If there was a generic modification that have your ship another crew slot, what would you price it?

By StriderZessei, in X-Wing

I'm thinking the prerequisite would be "Small ship with a crew slot and a torpedo slot. You lose your torpedo slot. You gain a second crew slot."

This would work on ships like the ARC or K-Wing. Not exactly cheap ships to begin with, and you lose your torpedo. Maybe 1-2 points?

Edited by StriderZessei
4 minutes ago, StriderZessei said:

"Small ship with a crew slot and a torpedo slot. You lose your torpedo slot. You gain a second crew slot."

You want me to shove Sabine in a torpedo port?

7 minutes ago, Xerandar said:

You want me to shove Sabine in a torpedo port?

I'm sure there are more than a few players who wouldn't mind that at all...

Giggity.

1 point for the B-wing and Sabine's Tie so I guess that is the right ballpark, maybe 2 at a push. I don't think a crew slot on an X-wing would be particularly broken (prepares to be floored by an unexpected combo :) ).

6 minutes ago, Karhedron said:

1 point for the B-wing and Sabine's Tie so I guess that is the right ballpark, maybe 2 at a push. I don't think a crew slot on an X-wing would be particularly broken (prepares to be floored by an unexpected combo :) ).

Wouldn't be able to

27 minutes ago, StriderZessei said:

"Small ship with a crew slot and a torpedo slot. You lose your torpedo slot. You gain a second crew slot."

You need to already have a crew slot, so no x-wing or y-wing with crew

9 minutes ago, DeathstarII said:

Wouldn't be able to

You need to already have a crew slot, so no x-wing or y-wing with crew

Or A-Wing.

2 minutes ago, StriderZessei said:

Or A-Wing.

A-wing doesn't have torpedo slot anyways

40 minutes ago, Karhedron said:

1 point for the B-wing and Sabine's Tie so I guess that is the right ballpark, maybe 2 at a push. I don't think a crew slot on an X-wing would be particularly broken (prepares to be floored by an unexpected combo :) ).

Pricing for upgrades that add additional slots probably needs to be more expensive of have some sort of restrictions on them if they are not limited to a particular ship.

Edited by WWHSD

I think you're looking at options like these:

Modification. 3 points. Limited. Add [crew] icon to your upgrade bar. [Probably to a maximum of 2.]

Modification. 2 points. Limited. Large ship only. Add [crew] icon to your upgrade bar. [Maximum of 2, maybe max of 3.]

[Not necessarily a modification.] 1 point. Limited. Add [crew] icon to your upgrade bar. [Probably with some tight restrictions and conditions.]

9 minutes ago, DagobahDave said:

I think you're looking at options like these:

Modification. 3 points. Limited. Add [crew] icon to your upgrade bar. [Probably to a maximum of 2.]

Modification. 2 points. Limited. Large ship only. Add [crew] icon to your upgrade bar. [Maximum of 2, maybe max of 3.]

[Not necessarily a modification.] 1 point. Limited. Add [crew] icon to your upgrade bar. [Probably with some tight restrictions and conditions.]

I think those are probably reasonably priced. Most of the commonly used large ships are normally using their mod slots anyway (engine, countermeasures etc) - perhaps the obvious exeption being the party bus which has 3 crew slots already.

You could probably make quite a mean Rey by giving her a third crew slot though. Kanan, Finn + your choice of third rebel crew (c3po maybe?), would be expensive though.

Well, first you need to determine how you've broken the game by doing this.

Do you really want to increase possible platforms for Palp? You also have to consider the future, not just what is currently available (because I think that would just be the Slave I?).

No? Now you have to set up a point restriction. Similar considerations will need to be made for Jabba, and whatever his point cost is, if he's going to be Palp-tier.

For crew combos, you have to look at what works on other ships, and see if you really want that to be opened up. I can't think of anything especially damaging, but someone more creative than I might.

Once you've acknowledge how you're breaking the game and found the level you're ok with, you can begin pricing. There can be some discussion on the value of such a slot, but I think you also have to consider how prohibitive you want the upgrade to be. Is it a throw away upgrade to support failing ships? Run it cheap, 1-2 points. Is it supposed to be a known way to overpower some ships? Got to cost it aggressively, then say 3 points.

EDIT: You could do it a bit easier to avoid Palp (and probably Jabba) -- instead of adding a crew slot, it let's you take an additional crew. That way, you're leaving the design space for double-crew spot requirements open.

Edited by ArbitraryNerd

I'd rather see:

Restraining Harness. Limited.

Choose either (astromech) or (salvaged astromech) and add it to your upgrade bar. You may not equip this upgrade if you already have either icon on your upgrade bar.

Considering some of the options that would open up, I'd say you'd have to price it at 3 or 4 at the very least.

Bring on Firespray Palp... Though the poor ship needs more help than that.

3 minutes ago, Lobokai said:

Bring on Firespray Palp... Though the poor ship needs more help than that.

Man, now I want Imperial Boba Fett to have Palpatine's ability but only apply to his dice.

35 minutes ago, ArbitraryNerd said:

Well, first you need to determine how you've broken the game by doing this.

Do you really want to increase possible platforms for Palp? You also have to consider the future, not just what is currently available (because I think that would just be the Slave I?).

No? Now you have to set up a point restriction. Similar considerations will need to be made for Jabba, and whatever his point cost is, if he's going to be Palp-tier.

For crew combos, you have to look at what works on other ships, and see if you really want that to be opened up. I can't think of anything especially damaging, but someone more creative than I might.

Once you've acknowledge how you're breaking the game and found the level you're ok with, you can begin pricing. There can be some discussion on the value of such a slot, but I think you also have to consider how prohibitive you want the upgrade to be. Is it a throw away upgrade to support failing ships? Run it cheap, 1-2 points. Is it supposed to be a known way to overpower some ships? Got to cost it aggressively, then say 3 points.

EDIT: You could do it a bit easier to avoid Palp (and probably Jabba) -- instead of adding a crew slot, it let's you take an additional crew. That way, you're leaving the design space for double-crew spot requirements open.

Yeah, perhaps limit it to crew costing 4 or less, and make it small ship only. Could you imagine Super Dash with Kanan and Kyle?

if it was astromech slot i'd put it at 0. for torps idk, do you really want Fenn Rau with Greedo? or Boba Fett?

If this is taking away the torpedo slot why not just make it into a torpedo upgrade? If you want it to fill a torpedo slot but only give an additional crewman if the ship has a crew slot you make it fill a torpedo AND crew slot and then give you two more crew.

4 hours ago, StevenO said:

If this is taking away the torpedo slot why not just make it into a torpedo upgrade? If you want it to fill a torpedo slot but only give an additional crewman if the ship has a crew slot you make it fill a torpedo AND crew slot and then give you two more crew.

and make it Limited unless you want to see the three-seat B-Wing become a thing.

17 minutes ago, skotothalamos said:

and make it Limited unless you want to see the three-seat B-Wing become a thing.

I guess that should have been stated as well.