1 hour ago, Hiemfire said:Done.

1 hour ago, Blail Blerg said:Reminder also that empty upgrade slots are always worth 0. That's a rule we've learned to not mess with over history - its gotten soooo many ship's balance wrong over the years. If they aren't worth 0, which in some cases is true and live in 2.0, the upgrades themselves are generally cheaper than they should be.
25 minutes ago, Kleeg005 said:I get your point. They *used to* pay - and I'm thinking mostly about Scyks here, as a Scum main. Scyks used to be more expensive - they effectively paid a tax for that hardpoint slot. And they never saw any table time because at that price point they couldn't reliably recoup their cost before being destroyed. *And* that was before you loaded them up with any kind of secondary weapon. Now that they are cheaper, now that the hardpoint tax has been removed, you do sometimes see them, albeit frequently naked, or at most with the cheapest option for a load-out. The expensive, truly effective munitions are still not used because a Scyk is still liable to be one-shotted off the board before it can deliver its payload.
I think there's two parts to the equation... A tax on slots seems potentially fine... if it's deliberately offset with a rebate on upgrades.
Most upgrades don't have those rebates.
1 hour ago, Blail Blerg said:I wish we had this in the system. That's clean and makes a lot of sense.
Also mathematically it can make a lot of sense too: sometimes adding certain upgrades really doesn't improve the value from the chassis as much as the actual cost.
Reduction values (Payload X) though should be variable and done on the app, not printed.
I'd probably make them an upgrade card/ex-"ship-qualities" at this point, just to make things easy.
Personally, I'd put such keywords as a line-item on the points charts.
There could theoretically be a bunch of them.
- Elite: Talents reduced
- Spacious: Crew and Gunner reduced
- Droid Interface: Tactical Relay and Astromechs reduced
- Advanced Avionics: Sensor and Tech reduced
- Customizable: Illicit and Modification reduced
- Laser Reroute Circuits: Cannon and Turret reduced
- Extra Munitions: Torpedo, Missile, Payload reduced
It'd add an interesting balance lever, too. If they felt TIE Fighters or A-Wings couldn't be buffed in base price, they could get Elite for cheaper talents. Maybe B-Wings get Advanced Avionics, to allow them to afford the Advanced Sensors they'd love, but which can't be priced too low, due to abuse on other ships (but also FCS and Passive Sensors play nice with the S-Foils title or Torpedoes).
Arguably, that'd be too many levers and dials they could toggle and turn, but it'd be interesting.
1 hour ago, Blail Blerg said:Look, the K-wing doesn't look right: for 4 more points you get the Arc? no way.
Reminder that 3 attack dice is priced a LOT higher than 2.
ARC to Scum YT-1300 is a comparison that comes out a lot better for the ARC, IMHO.
43 minutes ago, Kleeg005 said:Back to the matter at hand: the HMP Gunship. I went back to the original article spoiling the ship (Jan8!!!). I had forgotten that the card spread shows a Cannon upgrade and a Bomb upgrade as well as the Missiles. Wow. This things has got some tools! I fear that it will be pricey given our above discussion, but given that statline maybe it will be okay? And the Repulsorlift Stabilizers config.... So much possibility! I will probably pick up a couple, to start.
I kind of wonder if all ships will have all slots... more than other factions Separatists have a lot of pilots who don't have the same slots as the others in the same ship.
