Hopefully 200 points = the end of zero point cards?

By HanScottFirst, in X-Wing

4 hours ago, Azrapse said:

Exactly. I don't see how Jamming Beam could cost more than the opportunity cost of not equipping any other cannon. It is a solid 0 points card.

Remember FFG handed us plenty of stupidity in 1.0 with a 4 pt BT, 1 pt munitions failure and Fel’s Wrath. Only this time they can change point costs so I guess that’s better.

12 minutes ago, GrimmyV said:

Remember FFG handed us plenty of stupidity in 1.0 with a 4 pt BT, 1 pt munitions failure and Fel’s Wrath. Only this time they can change point costs so I guess that’s better.

Or 2 points R3 Astromech, that was so bad it should actually been costed -5 dollars and an apologize.

5 hours ago, Azrapse said:

Exactly. I don't see how Jamming Beam could cost more than the opportunity cost of not equipping any other cannon. It is a solid 0 points card.

Jamming Beam is overcosted at zero points.

5 hours ago, Azrapse said:

Exactly. I don't see how Jamming Beam could cost more than the opportunity cost of not equipping any other cannon. It is a solid 0 points card.

Jamming Beam is overcosted at zero points.

Edit: it's so true I had to say it twice.

Edited by HolySorcerer
On 6/17/2018 at 3:57 AM, Dunderwood said:

Score to Settle / Debt to Pay

Best card in the game, you mean?

I'm still going to disagree with everyone saying that configs should be 0 because they are "built-in" to the ship.

They certainly could be but assuming their cost will always be built in is limiting to design space.

The configs we've seen so far MIGHT all be 0 because they aren't significant upgrades. Later configurations arguably could be more significant.

Others mention opportunity cost of equipping upgrades in a slot. There's no opportunity cost for the T65 since it has only one possible upgrade in this slot and very little for the gunboat since it has only two and they have similar functions.

All this to say, I'm expecting the configurations we've seen so far to cost 1 point (maybe 2 but 1 seems more likely) and future configurations to potentially cost more, depending on their function.

As an example, if they come out with a configuration for the T65 to represent the Stealth X and it gives the T65 a cloak action without restrictions, then I expect that to cost more than the configs we've seen so far.

If they follow the established pattern, zero point upgrades will cost double in 2ndE.

;)

1 hour ago, PanchoX1 said:

If they follow the established pattern, zero point upgrades will cost double in 2ndE.

;)

NICE. :D I love math humor.

Re: Configs - these are absolutely 0 cost as they shouldn't be optional - they just require a flippable card, otherwise they'd be on the ship's card as standard. They've tried to do this with other ship abilities (Adaptive Ailerons, etc). What I don't know is if these will use up a Mod slot or if they're considered something separate (is there a Config slot?). I know the new X-Wing has two Mod slots, but if one of those is always S-Foils then it really only has one, which is fine, but that's more convoluted than I'd like. Of course I really have no idea why an X-Wing would have two Modifications to begin with - same goes for Squints - so it all gets a bit confusing to me from a design standpoint.

I hope they get rid of anything 0 pts. If it cost nothing then it was worth nothing - I don't care about trade-offs or circumstantial abilities - make upgrades UPGRADES. Guidance Chips were added because you had to spend your target lock to fire missiles/torps, which made them less accurate. This problem is resolved with 2E, so there's no need for that 0pt card. Trick shot is certainly worth at least 1pt in 2E - likely more, considering it can actually be an effective tactic (red dice are better than green dice).

56 minutes ago, Bad Idea Comics said:

is there a Config slot?)

Yes, there is. Configurations go in their own slot.

There are a few different kinds of 0 point cards

Fix cards - Cards designed to correct a game balance problem. I suspect this is what the OP was thinking about when he made the thread. Hopefully these will go away entirely.

Drawback cards - These are cards that provide a minor bonus, but also come with a potential penalty. Frequently taking the form of a risk/reward gamble. We’ll probably still see some of these, but they shouldn’t be common and will most likely only appeal to casual players.

Flip cards - Like s-foils and pivot wings, cards whose effects can change during play. These are meant to be always equipped, but the need to flip the card requires it be separate instead of just baked into the ship card. We will probably see a lot more of these, whenever it makes sense for the ship, as they are trying to make the game more cinematic and these really hammer home a ship’s theme.

Configurations - Different from flip cards which will typically also go in the config slot, these cards essentially turn one ship into a different, similar ship. They will probably do a lot of adding and removing upgrade slots. The gunboat configs (I think, I don’t actually remember what they do) and if it still exists the TIE shuttle would be this. We’ll probably see some of these, but not many since I don’t think there are many ships that make sense to be reconfigured so extensively.

That should cover all the different reasons a card might be 0 costed, though, of course, there might be some cards that fit those categories that DO cost point.

Edited by Forgottenlore
16 hours ago, Azrapse said:

Exactly. I don't see how Jamming Beam could cost more than the opportunity cost of not equipping any other cannon. It is a solid 0 points card.

Yeah, Jamming Beam was one of the first to come to mind as a possible zero-point upgrade. The fact that it's both short range and deals zero damage in place of an actual attack are already a steep enough cost.

Same goes for Targeting Scrambler, as the price you're paying is the Weapons Disabled token.

Courier Droid might also fall into this category, as it's a card that has zero effect after setup.

6 hours ago, PhantomFO said:

Yeah, Jamming Beam was one of the first to come to mind as a possible zero-point upgrade. The fact that it's both short range and deals zero damage in place of an actual attack are already a steep enough cost.

If it was just that I would be fine paying 1 or 2 points.
It's the change to jam tokens to be discarded at the end of the round what makes this weapon useless to equip on low initiative ships (and who wants a non-damaging weapon on a more expensive, higher initiative pilot?). It's only effective in squads that have many ships at the same initiative, and in particular versus Reinforce ships. That is way too situational to be worth many points.