Should 7b be added to hyperspace?

By Boom Owl, in X-Wing

7 hours ago, Archangelspiv said:

Sense is too cheap and too powerful

I agree.

Also keep in mind the vast majority of its use cases have been to allow an i5+ list that would otherwise need to bid to move last, to pack in more jousting upgrades to dunk on lower init and still have options against other i5+s. My biggest problem with Sense is that its most useful on i5+ ships and is so cheap its essentially a Jousting Upgrade.

Cards like that might make more sense with an i1-i4 list wide restriction of some kind. Its very similar to Veteran Instincts in terms of what it enables and where its useful. It just helps the rich get richer.

Edited by Boom Owl
7 hours ago, Archangelspiv said:

Sense means you know where the enemy ship will be. As you rightly said it confirms what you thought. But what it also does in the hands of a skilled player, it tells them whether they need to barrel roll to block, or if they are fine where their blocker lands. All the while their generally 2 7b’s take up firing positions ready to unleash die on a token less ship. I don’t need to tell anyone how good relying on Green die makes you feel.
you don’t even need to spend force if it’s range 1. Sense is too cheap and too powerful in a scaling ruler of player skill.

I know what Sense does. What I was suggestion is that a skilled player doesn’t need it.

5 minutes ago, gennataos said:

I know what Sense does. What I was suggestion is that a skilled player doesn’t need it.

A skilled player doesn’t need it every round. There’s the difference. If they want to or need to ensure something, then they can. If they want to block something with a torrent, they can ensure it gets blocked.

19 minutes ago, gennataos said:

I know what Sense does. What I was suggestion is that a skilled player doesn’t need it.

Generally true, a skilled player will for the most part bring 2 i6s or i5s with a larger bid or other options for the i5+ Mirrors (including an i6 mainly).

The thing is Sense does occasionally become relevant as a correct choice in a list. Usually when it enables a sweet spot for Aces Jousting lower init lists at closer to 200 pts.

Its also really a significant card with how popular i6 ships tend to be. Including Sense changes alot about the i5 vs i6 matchup which tends to have terrible win rates unless you have a rear arc or multi arc ship or your own i6 to save for late game when theres are hopefully destroyed.

Sense does alot to mitigate the Ace v Ace moving first matchup.

There is an absolute limit to how much player skill can improve a 655 vs 665 matchup since movement order matters about as much as player skill in those games.

On net when Sense is a "correct" choice to bring in a list it tends to do alot more than just put pressure on other High Init lists. It frees lists up to add ordinance or other jousting upgrades.

End of the day the main reason Sense doesnt really matter is that within Ace Jouster Archetypes things are so cheap you genuinely don't need to use it if your willing to jump factions from point cycle to cycle.

Edited by Boom Owl

All I was saying is I didn't find it all that useful when I've used it. I also haven't found it all that threatening when used against me. /shrug

5 hours ago, Boom Owl said:

Cards like that might make more sense with an i1-i4 list wide restriction of some kind. Its very similar to Veteran Instincts in terms of what it enables and where its useful. It just helps the rich get richer.

It seems that most cards get vastly better with higher initiative.

Is it time that every upgrade is variable costed on initiative (when they aren't costed on something else)?

Edited by Skitch_
1 hour ago, Skitch_ said:

It seems that most cards get vastly better with higher initiative.

Is it time that every upgrade is variable costed on initiative (when they aren't costed on something else)?

Or simply cost high I more aggresively

3 hours ago, Skitch_ said:

It seems that most cards get vastly better with higher initiative.

Is it time that every upgrade is variable costed on initiative (when they aren't costed on something else)?

@LUZ_TAK pretty much sums it up.

I think fewer things should be priced by initiative, but higher initiative should often cost more on ships.

One example: Seasoned Navigator. I don't think it needs variable pricing. Just price it for 4 or 5 Init (so 6-7 points). The benefit of low-init ships getting it more cheaply doesn't really add enough, and there's just a minor spreadsheet in the points PDF. Just skip the hassle.

Some stuff like Supernatural Reflexes should scale hard, but for upgrades no one uses anyhow, it doesn't seem worth the effort to me.

I dread that we keep making the game more and more complex, and widespread init-scaling does exactly that.