To be completely up front and honest, I love the Defender and have had good luck with them in tourneys, but readily acknowledge that they are expensive and deceptively fragile. I have also stated many times on these forums that I do not agree with the majority of proposed fixes, as most proposals try to make the Defender into a beefy interceptor. However, one thing that cannot be argued is that the Defender has unique handling characteristics. Any boost to the Defender should enhance or compliment its character and not try to force it into another niche.
What defines the Defender?
-The while K-turn lets it disengage and still apply damage, and while it is predictable, it is not especially easy to counter
-The statline has good firepower and great durability.
-The cannon slot help the Defender to engage at range and deliver telling blows early.
-A broad set of maneuvers gives a lot of movement options though color makes high speed maneuvers the norm.
~Only having straight greens and no 1-straight makes clearing stress difficult, so PTL is not especially attractive nor are the few red maneuvers on the dial.
~Red hard turns makes traditional knife fighting a terrible proposition, especially given the above.
-Too expensive to joust cost effectively, so you have to try to outfly the opponent.
Simply improving turn ability will not help the Defender plus it fill force it into the Interceptor's niche, so we should look for something different. How about this:
Add a Defender only upgrade (title/mod/missile/cannon), TBD points, "Before you reveal you dial you may perform a free boost action using a 2-speed template."
This upgrade makes the Defender faster and more responsive, thereby following the fluff more closely, without substantially improving the turning or interaction with stress.
So, why boost before dial?
Boosting prior to moving changes final post-maneuver orientation but does so before the move. For fast moves, this means the final position is further from the original position. Also, it makes it interactions with obstacles less likely to be positive. It is very hard to dodge behind a rock without hitting it when you boost before doing your straight action. Boosting before moving also increases the final positions for a 4K to 4 from one, making the turn much harder to block but still pretty predicable. Having this type of arc dodging also makes the much neglected Onyx pilot much better, since the PS3 would actually mean something.
Why speed 2?
A speed 2 boost makes the Defender feel like the speed demon it should be while not being strictly better than the speed 1 boost. A speed 1 boost is easier to block and allows for tighter turning radius, while a speed 2 boost is harder to block and forces a wider turn. Note it is still possible, though difficult, for a single small ship to completely block all possible s2 boost locations. Speed 2 actually makes it harder to get out of arc while making it easier to pull range. As discussed earlier, the Defender's flavor is to either fight at range or rush in and out, not get into a turning fight, so I believe speed 2 is the best option.
Isn't this like the OP decloak shenanigans FFG just fixed?
Not really. With decloak, phantoms had at least 3 separate locations they could decloak to, making full blocking exceedingly difficult and ship intensive. Boost can be blocked by a single well placed ship. Furthermore, the overall coverage of final locations for a Defender using this upgrade is smaller, making it easier to keep a Defender in arc. The Defender's red hard turns and weakness dealing with stress also contributes to making this upgrade weaker than old cloak mechanics.
What about PTL and stress?
Stress is still extremely painful for a Defender using this upgrade. Clearing stress is still limited to straight turns (though the unknown "Twin Ion Engine X" upgrade with the Punisher might change this). Having stress shuts this upgrade down, so besides red turns being extra risky, stress-based control lists are a real threat. Strangely, PTL might be more viable with this change, since it can trigger off the boost and then be cleared in a subsequent green straight.
So, how much should this cost?
This is a hard question. Essentially, this becomes an unconditional action that the Defender does not natively have and is performed as if the ship had Advanced Sensors. My gut values this at 5-6 points. Defenders are likely overcosted by 2-4 points and are already quite expensive, so I feel like 1-2 points is appropriate if it were a mod or title A major concern is stacking up cost on generic defenders. A Delta with an ion cannon and this mod at 2pts would be 35pts, which about the maximum I could see myself spending on this.
What are your thoughts? Feedback is appreciated