BB wants to have a a non-biased discussion about Titles, with the first example being Yavaris... is that even possible?? Just kidding: This thread has nothing to do about squadron efficiency, and is more about something cool that Armada does.
(*Puts down my raging hatred for squadron efficiency aside for the moment.)
I like to think I can see long term effects pretty well. Might be something of a prophet, just got enough midi-chlorians to predict terrible terrible things. I also work in quality, and in story, I like a well-written story. I like quality. I like things built to last. I like the revitalization of old material.
This is an intervention:
Something that Armada does amazingly well is keeping ship models relevant with the use of unique-ship-based titles. The most primary example is Yavaris, this single handedly gives the Nebulon reason to be on the board, when all of its other stats and values cause it to be unfavorable in efficiency to other options. This is a great thing. It causes model diversity, it retains key usages for earlier wave ships.
The same is somewhat true for Salvation, Gallant Haven, and Demolisher. Though in the other ships' cases, they also have different uses based on their efficiency.
The VSD on the other hand was "fixed" by upping its efficiency through upgrades takable by other ships directly. In Xwing, this used to be how fixes worked, but these fixed ships would be neglected once again as the power curve kept rising past even the fix. (See Xwing's Defender, Tie Advanced, Awing - all based on efficiency increase) The VSD might escape this fate by having lots of build options, but I highly doubt so. There are lots of Imperial players already moaning about how bad they think the post-fix VSD is.
I think its amazing for the game to use unique abilities to keep ship models relevant. At least, there will always be a reason to run one of those models.
Of course, the down side is that these unique abilities are usually difficult to balance, and often become one of the only reasons to play that model at all. (Let's be honest, Salvation isn't showing lots of top8 results, even if it worked in Gink's Sato. And generic Nebulons aren't seen at all). Sometimes, the cost might need to be baked into the title more, and less into the ship's chassis.
The Pelta's Fleet command (for cheap) and the Interdictors Experimentals are good examples of how a ship can be made very unique. (We just need better more debilitating Experimentals...)
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I want to offer this advice to FFG: Your two game systems (Xwing and Armada) have shown that allowing ships to just use better upgrades that many other ships can take does not work in the long run. More differentiation on unique abilities, traits that only certain ships can do will go a long way to ensuring that model's appearance on the table. It would do well to make ships MORE different than they might be even now. If in the end, the choice of ship is a question of efficiency, instead of methodology and flight pattern, the game will reach a efficiency, min-max based semi-solved state, where the most efficient choices are the most relevant, because other factors like movement become negligibly the same. (The reason why Xwing ships die off: At some point it doesn't matter that the dials are different, movement is a solved state in Xwing).
That said, you may wish to keep the titles and unique abilities more expensive and the chassis more flexible.
Offer more different ways to play, and different ways to win.
You already do this with each wave's game changers: flotillas, rogues, boarding parties, assault, strategic. Keep up the good work.
Edited by Blail Blerg



