The opportunity cost of force powers

By DerRitter, in X-Wing

So far we have seen some force powers (or talents) that look quite good: Sense, supernatural reflexes, instinctive aim. I have been wonmdering that while they all seem powerful, they requiere:

a) Replace the EPT slot (It's implied that force user do not have an EPT slot at all)

b) Spend a Force Point.

Now, normali using an EPT is something you do every time you can, so it's usually well spent points. On the other hand using a force power, even thought the seem more powerful than revelead EPTs, requires you to "loose" the normal dice mod provided by the force.

Now, while the force seems a very powerful tool, I belive we should keep this in mind while evaluating the real usefulness of force powers

what do you thing? are revealed force powers strong enough to compensate?

We don't know anything yet, I wouldn't be surprised if there are some pilots with EPTs AND Force Talents, and some with just Force Talents. As far as I know they have not boxed themselves into just have either/or.

Having both Force Powers and Talents seems like you’d be handing Force users too much action efficiency.

I agree that you have to consider the opportunity cost of using the Force charge on a Force Power versus using it to modify dice. It’s one of the fun resource management decisions of 2.0. But I also think there’ll be rounds where you don’t find the need to spend any Force tokens, leading to a chance to recharge your stockpile. I think Vader maxing our at 3 tokens is what makes him so scary: it’ll be hard to catch him totally mod-less. The Force tokens are immune to stress and blocking.

47 minutes ago, J1mBob said:

Having both Force Powers and Talents seems like you’d be handing Force users too much action efficiency.

I agree that you have to consider the opportunity cost of using the Force charge on a Force Power versus using it to modify dice. It’s one of the fun resource management decisions of 2.0. But I also think there’ll be rounds where you don’t find the need to spend any Force tokens, leading to a chance to recharge your stockpile. I think Vader maxing our at 3 tokens is what makes him so scary: it’ll be hard to catch him totally mod-less. The Force tokens are immune to stress and blocking.

I agree.

Not to mention the high tax on just having a force point to begin with. These things may be very powerful, but they will come at a great cost.

The cost worries me a little, you are paying for the force rating, the ps and the force power upgrade.

Don't get my wrong, I hope force users are both balanced and competitive. If someone breaks the meta better it to be Dark Lord or his son.

The thing about force is it doesn't take actions but it isn't as powerful as actions.

So you got some special abilities that are force, and then you got some special dogfighting abilities that is talent.

Yeah it sort of is the difference between missiles and torpedoes, the slots both do similar things but separating what ship it could go on was the main distinction. Now with slots also being adjustable in case point scaling is not enough the segregation seems a little redundant.

Lower force rating characters, like Ezra, will lose their pilot ability if they use a force ability. This also happens if you run out of your force points during game, and you need to spend the force tokens for your Talent.

It would make sense to add normal Talents as well. If priced well, it could be fine, especially with Force being relatively limited, and not extremely powerful by nature.

I think this is a great way to keep powers segregated. How many times were people ticked when a single pilot benefitted too much from an ept or weapon, yet everyone else was fine with it, and they nerfed it because of the 1 broken pilot? I think even more needs done but this a step in the right direction. It helps to keep combo’s down at least a bit. “Combowing” needs to die in a raging fire and never come back.

Well just want to throw out the old 'they can mod the points' spiel. I mean if they find force users not being used then they can lower the cost or even give them EPT slots, or conversely if they are too dominating then they can rein them back in by increasing their cost, just one of the good things about 2.0 which will hopefully reduce powercreep or at least help stave it off for a while.

Based on the Maul reveal, we're also going to see both Light Side and Dark Side powers. Presumably Rebels get the Light Side stuff, and Scum & Imps will get the Dark Side. Maul is the wild-card, as he's an upgrade for both Rebels under Ezra as well as Scum. If they're truly giving you everything you need in a pack, then he'll come with both conversion kits, which means you'll also need the Dark Side powers for Rebels.

1 hour ago, Commander Kaine said:

Lower force rating characters, like Ezra, will lose their pilot ability if they use a force ability.

Unless it's Sense. Sense could well be very good with the right list.