ha
okay not funny anymore
)
Ordnance Droid (or some other crew name, again unique or not.)
If you discarded an upgrade card to perform a secondary attack you may reroll all your attack dice for this attack. You must reroll as many dice as possible. You then cannot make any additional attacks for this round.
Crew slot point cost 3(or somewhere between 2 & 4)
So this tacks on Han's ability with missiles for Firesprays B-wings and the YT-freighters as well for Torpedoes for Decimators and the Slave 1 unique title Firesprays. It already has Han already has this ability ability so this card wont help him any. The additional cannot make any additional attacks this round is meant to stop annoying combos with Luke/gunner that would make this card just broken. Now as for cluster missiles this will only work on the second attack as using this upgrade will cancel the second attack if you use it on the first attack. Still need to work the point thing out a little. This upgrade would be too powerful to be a 0 or 1 point cost but still to add additional point investment for a one attack weapon is absurd right now.
So as for a sensor slot to finalize it all. Well how about this for a thought.
Weapon guidance system.
If you just spent a target lock to perform an attack with a secondary weapon immediately acquire a target lock on the defender. After the attack you must discard all blue target lock tokens
Sensor slot point cost 4
Okay so it almost doubles to cost of proton torpedoes for E-wings however with the proposed astromech droid .upgrade the point cost is down to 2 more points. For B-wings they can double up on torpedoes so they get twice the effect of this card. Tie Advanced can get this for free which is the real target of this upgrade card. The TL discard effect again is to make sure that it is only used for torpedoes and missiles.
Well that is all for today. What are some of your ideas? What are your thoughts on my suggestions, please comment below oh and don't forget about the Tie Bomber thread.
Edited by Marinealver