I would disagree it is a necessary fix. I would say that, if we are using VI as a measurement, +1 PS would be worth 0.5 points, which is impossible in the context of the game, so 0 points would be fitting. But, if you are forced to bump another ship down -1 PS, which would essentially be worth -0.5 points, it evens out at the exact desired 0.It is a fix though. It's a fix for pilots with EPT's that are left open or who are rarely flown at all.But my issue with that is it negates the point of a 0 cost upgrade. All 0 point upgrades up to this point have been a fix or have an apparent down side. If it worked as you suggest, it would be purely beneficial at 0 points.So after going over some of the discussion, here are my thoughts on Adaptability.
It is double sided because you can flip-flop it between rounds. So basically the rule card will outline it this way-
1- you MUST have 2 copies in your list.
2- At the beginning of the game, both copies must be on opposite sides of the card
3- At the start of the end phase (activation might be too powerful), you may flip BOTH cards to the opposite side
And there we have it folks! An awesome, awesome, AWESOME new mechanic in the game!!! ....If I'm right, of course.
Too complex. It's probably front/back and you decide which one you want in each round.
I understand that this is entirely possible, but I believe what I suggest has the correct feel for a 0 point upgrade- You get a bonus (+1 PS), but you also get a negative (-1 PS).
Now, to make the mechanic more exciting, they made it double sided as well, allowing you to flip flop the cards between the two pilots, giving it more functionality and making it more exciting within (though limiting) in list building.
And lets not talk about being too complex. We just had a card spoiled which has you reduce a ships agility, and then you can either boost it or barrel roll it, but not into another ship, but it can roll or boost into an obstacle. All you would do here is at the end of each round say "I'm using Adaptability", and flip the cards. How is that any more cumbersome then remembering R5-P9 to regen a shield at the end of the phase?
I will say though that my second best guess is that you determine which side you want to use after you see your opponents list and/or between rounds. But, as mentioned, I feel that is purely beneficial and not reflective of the route FFG has gone in the past. They could very well change at any point though.
Opportunity cost is a real thing, and I understand that a pilot with an EPT slot without an equipped EPT upgrade is essentially paying for not using the slot. But to allow them to use that slot, for free, with no penalty in any way is, well, boring to me. Which shows that it is very possible my personal feelings are blinding me here. Anyways...- I believe by giving a small negative, it makes it a more exciting upgrade as players look to find positive ways to use the slight negative of the card to their benefit.
Also of note- The card art seems to clearly show a squadron flying together. This, to me, seems to say they are adapting together, not singularly.
Mist Hunter preview!
I'm guessing dual means you need to equip both cards, not on the same ship. So you'd be stealing a pilot skill from one ship for another ship.
That makes the most sense since without that caveat it's a straight up better version of the most overused ept in the game.
How is +1 PS "straight up better" than +2 PS?
I'm guessing dual means you need to equip both cards, not on the same ship. So you'd be stealing a pilot skill from one ship for another ship.
That makes the most sense since without that caveat it's a straight up better version of the most overused ept in the game.
Dual Card are double-side cards. One side has the +1 the other side has the -1.
Lots of complaints when T-70 only came with one copy of Integrated Astromech.
Now we complain when a $20 blister comes with extra copies of some upgrades?
FFG is not a charity and folks can legitimately gripe about some of their business practices but overall, I think they have done a pretty fair job.
It might just be me, but I am reading the Adaptability card as:
1. Equip to ONE ship at beginning of game.
2. Before EACH activation phase, choose +1 or -1 to pilot skill and flip card to correct side.
3. Play round.
The benefit of moving up PS is shooting first.
The benefit of moving down PS is moving first.
Being able to ADAPT several time throughout the game may make giving up your EPT a worthwhile skill.
Edited by Kasuvari
I'm guessing dual means you need to equip both cards, not on the same ship. So you'd be stealing a pilot skill from one ship for another ship.
That makes the most sense since without that caveat it's a straight up better version of the most overused ept in the game.
How is +1 PS "straight up better" than +2 PS?
I think it's more that in many cases you take VI for just 1 point of PS - to get from 8 to 9 - so saving a point for initiative bid and getting to PS9 is better than spending a point to get to 10.
Hi all,
I just added the Mist Hunter preview into Fab's squadrons generator => http://x-wing.fabpsb.net
bye !
Boring or not it will make a lot of red squadron vets and tansarii point vets more playable. Ships that might use this are ships that nobody flies right now.
Fair enough. Another possibility that was brought up in another thread I had not thought of that I feel would be fair, is the flip between activation is mandatory. But, that doesn't really fit the name Adaptability... So on second thought, probably not the case.
I'm guessing dual means you need to equip both cards, not on the same ship. So you'd be stealing a pilot skill from one ship for another ship.
That makes the most sense since without that caveat it's a straight up better version of the most overused ept in the game.
How is +1 PS "straight up better" than +2 PS?
I think it's more that in many cases you take VI for just 1 point of PS - to get from 8 to 9 - so saving a point for initiative bid and getting to PS9 is better than spending a point to get to 10.
How is this better? If you TIE at PS 9 then you have to win the bid, if you Win at PS 10 then there is no bid, you just win. Adaptability is a neat card, but if you need to win the PS game, you are not going to even consider it over VI.
edit: Adaptability is for two things. It's for budget builds that cannot afford either VI or another Elite Talent, and it's for leveling out your ship's PS so that you can activate and attack in the optimum order every turn.
Edited by HolySorcerer
Boring or not it will make a lot of red squadron vets and tansarii point vets more playable. Ships that might use this are ships that nobody flies right now.
Fair enough. Another possibility that was brought up in another thread I had not thought of that I feel would be fair, is the flip between activation is mandatory. But, that doesn't really fit the name Adaptability... So on second thought, probably not the case.
Can Tarn mason take R2-D6 And adaptability 0 -1 PS? because it would cause r2-d6 to not be equippable
Opportunity cost is a real thing, and I understand that a pilot with an EPT slot without an equipped EPT upgrade is essentially paying for not using the slot. But to allow them to use that slot, for free, with no penalty in any way is, well, boring to me. Which shows that it is very possible my personal feelings are blinding me here. Anyways...- I believe by giving a small negative, it makes it a more exciting upgrade as players look to find positive ways to use the slight negative of the card to their benefit.
Spending 2 EPT slots and forcing another ship to lose a point of pilot skill seems to me a much steeper price than 1 squad point. About the only reason I'd think you'd ever take something like that is because you've found yourself in the very specific situation that you've got two ships that are 2 PS apart that you'd like to be able to fly together and don't have any better use for their EPT slots.
I'm guessing dual means you need to equip both cards, not on the same ship. So you'd be stealing a pilot skill from one ship for another ship.
That makes the most sense since without that caveat it's a straight up better version of the most overused ept in the game.
How is +1 PS "straight up better" than +2 PS?
I think it's more that in many cases you take VI for just 1 point of PS - to get from 8 to 9 - so saving a point for initiative bid and getting to PS9 is better than spending a point to get to 10.
How is this better? If you TIE at PS 9 then you have to win the bid, if you Win at PS 10 then there is no bid, you just win. Adaptability is a neat card, but if you need to win the PS game, you are not going to even consider it over VI.
But you will if you are Vader, Han, Talon, or Dengar, or for PS 8s up to 9 when you have 99 or lower total squad points. In these cases, it is basically a free VI outside of the times you face lists which, well, outbid you with... VI.
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Man this would be so much easier on a PC. Anyway! First Tractor Beam thoughts.
Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Blue Squadron Pilot (22)
Fire-Control System (2)
Tractor Beam (1)
Blue Squadron Pilot (22)
Fire-Control System (2)
Tractor Beam (1)
Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)
Total: 100
View in Yet Another Squad Builder
Heck Jake can take Adaptability for an initiative bid to boot now. Crazy stuff. Also now not only is the Prototype still a great blocker, but a successful TBeam can help it actually apply some solid damage too!
Tansarii Point Veteran (17)
Adaptability (+1) (0)
Tractor Beam (1)
"Heavy Scyk" Interceptor (Cannon) (2)
Tansarii Point Veteran (17)
Adaptability (+1) (0)
Tractor Beam (1)
"Heavy Scyk" Interceptor (Cannon) (2)
Tansarii Point Veteran (17)
Adaptability (+1) (0)
Tractor Beam (1)
"Heavy Scyk" Interceptor (Cannon) (2)
Mandalorian Mercenary (35)
Calculation (1)
Recon Specialist (3)
Inertial Dampeners (1)
Total: 100
View in Yet Another Squad Builder
Do NOT get hit by a TBeam. You could potentially reduce an IG-2000 to 0 Agility and then smack it with the Mando Merc. Autothrusters can't help 0 dice!
Colonel Vessery (35)
Ruthlessness (3)
Tractor Beam (1)
XX-23 S-Thread Tracers (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)
Delta Squadron Pilot (30)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Delta Squadron Pilot (30)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Total: 99
View in Yet Another Squad Builder
*cackles maliciously*
Opportunity cost is a real thing, and I understand that a pilot with an EPT slot without an equipped EPT upgrade is essentially paying for not using the slot. But to allow them to use that slot, for free, with no penalty in any way is, well, boring to me. Which shows that it is very possible my personal feelings are blinding me here. Anyways...- I believe by giving a small negative, it makes it a more exciting upgrade as players look to find positive ways to use the slight negative of the card to their benefit.
Spending 2 EPT slots and forcing another ship to lose a point of pilot skill seems to me a much steeper price than 1 squad point. About the only reason I'd think you'd ever take something like that is because you've found yourself in the very specific situation that you've got two ships that are 2 PS apart that you'd like to be able to fly together and don't have any better use for their EPT slots.
But the key is you can flip flop the PS, hence why the card is double sided. Find a turn when it is beneficial for Jack to go down from PS 8 to 6 and Jill to go from PS 7 to 9? Then use the ability to flip the cards to the alternative side. What if Jack wants to stay at PS 8, but Jill really needs to be at PS 9? Then you have to take a risk, but it could pay off big.
It gives you a lot of flexibility, creates dynamic levels of strategic thinking, and very well could not be anything like the real mechanic. ![]()
But, to me, it makes sense. ![]()
I think Ruthlessness has a real chance at making an impact with Tractor Beam, since it's going to be tough for a lot of lists to stay out of BR-range of both the nearest asteroid and R1 of a friendly ship. And even then, the remaining option isn't great.
You get to choose between: getting beached on an obstacle (potentially taking damage and losing your shot that turn); becoming a splash pan for a nearby ship that gets no chance to avoid the damage; or crossing the table in an isolated position, where you're prone to getting hard focused.
With the double ping from the TIE/D Title (because you're not going to run Ruthlessness on anything else), the tactical considerations are pretty significant, imo.
And, whatever else, Tractor Beams look set to demand much higher player ability (and, perhaps--depressingly, Pilot Skill).
Edited by YurishiEdited by GungoThat makes the most sense since without that caveat it's a straight up better version of the most overused ept in the game.I'm guessing dual means you need to equip both cards, not on the same ship. So you'd be stealing a pilot skill from one ship for another ship.
How is +1 PS "straight up better" than +2 PS?
I'm guessing dual means you need to equip both cards, not on the same ship. So you'd be stealing a pilot skill from one ship for another ship.
That makes the most sense since without that caveat it's a straight up better version of the most overused ept in the game.
How is +1 PS "straight up better" than +2 PS?
One cost 1 pt there and is the most used ept in game the other costs zero and if it works as you suggest or any flip as you wish is an auto include on every ship in game that you don't want to use another ept. If it has no draw back you might as well buy 3 packs of mist hunters because every ship you use will always have thier ept slot filled now.
Every ship that has an EPT slot but doesn't already have a better EPT to take than Adaptability, you mean. Which is less often than you might think.
I see a lot of rule cards in that box; six cards that are unnecessary to play granted they do provide reference.
Two copies each from a pair of upgrades when it's not possible to use more than one with the pack.
Two copies of an upgrade type the ship can't even equip normally; help for other ships but pointless for the ship you are buying.
It look like a ship whose sole purpose is to provide us with upgrades that get to be used on other ships to make them more powerful. If "sole purpose" is to strong I think you'd have a harder time if I just said "Primary purpose."
The only upgrade you can't equip normally is the Tractor beam, which you DO get to use with the title, so it's not a pointless upgrade. And 2 copies of the upgrades is so you don't have to buy as many of them if you want extra copies,
These were mostly observations although it looks to me more like a ship you're going to buy for the upgrades instead of to actually fly the ship.
Lots of complaints when T-70 only came with one copy of Integrated Astromech.
Now we complain when a $20 blister comes with extra copies of some upgrades?
FFG is not a charity and folks can legitimately gripe about some of their business practices but overall, I think they have done a pretty fair job.
If this is directed at my comment I'll again say it is an observation.
Given some people's very liberal "just proxy it unless you are playing in a tournament that is actually going to require you to have the cardboard" attitude having more copies of an upgrade than the ship can use in a box could be a very valid complaint. After all, take out those two "useless" cards in the pack and you could have added two more new toys to use; maybe some alternative system upgrade or another illicit since buying two packs wouldn't let you fill the illicit slot one both of them.
Nm
Edited by GungoOpportunity cost is a real thing, and I understand that a pilot with an EPT slot without an equipped EPT upgrade is essentially paying for not using the slot. But to allow them to use that slot, for free, with no penalty in any way is, well, boring to me. Which shows that it is very possible my personal feelings are blinding me here. Anyways...- I believe by giving a small negative, it makes it a more exciting upgrade as players look to find positive ways to use the slight negative of the card to their benefit.
Spending 2 EPT slots and forcing another ship to lose a point of pilot skill seems to me a much steeper price than 1 squad point. About the only reason I'd think you'd ever take something like that is because you've found yourself in the very specific situation that you've got two ships that are 2 PS apart that you'd like to be able to fly together and don't have any better use for their EPT slots.
Never mind in the article it seems it's an "or" situation so it sounds like it is just a straight up free upgrade for every ship.
Edited by GungoI do not see the word "limited" on the Adaptability card, so I presume we may see some PS 5 Green Squadron A-Wings with title.
Edited by balindamoodWhen it comes to Adaptability being an auto include if there is an available EPT slot then it may be. The thing is just look at some of your TIE Fighter options:
14 points could get you a PS 5 BSP or a PS 4 Wampa w/ a special ability
15 points gets you a choice of 3 fighters where two have PS 5 and a special ability and one is a PS 6 with potential added costs.
I do not see the word "limited" on the Adaptability card, so I presume we may see some PS 5 Green Squadron A-Wings with title.
thats in the a-wing title, no ship can be equipped with the same EPT.
plus PS 5 can be given by VI.
Edited by Panic 217Nevermind
Edited by imprezagoateeI do not see the word "limited" on the Adaptability card, so I presume we may see some PS 5 Green Squadron A-Wings with title.
No, because you can't double up with the title, but you could take both adaptability and VI fir PS 6