1 minute ago, citruscannon said:That's a neat way of doing it.
I like the idea of upgrades that diminish as your squad is killed off, or that have range restrictions that reward good tight flying.
Within the context of this squad, what about this?
forces you to take more interceptors? This would reward having a ps3 pilot, or ps5 pilot, a range of PS values in your squad hinged on having an ace. This might be really cool!
Does it tone down the potential advantage of high PS, but retain good flexibility?
You have to be extremely careful when playing with PS during the activation stage. Especially, when the effect is optional. That's an EXTREMELY powerful effect. When planning dials, your opponent has an expectation that you will move your ships in an order that he is aware of. If you can suddenly move your ships in a totally unpredictable order he can't plan his movements with any level of certainty where he can go without getting blocked.
Taken to the extreme, imagine an interceptor that could move at any PS it chose. That ship is now the games best arc dodger as well as one of the games best blockers. It's a totally unfair situation for your opponent. He can't know if you are blocking or dodging.
Anything that plays with the PS of ships during activation should be declared BEFORE the planning stage for the upcoming turn. But, even then that's powerful in that you can't plan too far ahead when playing against it.
There is a reason we have yet to see any abilities that adjust PS during activation, I suspect the reasons above are why.