Future Upgrade Wishlist

By Crabbok, in Star Wars: Armada

Id like an Imperial Admiral that gave all ships and squadrons counter 1, or increased their counter by 1, for 34pts.

1 minute ago, Grey Mage said:

Id like an Imperial Admiral that gave all ships and squadrons counter 1, or increased their counter by 1, for 34pts.

Or just use Dengar.

14 minutes ago, TallGiraffe said:

Or just use Dengar.

Who doesnt work on small fighter screens, or squadronless fleets. Who doesnt stack with quadlasers, or agent kallus.....

Who isnt even an imperial.

2 hours ago, Grey Mage said:

Id like an Imperial Admiral that gave all ships and squadrons counter 1, or increased their counter by 1, for 34pts.

I'd rather not see counter 5 Tie Interceptors, with a re-roll.

6 hours ago, Church14 said:

Not sure why you couldn't rule it that ANY upgrade for a non-unique squadron MUST be purchased for all copies of that squadron. So the 8 Xwings represented by a single card must all be upgraded the same way.

I am not sure if I like the idea of buying upgrades for squadrons. I think I would rather see more CC style unique (veteran?) squads. Even if Obsidian squadron is released as a veteran TIE fighter with the same stats as Black.

though I will support anything that results in some Ywings with counter and at least one unique Ywing with Strategic or Relay

We already have that kind of upgrade. We have a number of different names for it - Flight Controllers, Gallant Haven, Admiral Chiraneau.

Squads with special abilities have those upgrades printed on the card. Upgrades for those and other squadrons are done by ship upgrades and unique characters to limit squadrons from becoming overwhelmingly powerful.

10 minutes ago, thecactusman17 said:

We already have that kind of upgrade. We have a number of different names for it - Flight Controllers, Gallant Haven, Admiral Chiraneau.

Squads with special abilities have those upgrades printed on the card. Upgrades for those and other squadrons are done by ship upgrades and unique characters to limit squadrons from becoming overwhelmingly powerful.

Agree. There's no need for the extra bookkeeping of putting upgrades on squadrons directly when we have all this untapped design space of ship-based squadron upgrades, which is much more in keeping with the existing framework of the game.

A card that increases squadron value by two, but lowers your hull by one.

Upgrade cards need to have a trade off tbh...

2 minutes ago, Gottmituns205 said:

A card that increases squadron value by two, but lowers your hull by one.

Upgrade cards need to have a trade off tbh...

Crossgrade Cards :D

6 minutes ago, Gottmituns205 said:

A card that increases squadron value by two, but lowers your hull by one.

Upgrade cards need to have a trade off tbh...

I wouldn't mind some such cards myself. I love being able to specialize to a finely-honed point. Let me zero out the engineering value on my MC30's for an extra tick of yaw on the maneuver chart, or use the GR-75's anti-squadron as anti-ship battery instead, or whatever.

As long as the trade-off isn't stupid bad like Slaved Turrets' is.

I'd like an ISD title something along the lines of All squadrons activated by this ship and having the Swarm keyword gain the Bomber keyword when at distance 1 of an enemy ship. It only buffs 3 hull TIE fighters/interceptors and can't really gain anything from Rhymer. Maybe 10pts.

I joked a few times about a unique squad that has a Brace/Redirect and unique text that allows a friendly ship at range 1 to use those tokens. Seemed potentially broken though.

If if we are going with the crossgrade ideas, how about some Mon Cal assymetry. Something goofy like lose one shield on your left side but gain a blue die in that same side

1 minute ago, Church14 said:

I joked a few times about a unique squad that has a Brace/Redirect and unique text that allows a friendly ship at range 1 to use those tokens. Seemed potentially broken though.

I don't see that as broken at all. It's so similar to Jan's ability just applied to ships instead of squads.

I really want more customization with ships, so I think there should be some cross over between upgrade slots. It's boring to always take GT or ECM because they have excellent value throughout the entire game and don't have too much competition in a standard build. Or try to fill slots that never get chosen.

Offensive Retrofit: You may attack the same target twice. If you do, before rolling, reduce your attack pool by half (after obstruction), rounded up for both attacks.

The point of this upgrade it to let your ships hit the same target twice. Clearly best if you only have 1 target in arc, or for trying to focus down one ship at a time. I think it's a decent trade off. An ISD will still yield 8 dice, but sometimes taking 2 attacks can be advantageous since they have to spend defense tokens. And upgrades that increase attack dice give an even bigger bonus. ISDs with SA can toss 10 dice at a single target instead of 8, but still throw less than a double arc.

Defensive Retrofit: Emergency Thrusters: After executing a maneuver, if you would overlap an obstacle or a ship, you may exhaust this card to increase the yaw of 2 joints by 1. If you do, you may execute a new maneuver with the new yaw values. No damage cards are dealt for the initial maneuver.

This is definitely biased towards me. I like to fly AF very fast and aggressive and tend to run my ships very close to each other, sometimes ramming. It's an interesting upgrade and thematic, as you can imagine your fleet breaking formation in an effort to not run into each other.

Turbolaser: While attacking a squadron, you may add 1 die of any color to the attack pool.

Pretty self explanatory. Extra fire power against squads. Also allows Vic Is and MC30s to take Flechette, if you have the desire.

Offensive Retrofit: Torpedo Tubes: Gain an ordnance slot.

Offensive Retrofit: Ion Cannon Refit: Gain an ion cannon slot.

I was always confused why offensive retrofits never really added any offensive power. More like passive buffs and all squad related.

Ion Cannon: Dual Heavy Ion Cannons: 3 blue crits: The defender can only make 1 attack during its activation. 4 blue crits: The defender cannot make any attacks during its activation.

Another crazy design. Meant to be wielded by the largest vessels, the ion cannons are able to disable the weapons on enemy ships. I thought about 2 blues, but Screed and Sato can make that quite easy. And it gives you 2 crit effects depending on how well you roll.

50 minutes ago, Undeadguy said:

Offensive Retrofit: You may attack the same target twice. If you do, before rolling, reduce your attack pool by half (after obstruction), rounded up for both attacks.

Dual Independent Weaponry?

On 11/3/2017 at 11:40 PM, thecactusman17 said:

(assuming all three hits are ACC+Hit/Crit)

Thats a big assumption my friend.

On 13/03/2017 at 11:38 AM, Gottmituns205 said:

A card that increases squadron value by two, but lowers your hull by one.

Upgrade cards need to have a trade off tbh...

They to have a trade off. Its the fleet cost and not being able to take other upgrades in that slot.

On 13/03/2017 at 11:47 AM, Ardaedhel said:

I wouldn't mind some such cards myself. I love being able to specialize to a finely-honed point. Let me zero out the engineering value on my MC30's for an extra tick of yaw on the maneuver chart, or use the GR-75's anti-squadron as anti-ship battery instead, or whatever.

That's interesting. Something like

"Veteran Navigator"
Officer
Your engineering value is reduced to zero but you may increase 1 yaw value by 1 per turn.
5 points.

"Commander Air Group"
Officer
Increase your command stack and squadron value by `1
5 points

Edited by Teloch

What about something that allows side to side or reverse movement. They started doing a lot of stuff like this in X-Wing. Evasive Maneuvers: deal 2 damage to any hull zone and move you ship speed one in any direction no yaw. Discard this card. Points?

The upgrade I most want to see is one that was discussed here some time ago. Not everyone liked my idea, but I still do.

Flack Gun: Replace this ship's anti-fighter value with one red die. This ship cannot attack squadrons at short range.

Put it in an offensive retrofit slot. Incredibly powerful against fighters (particularly Imperial) but leaves the ship so equipped vulnerable to bombers. Trench Run Disease, if you will.

On 3/11/2017 at 1:16 PM, Madaghmire said:

6 pts is way low for a dice add effect that sets accuracy. Compare to sensor teams at 5 which requires you to spend a die and exhaust, or h9's at 8 that require you to swap out a hit. Close range being the restriction is more or less equivalent given the ships that can run it.

I might argue that it's more valuable for ships, since the accuracy can be paired with a HUGE pile of dice. With a fighter or bomber, only, like, two dice, tops. And guy probably wasn't gonna spend Defence anyway. If it's only usable by Bombers, or only against ships, I wouldn't charge much for it.

Honestly, the kind of upgrades I'm most eager to see more options for are Modifications. Anything that can change the base stats of a ship in some fashion is pretty neat and they haven't really explored that aspect very deeply yet, with most modifications adding dice and even then they're fairly rare. I'd love to see some more ion cannon modifications to add blue dice to the front arc, some offensive retrofit modifications that allow you to mess with your ship's speed or yaw (the VSD would love this very much), defense retrofit modifications that that add more hull (likely 1-2) or some more shields to specific hull zones, etc.

I'm with Snip there. But I also want to have some of the things we already have labelled as Mods.

Expanded Hangar Bay, for one. Doesn't seem like something you can bolt on (like Boosted Comms), since most of the Hangar bays are internal and such.

14 minutes ago, JgzMan said:

I might argue that it's more valuable for ships, since the accuracy can be paired with a HUGE pile of dice. With a fighter or bomber, only, like, two dice, tops. And guy probably wasn't gonna spend Defence anyway. If it's only usable by Bombers, or only against ships, I wouldn't charge much for it.

Sure but I was referring to a proposed ordinance upgrade usuable agaisnt squads or ships.

They could create an upgrade that buffs anything with a mod keyword on it. Like increase the value listed on a card by 1. So Redundant Shields regens 2 per round and EA gives an extra red. Or allow another mod to be attached to a ship.

That could further specialize ships into a role instead of the stagnant multi role ships we already have like the AF or Vic.

42 minutes ago, Undeadguy said:

They could create an upgrade that buffs anything with a mod keyword on it. Like increase the value listed on a card by 1. So Redundant Shields regens 2 per round and EA gives an extra red. Or allow another mod to be attached to a ship.

That would be devastating. An MC80 Liberty with Enhanced Armaments, High-Capacity Ion Turbines and/or Spinal Armaments would be, I think, way too OP. As would an MC80 AC with RBD (or ECM), RS, Engineering Team, Defense Officer, and a Pelta with Shields to Maximum! (thereby recovering 3 shields for free per round, discarding 3 damage cards once, stopping all crits from at least 2 attacks, and having 5 engineering (or 2 more shields and one shifted where needed) per turn without a token (with a token it becomes 3 shields regenerated).

I like the idea of boosting modifications, and perhaps allowing more than one modification could be doable, but heavy restrictions would have to be applied.

Edited by NobodyInParticular