Should Supernatural Reflexes have a variant cost based on IN?

By Commander Kaine, in X-Wing

3 minutes ago, HolySorcerer said:

FFG needs to make her into a pilot. "You may make more than one bonus attack per round"

She would need to be better than that, with the Bomber's red reload, that seems like a once per game trick.

What if she got the cluster ability on all missiles? Make her kinda expensive, and is balanced off that.

IN 4

1 regenerating charge

After you perform a [missile] or [torpedo] attack, you may spend 1 [charge] to perform the same attack as a bonus attack against a different target at range 0-1 of the defender, ignoring the [lock] requirement.

So she could doubletap at 2 different targets with any torp or missile. But she still couldn't hit 3 people with cluster.

Seems pretty nice.

5 hours ago, Commander Kaine said:

I think you are getting it mixed up. Higher IN pilots would pay the same, lower IN pilots would pay less (because they get less of a benefit).

About being taken into account... I'm not sure. It can't be fair on all price levels, because it provides different levels of benefit for different pilots. Either low init pilots pay too much, or high init pilots pay too little.

With your argument, we could disregard all variable upgrade costs, because the price of ships already takes their stats into account.

The variable costs are currently based on the ship size and agility, which are standardized costs for each individual ship. Initiative is different for each pilot, so there has already been an expense paid for a lower or higher initiative, which is why a standardized price for Supernatural Reflexes makes sense. There has already been a points calculation so there's no need to add another one.

Your concern seems to be that low initiative ships are paying too much for this upgrade - I don't feel that to be the case at all for the reasons specified, plus, I feel that extra repositioning action still provides great effect, both vs lower init pilots and even higher init pilots (for blocking or even surprise maneuvers). It's fairly costed as of right now. If they change it in the future I'm sure they would change advanced sensors as well, but both would still be equivalently priced (2:3 ratio). Might as well lump afterburners in there as well. It's another repositioning tool and costed the same as advanced sensors.

43 minutes ago, Bad Idea Comics said:

The variable costs are currently based on the ship size and agility, which are standardized costs for each individual ship. Initiative is different for each pilot, so there has already been an expense paid for a lower or higher initiative, which is why a standardized price for Supernatural Reflexes makes sense. There has already been a points calculation so there's no need to add another one.

Your concern seems to be that low initiative ships are paying too much for this upgrade - I don't feel that to be the case at all for the reasons specified, plus, I feel that extra repositioning action still provides great effect, both vs lower init pilots and even higher init pilots (for blocking or even surprise maneuvers). It's fairly costed as of right now. If they change it in the future I'm sure they would change advanced sensors as well, but both would still be equivalently priced (2:3 ratio). Might as well lump afterburners in there as well. It's another repositioning tool and costed the same as advanced sensors.

Buying an extra agility on a 4 health ship has a different value than buying it on a ship with more health, yet it costs the same if their agility matches.

29 minutes ago, Commander Kaine said:

Buying an extra agility on a 4 health ship has a different value than buying it on a ship with more health, yet it costs the same if their agility matches.

If you're referring to Stealth Device, its value isn't tied to the ship's health because it goes away after one hit anyway. A ship with 10 health doesn't actually get any more benefit from it than a ship with 4 health.

8 hours ago, Commander Kaine said:

Buying an extra agility on a 4 health ship has a different value than buying it on a ship with more health, yet it costs the same if their agility matches.

That's because the FFG math model uses Agility as a standard and not health. That's obvious from the way they costed extra hull, shields and stealth device. Initiative is not fixed - it is already a variable for each pilot, hence the upgrade in question is fixed. It's that simple. Points systems work best with few moving parts. You're talking about tacking a variable value onto a variable value. That's complexity for no good reason. If it turns out low initiative pilots aren't fairing well, they'll drop the cost of all pilots of a lower initiative, not of an upgrade that you deem isn't as useful on them (which, again, I do not agree with).

Quite frankly, low nit force users should be taking heightened perception anyway - get the drop on nearly all targets. That's a force ability designed specifically for them. According to your math, that upgrade should cost less on a high init pilot and more on a low init pilot (the reverse of supernatural reflexes). That's the type of complexity you're talking about, which makes no sense - initiative is the variable value, not the upgrade cost.

Edited by Bad Idea Comics
5 hours ago, Bad Idea Comics said:

That's because the FFG math model uses Agility as a standard and not health. That's obvious from the way they costed extra hull, shields and stealth device. Initiative is not fixed - it is already a variable for each pilot, hence the upgrade in question is fixed. It's that simple. Points systems work best with few moving parts. You're talking about tacking a variable value onto a variable value. That's complexity for no good reason. If it turns out low initiative pilots aren't fairing well, they'll drop the cost of all pilots of a lower initiative, not of an upgrade that you deem isn't as useful on them (which, again, I do not agree with).

Quite frankly, low nit force users should be taking heightened perception anyway - get the drop on nearly all targets. That's a force ability designed specifically for them. According to your math, that upgrade should cost less on a high init pilot and more on a low init pilot (the reverse of supernatural reflexes). That's the type of complexity you're talking about, which makes no sense - initiative is the variable value, not the upgrade cost.

Very well stated.