Between Brobots, 'Fat Han', Chirpy, and Super Dash, a lot of folks are getting frustrated with the large-base meta.
Annoyingly, one of the biggest problems with large-base ships ships is also a thematic fail - they are *easily* (when engine-upgraded) the fastest ships in the game. A boosting Imperial Shuttle can race ahead of an A-Wing...and the following turn stop in place while it goes blowing past, unable to react...an epic lore fail if ever there was one. And, of course, let's not even get into the idea of a YT-2400 or YT-1300 freighter being able to *easily* out-turn several fighters (B-Wing, TIE Defender, etc)
So...multiple birds to be killed with the same stone (and, FWIW, I think this idea would combine just fine with the idea of nerfing the large-ship-boost on top of it)...
Give large base-ships inertia
This would be pretty easy to implement, in that you simply limit the maneuver options a large-base ship can take, in relation to what it did the previous turn.
As one suggestion:
- A 'large' base ship can set its dial to any of its maneuvers, treated as the dial's specified color, as long as that maneuver is no more than '1' speed higher or lower than the maneuver speed they performed the previous turn. So, basically, there is no change, here, if your speed is +1/-1 from the previous turn - treat everything the same as normal.
- A 'large' base ship can set its dial to any of its maneuvers if they are up to '2' speed higher or lower than the maneuver speed they performed the previous turn, if they receive a stress token after performing the resulting maneuver. Not sure this is even necessary - it may be sufficient to just limit large-base ships to +1/-1 the previous turn's speed, but giving them some more flexibility at the expense of a stress token seems fair.
- A boost or barrel roll action is treated as +1 speed for the turn over the revealed dial, both for restricting the following turn's options, as well as determining possible penalties for the maneuver this turn. (IE., if you plotted a speed '2' maneuver on turn 1, then a speed '3' maneuver on turn 2 - you are okay, so far, but boosting would result in your having gone '3' this turn vs '2' on turn 1...you get a stress token for doing so. Conversely, if you had been able to plot a speed '4' maneuver this turn, and then boosted, your resulting speed for the turn would end up being '5'...meaning the following turn, you could only perform speed 4 maneuvers without worry, and would gain stress for going speed 3...speeds 1 and 2 maneuvers being impossible )
That would, IMHO, help curb some of the excesses of large-based ships being so bizarrely maneuverable (especially when engine upgraded), as well as bring them more in line as an in-between step between "small, one-man fighters" and the lumbering Huge ships.
Edited by xanderf