P.S. I'm also leery of auto include cards. Refit for the A-Wing and soon the TIE Advanced X1. You can't grab your ship and play. You NEED to be more familiar with the game. Soon everything will have multiple levels in interruptions; multiple actions on everything; the X-Wing will be the fastest most maneuverable ship in the game; every ship you play will have at least 3 or 4 upgrades/modification/title cards. This game won't be for young players but rather deck builders. And people will laugh when they hear that X-Wing is won not by playing well but by knowing the rules better. Kind of like another space Sci-Fi game.
P.P.S. Don't get me wrong, I realize that some ships needed a fix or upgrade but I hope this isn't the new norm for all ships.
if something needs fixing you can't fix in a way other than an auto include. if you don't need to include something to use what needs fixing than it doesn't need fixing
this is 100% untrue
they fixed the original, absolutely obscene large ship barrel-rolling without releasing a host of mandatory upgrades
While I'm okay with releasing upgrade cards that are auto-include to fix certain ships, releasing auto-include upgrade cards to enable the effective use of other upgrade cards is getting to silly levels of clunky game design
just write out a new ordinance rule on a card like the "how bombs work" card that comes with the bomb upgrades and tokens in ship expansions
and I'm holding to my opinion that they should be 2-shots per card. You don't want to up the damage output of single shot upgrades because they'll get some stupid crazy spikes in damage and turn the game into more of a dice fest than turrets do. Much more efficient imo to improve consistency by allowing another turn of use.
How this'll spike already useful ordinance (such as cluster missiles vessery or the upcoming Tie/x1 AC + cluster missiles) may be a matter for concern
ah I see what you are saying I think... although technically a rule change is an auto include just not an upgrade >.> <.<