(Another) new upgrade idea to fix torps and missiles

By mazz0, in X-Wing

Max damage if it hits... Sounds reasonable.... How does it work with crits?

Edited by Tren

Before the Raider spoiler I suggested an EPT Idea that allows you to look at your opponent's dial at the start of the activation phase if you have a target lock on that ship.

Edited by Marinealver

to everyone who likes the idea of a "reload" type of upgrade card have you thought about Blount with Assault Missiles? good buy swam

the best 2 i can think of is a card that gives you a focus after you SPEND a TL to fire torps and missiles

or a "fire at will" upgrade card that lets you fire them with out spending you token or maybe the need for a token at all

Edited by X Wing Nut

Extended Magazines

Modification

Place twice as many tokens on this card as you have [missile] and [torpedo] cards equipped.

If a [missile] or [torpedo] attack would cause you discard that card, discard one token instead.

If there are no more tokens on this card, discard this card.

Cost?

I'm liking the BOGO approach as an upgrade myself. Your T-Bomber wants a P-Torp, pay for one and add a second for free. You've already paid for one, and you've got two to use (assuming you don't blow up first). Every Bomber thread I see says "take one ordnance weapon only", this way you get a second of he same type even free, if you don't get to use it.

Simple to use, doesn't require a "reload" action or potentially overpowering ordnance by making them too much stronger, no new rules to learn. Simply allow a ship to get two of the same Torps or Missiles or Bombs for the price of one.

I do like the "use the TL when spent" option as well, but I think BOGO increases the number of ordnance weapons used per game, while the TL approach simply increases the effectiveness of the ordnance already being carried or agonized over carrying.

I wouldn't mind some kind of "Targeting" upgrade that gives a free TL while firing ordnance, or just removes the need for a TL when required. Saves on Action economy, allows you to still use a TL bonus while firing Ordnance, or allows a different action altogether in case you need a Barrel Roll or Boost before firing.

Before the Raider spoiler I suggested an EPT Idea that allows you to look at your opponent's dial at the start of the activation phase if you have a target lock on that ship.

You know what they say about great minds ;)

My feeling is that even for zero points, most ordinance is not worth the bother to fire. In large part, that's due to action economy. I actually do like the idea of being able to rearm with a mod that let's me also get a target lock. That goes a fair way to solving a couple problems. But then we're still left with attacks that don't do enough damage for the turn theyre used in.

I agree, the cost of setting up the shot (spending an action to be able to fire, having to select your target during activation) is a big part of the problem. I'm not sure about reloading, but something that lets you take a target lock during the combat phase would be a potential way of making them more usable. On a ship with just one depletable ordnance this would probably be best if it had no points cost (as the cost is high enough already) but had an in-game cost, eg to use it you take a stress or something*, while on something with multiple you can't really afford to bugger up your own ship each time you fire one and the points cost would be diluted, so it could have a points cost, so maybe two different upgrades?

* Just brainstorming here - how about this:

Modification

Power re-router

At the start of the combat phase, if you have at least one shield you may remove one shield, then acquire a target lock on an enemy ship within range 3.

0 Points

if "Damage" is the problem then as i mentioned have the munition do max auto damage. AFTER you get a hit. as for crits/hits one would still roll to see how many of those you have.. I think THAT would fix munitions... That way its fair across the board in that ships like the B wing have the option of taking EXPENSIVE torps that actually do more damage than their primary armament.