"Boy, that escalated quickly. I mean, that really got out of hand fast."- Ron Burgundy
Thinking aloud, on little sleep.
Of all the things 2.0 has brought us, which has been far more good than ill, the one fundamental choice that is perhaps most confounding is the intended glut of Initiative 5 pilots. They filled up quickly. This inverted "All Meets One Size" approach has certainly had the most warping effect on two significant facets of the game; squad building, and bidding. In throwing so many pilots into this band, alongside the compressive effects of pilot skill reduction, the designers have placed much of the future ship ace design space within considerable constraint. With barely 5 months and 2 waves underneath us, it isn't unreasonable to ponder how this is going to affect the game long term. Will platforms that can't offer a mix of I5s and who may or may not have expensive I6s be viable? What's to be expected in how this might all shake out?
THE GOOD
Initiative pricing potent upgrades is a start. It's already having an effect on Force users like Kylo, Luke, and Vader. It also is helping future proof the incoming Jedi from the Republic a bit. The slope is tricky, however. FFG is going to ensure the new faction sells but if we're barely seeing Luke, Grand Inquisitor or Kylo in the future due to cost and the incoming efficiency / high health meta, it could be tough to balance properly the few to allow factional viability for all. Perhaps more upgrades being priced by initiative can weed down the temptation to field 4 Resistance init 5 pilots and the like. Even 1 point upgrades like Crack Shot or Marksmanship are better values on an initiative 5 than a 3, for example. Of course, frequent points updates can allow for more fine tuning. The upside is out there.
THE BAD
Squad selection where I5 Aces represent the best option invites counters either in pure efficiency/ high health lists hoping to capitalize on ship count, (3.5 to 4 is trending upwards a bit more it seems in 2.0) an Init 6 Ace plus mini swarm, or the three Ace build which might mandate a couple of 5s still need to go with a 6. So it stands to reason that low benefit chassis pilots at I4 are the least represented in the game. (TIE Phantoms, IG Aggressors notwithstanding.) It's might be why lists containing such as Inferno Squadron, or low health swarms in general, have yet to break open.
THE UGLY
I4 is purgatory for the most part. Mace Windu flip flops. Grievous I4 being a huge liability and rendering his ability moot. Large ship pilots like Asajj, the YV-666 I4s, non factors. Fragile chassis that have I4 aces as their ceiling, such as the Rebel A-Wing, the TIE Aggressor, or the scum Z95, are they already obsolete?
IDEAS TO DILUTE THE I5 TOP HEAVY ISSUE
No one probably wants to see Veteran Instincts come back. It had a corrosive effect on the game and became indispensable. Maybe if it was allowable only on generics? And maybe it gave them a ceiling increase of 1, or had them at initiative 7 during the Activation phase only? Give it 2 charges or something?
I6 is an obvious answer. Han in both factions can prey on those I5s pretty well. Quickdraw is being held back a bit by the high health efficiency lists. Where's Dengar when you need him? He sure could keep them in check. Those B-Wing aces are pretty good though even at I4. They might open some doors.
It's certainly going to be intriguing to see how the game evolves with all of these I5s in the mix. There's just so many of them already out there. I guess in summary, I'd like to see them knocked down a peg or two. I'll try some more I4s. See what else is out there.
Thanks for reading!
Edited by Cloaker