Zero Point modifications. Take two of em.

By gamblertuba, in X-Wing

Sorry for the long title but I didn't want some variety of "One simple trick to help balance X-wing."

The idea is simple. Zero point modifications only occupy 1/2 of a modification slot.

X-wings can take both Integrated and Guidance Chips.

Bombers, Punishers, and K-wings can take both guidance chips and long range scanners. (but then no Adv. SLAM for K-wings)

Won't fix the game but it's simple and helps ships that need it.

(Edit to add Snuggling Compartment and Guidance Chimps for YT's. Probably not worth worrying over?)

Edited by gamblertuba

The trouble with that is that it only accounts for currently available 0pt modififications, and limits design of future ones as FFG will have another avenue of potential game-breaking combinations to avoid.

The solution for the X-Wing (and various other problems with the game) is not going to be as simple as that, sadly.

3 minutes ago, MalusCalibur said:

The trouble with that is that it only accounts for currently available 0pt modififications, and limits design of future ones as FFG will have another avenue of potential game-breaking combinations to avoid.

The solution for the X-Wing (and various other problems with the game) is not going to be as simple as that, sadly.

That is actually not true, because they can always restrict this directly on future card expansions, be it pilot cards or new zero point modification cards.
Now the topic is still pointless. :)

Malus, the problem with saying that it doesn't account for future mods is not that valid of an argument. Heck, they could easily come out with a zero cost "double mod" slot, so it consumes both "halves" of the 0 cost mod slot.

But I will say that I'm pretty sure IA should have said "You may equip another mod." T-65s would then be able to benefit from Vectored Thrusters and Engine Upgrade without gimping themselves - we might actually see Luke and Wedge on the table if they could barrel roll, regen, and shoot/move at PS8+. Especially now that they could take expertise, using their action to BR out of an arc and still being able to modify their shot.

This idea would also give the Kihraxz the ability to take 4 mods with the new Vaksai title. Guidance Chips and Munitions Failsafe free in one slot, then still take two other modification upgrades.

@gamblertuba I see your pro-Scum conspiracy. You just didn't mention any Scum ships in your post to make us think you only want to help the other factions.

"Modifications with a printed cost of zero." -fixed

I admit it won't fix the game but it's simple and helpful.

7 minutes ago, Khyros said:

But I will say that I'm pretty sure IA should have said "You may equip another mod." T-65s would then be able to benefit from Vectored Thrusters and Engine Upgrade without gimping themselves - we might actually see Luke and Wedge on the table if they could barrel roll, regen, and shoot/move at PS8+. Especially now that they could take expertise, using their action to BR out of an arc and still being able to modify their shot.

I think the X-wing could really use an R6 Astromech non-unique that allows for 2 modifications with a point reduction. Allows all the stuff you mention but prevents them from stacking with shield regen or Biggs' damage mitigation droid.

Toss in a title that allows dirt cheap torpedoes and the x-wing starts to look interesting. At least to me.

12 minutes ago, Khyros said:

Malus, the problem with saying that it doesn't account for future mods is not that valid of an argument. Heck, they could easily come out with a zero cost "double mod" slot, so it consumes both "halves" of the 0 cost mod slot.

But I will say that I'm pretty sure IA should have said "You may equip another mod." T-65s would then be able to benefit from Vectored Thrusters and Engine Upgrade without gimping themselves - we might actually see Luke and Wedge on the table if they could barrel roll, regen, and shoot/move at PS8+. Especially now that they could take expertise, using their action to BR out of an arc and still being able to modify their shot.

I also want to fly Hobbie with IA, Targeting Astromech, Plasma Torps.

3 minutes ago, RogueLeader42 said:

I also want to fly Hobbie with IA, Targeting Astromech, Plasma Torps.

If only Hobbie was in a T-70 with Trolls - he might actually be a good budget ace there. If my math is correct, he should cost 28 points, plus TA+IA for 30. Torps optional from there. Not too bad. A slightly cheaper but better ability Nien.

34 minutes ago, RogueLeader42 said:

I also want to fly Hobbie with IA, Targeting Astromech, Plasma Torps.

I have. It's fun. Especially with Jan Ors to bump it up to 5 dice. :D

I used to think that this was one of the buffs the T-65 needed, but after the Kihraxz fix, I'm no longer so sure. I mean, the Cartel Marauder Kihraxz was already one point cheaper than the Rookie Pilot, has at least a comparable dial (one turns vs 3 turns is more or less a draw, 1 straight vs 5 k...?) and upgrade bar. And FFG felt the need to give it a buff worth potentially up to 5 squad points (5*-1 for upgrades, including the ability to add upgrades synergistically which are worth more than the sum of their parts (primarily Engine and Autothrusters).

Now, it's not a perfect comparison - the Astromech slot is probably more valuable than the Illicit slot, IA already represents a partial fix, and the T-65 has a wide array of pilots better than Graz and even Talonbane (Wes, Wedge, Luke, Tarn and, of course, Biggs), so the T-65 likely doesn't need as big a buff as the Kihraxz did... but I think it still needs more than what would essentially be a free mod slot exclusively for for guidance chips. This plus a point reduction maybe? I've always been fond of the idea of a minus 4 point title that requires you to equip a torpedo (allowing for a points drop of up to 2 points). Comined with the abillity to equip both zero point mods, that might be enough to get the T-65 back on the table as an alpha striker/jouster, though it probably isn't the killer fix most people are hoping for.