Experiment: Double Card Costs

By AwesomeJedi, in X-Wing

After reading this thread

I got an idea, "What if I play a 150 or 200 point game where card costs are doubled?

I don't know how this will affect a game, but I will find out when I put this idea to the test tonight.

Edited by AwesomeJedi
I was originally going to only double pilot card costs. Hawkstrike suggested I double all card cost so I changed the post.

I think both pilots and upgrades need to be doubled. There are so many upgrade cards that should be a half-point higher or lower right now that it just works better.

Doubling pilots only will just encourage fat ships and high-end upgrades since the upgrades are effectively half price.

1 minute ago, Hawkstrike said:

I think both pilots and upgrades need to be doubled. There are so many upgrade cards that should be a half-point higher or lower right now that it just works better.

Doubling pilots only will just encourage fat ships and high-end upgrades since the upgrades are effectively half price.

I agree and I think I will do that too.

36 minutes ago, AwesomeJedi said:

After reading this thread

I got an idea, "What if I play a 150 or 200 point game where card costs are doubled?

I don't know how this will affect a game, but I will find out when I put this idea to the test tonight.

Doubling everything and then playing 200pts will have a minimal effect on everything except the initiative bid. Even a cheap list at 96 points is only gonna free up 8 points, which is not a lot when most cards would become 4-8 points anyway. In fact, it would only make things worse because the most cost efficient lists (e.g. Dengar and friends) that come in under priced are only gonna get more upgrades. Swarms, such as they are, get nothing.

Interesting idea- what are you doing with 0-point Upgrades? Keep it at 0, even stuff like Adaptability?

Let us know how it goes!

Hrm.

So presume nearly all cards double, but some go up by half-a-current-point, and some go down half-a-point.

Looking over some lists, most two or three ship lists have around 14 ship and upgrade cards. A high card list would be something like 3xTorp Scouts, around 21, and a low list would be something like triple defenders (9-ish). Depending on how upgrades and ships broke in terms of going up or down half a point, you might see top lists changing 7 points at max (for a 14 card list), but more likely something like 4. Something like the old 4BZ would gain at most 2.5 points in current point values. If every TIE Fighter went down half a point, you'd gain like 3 points to the list, maybe 6 if Crack Shot went down too.

Don't get me wrong, it'd probably mean something at the margins of balance if things like Dengar/Tel and Miranda/Nym went up in squad cost by like 4 points, and jousting swarms went down like 3, but I'm not really sure it'd be enough to really shake up the metagame. Most top squads with low ship count have wiggle room for upgrades and bids, while most efficiency swarms can't add that much with a few available points. It'd take more dramatic shifts in point values to make a noticeable difference, I think.