New card idea?

By Kyle Ren, in X-Wing

Yeah, this is a fix/custom card thread. Sorry.

Anyway, is this a good idea?

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As much as I like the GUNBOAT, it seems that harpoons have made it able to do a thing that a lot of other ships should do, but currently can't. The idea with this is that X-Wings, B-Wings, Y-Wings, and other torpedo-based ships could use this to carry a single Harpoon or other powerful missile, reload it, and basically be able to do something that the GUNBOAT does but actually lots of ships should be able to do. Might bring some more ships back into the game. The only immediate problem I see is Miranda and Nym getting reload Harpoon Missiles. But if they aren't using their actions to drop bombs and/or SLAM, they're missing out on a lot, and the weapons disabled from reloading is a huge penalty when you only have two ships anyway.

Thoughts?

Should probably cost 1 or 2 points if it includes reload.

11 minutes ago, DagobahDave said:

Should probably cost 1 or 2 points if it includes reload.

agreed, but i like it

Actually I think it's a pretty good idea. At one point it wouldn't be too bad of a penalty, cost wise, for the Rebels. You could still get four low PS ships armed with missiles. Gives them a good punch and holds on to the target lock.

No love for A-Wings? *le sigh*

No reload action. That should be unique to very few ships.

It would have to be more expensive or have ship restrictions. Like "Xwing, Ywing, TIE Punisher, and TIE Bomber only".

Edited by BadMotivator

What if it stayed as a zero point upgrade, but also said 'after you perform a reload action, discard this card'? Therefore you'd be able to equip harpoons to an x-wing or y-wing or starviper or whatever, but only use them twice.

I bet that next wave (or shortly thereafter) we get something that adds reload to any ship, but it will be a modification, so if you take it you’re giving up things like Guidance chips or LRS (unless you’re a Kihraxz), which will force some interesting decisions.

Corran Horn will absolutely love this, since one turn in two he doesn't care about weapons disabled tokens, and would die for harpoon power - he might even sacrifice his engine upgrade for it, if necessary.

It also gives Miranda massive utility, since she can SLAM and reload on the same turn using Advanced SLAM.

Overall though, I think it's perfect at 0 points, and will go a long way to fixing single torp slot ships.

10 hours ago, Boba Rick said:

No reload action. That should be unique to very few ships.

Look. The devs have tried fixing ordnance since the first wave. Now they have a mechanic that finally works. And you want to lock it to a few ships only? Why?

It's not like any current ship has the ordnance it supposed to have. These ships carry dozens of missiles and torpedoes, and that's only the small stuff.

And "reloading" is something that all ships should be able to do.

The gunboat will still be special, since it can slam and attack. The kimogilla will still be special since it has the bulls eye firing arc.

Let everyone have a reload!

Heavy Scyk (Torpedo) + This + LRS + Harpoon Missile.

Yes please!

11 hours ago, Herowannabe said:

No love for A-Wings? *le sigh*

A-Wings are one of my favorite ships in the whole game. It makes me very sad that they're underpowered. But I couldn't think of a way to make this include them. I know @Odanan had an excellent idea for giving A-Wings more missiles and stuff, so I didn't really put that here because I was more thinking of one specific card that might be nice for X-Wings, E-Wings, Y-Wings, B-Wings, Punishers, and Bombers. The fact that it helps Scurrgs and K-Wings a bit too is... unfortunate. But I'm assuming that if this card were released, Nymranda would've been nerfed. And I don't really mind triple K-Wings or triple Scurrgs, there's something kinda fun about squadrons of generics.

Giving torpedo carriers the ability to switch to missiles is a REALLY big deal when you consider many of those Torp carriers already have a native attack of 3 - which equals a Guidance Chip CRIT (not hit), meaning in a group they are firing off Harpoons and getting CRITS with them. The #1 reason that the GUNBOAT doesn't have a native 3 attack is this reason. That is what makes the K-Fighter any good is the fact it CAN do that.

Ordinance started working once we got Guidance Chips and Long-Range Scanners. We don't need to give everyone the re-load action on top of it or it will be too much.

EDIT: I would be okay with 2 attack dice ships getting a reload action, like the A-Wing.

Edited by Boba Rick
47 minutes ago, Boba Rick said:

Giving torpedo carriers the ability to switch to missiles is a REALLY big deal when you consider many of those Torp carriers already have a native attack of 3 - which equals a Guidance Chip CRIT (not hit), meaning in a group they are firing off Harpoons and getting CRITS with them. The #1 reason that the GUNBOAT doesn't have a native 3 attack is this reason. That is what makes the K-Fighter any good is the fact it CAN do that.

Ordinance started working once we got Guidance Chips and Long-Range Scanners. We don't need to give everyone the re-load action on top of it or it will be too much.

EDIT: I would be okay with 2 attack dice ships getting a reload action, like the A-Wing.

Can you elaborate on this and what it has to do with Torpedoes and Missiles?

I like this idea, but for a limited number of ships like the TIE Bomber, TIE Punisher, B-Wing and MAYBE the Y-wing (it has the option of a turret, something the others lack.

49 minutes ago, Yakostovian said:

Can you elaborate on this and what it has to do with Torpedoes and Missiles?

Sure!

The card idea above allows you to equip in a torpedo slot a missile instead. I think that is a fantastic idea, and it will help A LOT of ships especially the X-Wing.

However, that same card allows you to give the same ship the reload action. I think that is too much.

Many of the ships that have a torpedo slot have a native 3 red dice attack. If you equip the Guidance Chips mod, it allows you (when firing ordinance) to change any of your red dice to a hit OR if you have a native 3 red dice attack a crit. That is the key to all of this is the crit you get from GC.

So, consider Harpoon Missiles. You shoot someone and they get harpooned, and the next time a crit goes through everything goes to pieces. GUNBOATS have a native 2 red dice attack, so if you get shot twice with harpoons there is NOT a guaranteed crit that goes through. GUNBOATS are very point efficient.

Now, consider the K-Fighter. They have crap for dials and are NOT point efficient to the point that to make them somewhat competitive you HAVE to equip the title which reduces EVERY upgrade card by one point! But what does the K-Fighter have that the GUNBOAT does not? A 3 red dice primary attack! THAT in conjunction with Harpoons and Guidance chips and you have a very scary alpha strike with those flying pieces of crap, because you have an almost guaranteed harpoon CONDITION triggering. I understand their are counters to this, but that is the very real threat.

Now, by allowing EVERYONE to switch their torpedoes to missiles you are allowing several 3 red dice ships to do the same thing that the K-Fighter (and very few other missile carrying ships) to do. That in of itself is debatable as to whether or not it is a balanced upgrade (look at all the crying over Harpoons) - but for the sake of argument let's say it is balanced. Now, letting those ships RELOAD on top of it is just crazy.

Coran Horn Likes this.

11 hours ago, Astech said:

Corran Horn will absolutely love this, since one turn in two he doesn't care about weapons disabled tokens, and would die for harpoon power - he might even sacrifice his engine upgrade for it, if necessary.

It also gives Miranda massive utility, since she can SLAM and reload on the same turn using Advanced SLAM.

Overall though, I think it's perfect at 0 points, and will go a long way to fixing single torp slot ships.

You beat me too it!

12 hours ago, Astech said:

Corran Horn will absolutely love this, since one turn in two he doesn't care about weapons disabled tokens, and would die for harpoon power - he might even sacrifice his engine upgrade for it, if necessary.

It also gives Miranda massive utility, since she can SLAM and reload on the same turn using Advanced SLAM.

Overall though, I think it's perfect at 0 points, and will go a long way to fixing single torp slot ships.

Wouldn't Miranda need experimental interface for that because the reload would be on the upgrade card?

Edit:nevermind. There's a change for the card. Put the reload action on the upgrade card not the action bar to keep k wing abuse down.

Edited by Dabirdisdaword
38 minutes ago, Dabirdisdaword said:

Wouldn't Miranda need experimental interface for that because the reload would be on the upgrade card?

Edit:nevermind. There's a change for the card. Put the reload action on the upgrade card not the action bar to keep k wing abuse down.

"K-Wings" aren't really a problem. Miranda is a problem. I'm assuming there'll be a Miranda nerf before this gets released. Good point though!

Once they reign in harpoons, I wouldn't mind it. Not sure about the reload part though.

It would fit nice with the fact that the only PC games sometimes let you take you take missiles instead of torpedoes and vice versa.

23 hours ago, GreenLantern1138 said:

What if it stayed as a zero point upgrade, but also said 'after you perform a reload action, discard this card'? Therefore you'd be able to equip harpoons to an x-wing or y-wing or starviper or whatever, but only use them twice.

That would technically not work. Your upgrade bar would still have the Reload action.

This does mean that technically Burnout SLAM discarding itself does nothing. You still have the slam action because the effects on that card, and this hypothetical one, are instant effects and the card has no further in-game effects. It isn't continually giving you the Slam action and then when it's gone it ceases to give it to you.

It's like if Boba Fett crew card is used to discard an Hull or Shield Upgrade card, technically it doesn't strip them of the extra shield or hull. Just like the FAQ clarifies that it wouldn't take away upgrade slots, and any cards equipped to them, if you strip a card that gave the ship upgrade slots.

Edited by BadMotivator
On 1/31/2018 at 10:19 AM, RufusDaMan said:

Look. The devs have tried fixing ordnance since the first wave. Now they have a mechanic that finally works. And you want to lock it to a few ships only? Why?

It's not like any current ship has the ordnance it supposed to have. These ships carry dozens of missiles and torpedoes, and that's only the small stuff.

And "reloading" is something that all ships should be able to do.

The gunboat will still be special, since it can slam and attack. The kimogilla will still be special since it has the bulls eye firing arc.

Let everyone have a reload!

To be honest every ship having reload wouldn't make any sense and would make the ordnance ships even more irrelevant.

I think actual ordnance ships like the Y Wing, TIE Bomber, Punisher, K wing etc should have access to the Reload action because their main source of damage (should be) the ordnance they fire. Their ships are designed to carry more things like missiles, torpedoes and bombs unlike something like an Xwing, which even though it can carry torpedoes it can't carry as many as a y wing.

By giving the Reload action to every ship we would be grouping all ships into the same category, and whatever would make the ordnance ships special would be gone, because if I can spam A wings with unlimited Harpoons why would I waste my time on a slow Y wing that will die in 1 round of shooting?

Each ship serves a different purpose, much like each faction SHOULD have a different playstyle. If everyone has the same qualities then they're not special.