The Modification Rule

By Mad Cat, in Star Wars: Armada

I must admit I don't pay much attention to this rule. As we all know it prevents you putting two upgrades with the modification key word on the same ship.

It isn't that I ignore the rule, just that it is so rarely a problem interaction that I sort of forgot it existed. I quite like High Cap Ion Turrets and love QBTs but don't often feel the desire to combine them on the same ship.

Now with Wave 7 approaching it may become more relevant. I noticed whilst trying out a Konstantine Cymoon fleet needing to add Pylon Q7s (which I think you must have at least 2 in a Konstantine speed trap fleet) when I already had Spinal armament.

So what are the experiences of others? How often do you get caught out by the rule? What nasty combos would you like to use if the rule didn't exist?

Edited by Mad Cat

I use Fab's fleet builder which prevents you selecting more than one upgrade so it's never really an issue!

Kuat + HCIT + Rapid reload.

Lmc80 with: Slaved Turrets, Spinals. add twins for reliability. Makes a nasty AG ship too

Oh and Cymoon version with vader :)

24 minutes ago, Muelmuel said:

Lmc80 with: Slaved Turrets, Spinals. add twins for reliability. Makes a nasty AG ship too

Not with Slaved Turrets it doesn't. Unless you like putting Most Wanted on a point pinata as Second Player with no benefit to you.

(Slaved Turret's "can't attack twice" supercedes Advanced Gunnery's objective ship ability.)

1 hour ago, Kendraam said:

I use Fab's fleet builder which prevents you selecting more than one upgrade so it's never really an issue!

Me too. It's a real help when fleet building. As long as you accurately input what stuff you have, you can't really go wrong when building your force.

1 hour ago, BiggsIRL said:

Not with Slaved Turrets it doesn't. Unless you like putting Most Wanted on a point pinata as Second Player with no benefit to you.

(Slaved Turret's "can't attack twice" supercedes Advanced Gunnery's objective ship ability.)

thanks for the correction

Maybe go DTT then :D

The only time it bit me was when I was trying to put EA and Redundant Shields on something... Might have been Assault Frigates, but I think it more likely to have been an MC80 Assault Cruiser with Ackbar...

Armored Cruiser, Expanded Launchers, High Capacity Ion Turbines, Quad Battery Turrets, Redundant Shields, and Phylon Q7 Tractor Beams.

2 hours ago, Drasnighta said:

The only time it bit me was when I was trying to put EA and Redundant Shields on something... Might have been Assault Frigates, but I think it more likely to have been an MC80 Assault Cruiser with Ackbar...

I'm constantly trying to put High-Cap Ion Turbines and Spinals on my LMC80's.

Edited by rasproteus

I find the modification restriction mostly redundant, sometimes annoying. The odd time that I'd like to use two modifications (for example spinal armament + tractor beams) it makes no sense that I can't equip them both.

I can't really think of any combination of modifications that I'd call overpowered/worthy of not being allowed, most modifications are overpriced as it is. Heck the only combo with a modification which I think could be overpowered, is Expanded Launchers with External Racks on an MC75, and that combo is allowed.

I'm very confused about what this topic is even about. Modification Rule? Hats? What's even going on. Do you just mean trying to put more cards than the ship has slots or is there some obscure rule that effects something on a ship/card I never even noticed.

1 minute ago, dominosfleet said:

I'm very confused about what this topic is even about. Modification Rule? Hats? What's even going on. Do you just mean trying to put more cards than the ship has slots or is there some obscure rule that effects something on a ship/card I never even noticed.

The latter I think? Some upgrade cards have the 'modification' keyword. You can only have one (1) upgrade card with that keyword equipped to a ship.

http://starwars-armada.wikia.com/wiki/Category:Modification_Upgrade_Cards

2 minutes ago, dominosfleet said:

I'm very confused about what this topic is even about. Modification Rule? Hats? What's even going on. Do you just mean trying to put more cards than the ship has slots or is there some obscure rule that effects something on a ship/card I never even noticed.

Some upgrade cards are modifications. You can only have one per ship.

Example:

redundant-shields.png

wow, i guess redundant shields was way too op before with all of the 3 people that took it. I've been playing this over a year now, have noticed the modification but never knew the rule. I'd suggest this was something they were going to do more with but just abandoned the idea if it wasn't for QBT just coming out this past wave and still having the modification keyword. This is probably a rule i would never call an opponent out on.

5 minutes ago, Ginkapo said:

Some upgrade cards are modifications. You can only have one per ship.

Example:

redundant-shields.png

@Ginkapo , everyone knows that's not a real card, quit goofing around!

6 hours ago, Muelmuel said:

thanks for the correction

Maybe go DTT then :D

Also a modification....

Full list:

Dual turbo laser turrets

Enhanced armament

Expanded launchers

High capacity ion turbines

Phylon q7 tractors

Quad battery turrets

Rapid reload

Redundant shields

Slaved turrets

Spinal armaments

I feel like an engine slot would have been a good choice for this game at the initial design stage and then we might have interesting choices between an engine modification with the current ET effect versus taking spinals or whatever. Most modifications I can imagine that change how a ship operates aren't all that compatible with the current slate of slots or cards that have it. How are expanded hangars or rapid launch bays not modifications, in the thematic sense? This is an odd rule used strangely.

9 minutes ago, OlaphOfTheNorth said:

I feel like an engine slot would have been a good choice for this game at the initial design stage and then we might have interesting choices between an engine modification with the current ET effect versus taking spinals or whatever. Most modifications I can imagine that change how a ship operates aren't all that compatible with the current slate of slots or cards that have it. How are expanded hangars or rapid launch bays not modifications, in the thematic sense? This is an odd rule used strangely.

I think it’s only used for balance rather than thematic reasons

Just checked it out in the armada fleet designs app and realized it actually corrects for it by graying out those upgrades when you select one. Lol I'd noticed that happen but never tried to build anything it would impact so was never affected. What a silly,obscure rule but i love this app for preventing me from unintentionally cheating.

36 minutes ago, dominosfleet said:

Just checked it out in the armada fleet designs app and realized it actually corrects for it by graying out those upgrades when you select one. Lol I'd noticed that happen but never tried to build anything it would impact so was never affected. What a silly,obscure rule but i love this app for preventing me from unintentionally cheating.

For what it's worth, Warlords will also yell at you if you try something like this.

5 hours ago, TallGiraffe said:

Armored Cruiser, Expanded Launchers, High Capacity Ion Turbines, Quad Battery Turrets, Redundant Shields, and Phylon Q7 Tractor Beams.

3 hours ago, dominosfleet said:

wow, i guess redundant shields was way too op before with all of the 3 people that took it. I've been playing this over a year now, have noticed the modification but never knew the rule. I'd suggest this was something they were going to do more with but just abandoned the idea if it wasn't for QBT just coming out this past wave and still having the modification keyword. This is probably a rule i would never call an opponent out on.

Maybe try some games with them and see if is overpowered. Though that would be a costly ship since modifications are already pricey on their own

8 hours ago, Muelmuel said:

Maybe try some games with them and see if is overpowered. Though that would be a costly ship since modifications are already pricey on their own

/sarcasm. Redundant shields are terrible

11 hours ago, Muelmuel said:

Maybe try some games with them and see if is overpowered. Though that would be a costly ship since modifications are already pricey on their own

This is the main reason I don't think the modification rule is that relevant. We have all seen beginner players load up all the upgrade slots on their ships and they don't fair well.

Sometimes upgrades can compliment each other and you get more of a bonus than the sum of their parts. You can however take it too far and you feel the hurt when the ship dies; or you end up spending even more on defensive upgrades to offset the high target priority and this can compound things even further.

15 hours ago, Visovics said:

I think it’s only used for balance rather than thematic reasons

I think you're right, but as others have noted, it's not like you ever find yourself torn between two modification cards and have a tough decision to make, so I'm not sure it's actually serving this function either.