There's a million of these threads. That's ok. I want one for myself and the best ideas I've heard.
Its blindingly obvious that power creep in the last few waves has run completely rampant. New ships are basically non-sensically more mobile, defensible or hard-hitting than older ships. This is probably the last time we can curb it before the game simply gets out of hand.
THE WORLD CHANGER:
Generally, everything with 4+ upgrades, 9+ health, repositioning, 180+ degrees of firing, regen, extreme upgrade synergy, auto-damage, on a large or fat-small base needs a nerf down to normal power levels.
Each ship can only equip 4 upgrades. Titles are exempted if they do not provide any positive bonuses except: Adding slots and/or changing point cost.
Ex. Virago and Vaksai do not count towards the 4 limit. Starviper mk3 and the Ghost title do. Assigned conditions do not count towards the limit either.
Large Base boost - When executing a straight boost, place the 1 straight on the side of the nubs and boost by the shorter distance of the template. When executing a slight or hard turn boost, place the template at the front of the ship opposite to the direction of the boost, and place the ship so that the back far corner contacts the template.
Handles ships:
Scurgg
super Miranda
Falcon
Dash
TARGETED BOMBARDMENT:
Specific nerfs. Keeping these ships viable, but removing extremes.
Gunboats/Imps/
Harpoons
: Spend TL to attack.
VCX/Phantom
: Phantom Title changed to at the end of turn, the docked Phantom (has no mods) may make a turret attack.
Sheathipede
: Remove EPT slot. Can only fill astromech OR crew.
Auzituck
: An opponent may choose a reinforce token as if it was an evade token for the interactions of their abilities and upgrades.