Future Upgrade Wishlist

By Crabbok, in Star Wars: Armada

19 minutes ago, NobodyInParticular said:

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.

I didn't give a point cost nor did I try to balance it. I'm fully aware how powerful it could be. A Vic II could toss 5 reds and 3 blues and have GT to do it twice. But if you had to pay 15 points for it, on top of 9 points for SA, or 8 for Redundant Shields, that's almost 25 points on 1 ship, which is a huge opportunity cost for other things to put in your fleet.

1 minute ago, Undeadguy said:

I didn't give a point cost nor did I try to balance it. I'm fully aware how powerful it could be. A Vic II could toss 5 reds and 3 blues and have GT to do it twice. But if you had to pay 15 points for it, on top of 9 points for SA, or 8 for Redundant Shields, that's almost 25 points on 1 ship, which is a huge opportunity cost for other things to put in your fleet.

Yeah but it'd be worth it. . . .

1 hour ago, NobodyInParticular said:

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.

Do keep in mind that Modifications (for some reason FFG feels the need to capitalize and italicize it and every now and then I take a fancy to doing the same, haha) are limited to one per ship, so you couldn't make the super LMC80 you are describing.

I agree that doubling the bonus from Modifications is likely a bad idea, though. At the very least it limits design space to anything that can be numerically represented and all modifications would need to be designed with an upgrade that did that in mind. How you'd handle the Phylon Q7 Tractor Beams being doubled I'm not entirely sure...

Just now, Snipafist said:

Do keep in mind that Modifications (for some reason FFG feels the need to capitalize and italicize it and every now and then I take a fancy to doing the same, haha) are limited to one per ship, so you couldn't make the super LMC80 you are describing.

I agree that doubling the bonus from Modifications is likely a bad idea, though. At the very least it limits design space to anything that can be numerically represented and all modifications would need to be designed with an upgrade that did that in mind. How you'd handle the Phylon Q7 Tractor Beams being doubled I'm not entirely sure...

Discard a Token or reduce speed by up to 2, to a minimum of 1. ?

10 pts. (Unique, Neutral) Hijacked ship, in addition to the 10 points pay for the ship and all upgrades on it.

15 minutes ago, Snipafist said:

Do keep in mind that Modifications (for some reason FFG feels the need to capitalize and italicize it and every now and then I take a fancy to doing the same, haha) are limited to one per ship, so you couldn't make the super LMC80 you are describing.

I agree that doubling the bonus from Modifications is likely a bad idea, though. At the very least it limits design space to anything that can be numerically represented and all modifications would need to be designed with an upgrade that did that in mind. How you'd handle the Phylon Q7 Tractor Beams being doubled I'm not entirely sure...

I forgot Tractor Beams even existed.

I just want more synergy with mods. As it is, they seem like a mechanic that got left behind. Showing up on random upgrades, that are rather bland anyway.

17 minutes ago, Snipafist said:

Do keep in mind that Modifications (for some reason FFG feels the need to capitalize and italicize it and every now and then I take a fancy to doing the same, haha) are limited to one per ship, so you couldn't make the super LMC80 you are describing.

I agree that doubling the bonus from Modifications is likely a bad idea, though. At the very least it limits design space to anything that can be numerically represented and all modifications would need to be designed with an upgrade that did that in mind. How you'd handle the Phylon Q7 Tractor Beams being doubled I'm not entirely sure...

I am aware of the limitation, and many a time has it ruined an amazing build idea (dramatically: 'Alas!'). I was responding to Undeadguy's comment of an upgrade that allowed a ship to equip an additional Modification card, thereby bypassing the 1 per ship limitation.

1 minute ago, NobodyInParticular said:

I am aware of the limitation, and many a time has it ruined an amazing build idea (dramatically: 'Alas!'). I was responding to Undeadguy's comment of an upgrade that allowed a ship to equip an additional Modification card, thereby bypassing the 1 per ship limitation.

Ha I thought you were referring to the +1 value for mods. Looks like none of us know what we are actually talking about.

3 minutes ago, Undeadguy said:

Ha I thought you were referring to the +1 value for mods. Looks like none of us know what we are actually talking about.

You weren't too far off. :)
The MC80 AC was an example of the buff to mods, the Liberty of multiple mods per ship.

And yes, we should probably drop this before it gets really out of sync.

I'd like new tractor beams

"Phylon Q3 Prjoector" or what ever I suck at naming
When you activate you may exhaust this card to choose all fighters at close, medium or long range in a single arc and move them upto distance 2 from their current position"

or

"Phylon R16 Prjoector" or what ever I suck at naming
When you activate you may exhaust this card to choose all fighters at close, medium or long range in a single arc, those fighters may not move on their next opportunity to do so"

Fighter repair bay. Upon using a Squadron command or token you may instead of a normal activation activate all friendly squadrons at close range to recover some amount of hull points (I am thinking half of your squadron value rounded down to a minimum of one) at the cost of not being able to move or attack. Maybe have this be a minimum 10 points

1 hour ago, chr335 said:

Fighter repair bay. Upon using a Squadron command or token you may instead of a normal activation activate all friendly squadrons at close range to recover some amount of hull points (I am thinking half of your squadron value rounded down to a minimum of one) at the cost of not being able to move or attack. Maybe have this be a minimum 10 points

Not actually very strong if they have to sacrifice their full activation that round. because then the enemy fighters can attack that round for free. Plus you lose one round of activations which is huge in 6 round armada. Maybe choose fighters at distance 1 up to your squad value recover 1 health but still allow activation(after all you lost your ship squad activation to do this), makes this a bit like gallant haven but of a more reacting type. Point cost adjust accordingly. :)

Edited by Muelmuel