Post by drspendlove on Oct 20, 2020 13:39:11 GMT -5
Inverter Storage Hold
Medium Slot 210 Mass (Down from 325 Mass) +4 Ship Ops (up from +3 Ops) Stores 25 Cargo, -3 Range Change Cost $64k (Up from $42k)
Requires Starport 8+
Give an interesting cargo option to captains that don't mind letting the opponent dictate their position, or are so confident in their own range change that they'll drop 3 strong dice for a 115 mass savings. Note that this is a significant mass reduction but the medium slot storage needs some love as they aren't very attractive yet.
The new comp offers void specific damage boosting that will only work with railguns and torps. It reduces critical hit chance which is both a drawback and a blessing. Total damage isn't helped by a lower critical chance, but proportional component and crew damage IS helped, increasing the odds of disabling a ship rather than cracking a hull as void damage doesn't benefit from critical hits. Note that it doesn't impact Jump Cost and has a bit more gunnery benefit for accuracy than the ISM. It's also slightly cheaper. However, it lacks a single electronics die compared to ISM. Finally, the final tier gives a minor themed bonus to void resistance which is a small defensive perk for a faction-locked component.
Last Edit: Oct 21, 2020 10:37:08 GMT -5 by drspendlove: Void boost was STILL too strong
Post by drspendlove on Oct 21, 2020 10:05:27 GMT -5
(Image has a 19% discount)
Hazard Fuel Tank (tier 4), De Valtos faction locked Cost $38k 130 mass/small +5 Ship Ops, +2 Navigation Adds 36 Fuel Capacity, +12 Radiation Resist, 3% Reduction in crew/ship damage from radiation and ion storms. (Stacks with no limit)
Gives no electronics, no armor, no void resist. Has almost the fuel capacity of a tank 4 but at a higher price and higher ship ops (which is both blessing and curse.) It does have a strange tradeoff for navigation, which would be unique to it for a fuel tank. It is also slightly larger than the other fuel tanks, which is mostly a detriment. It has strong radiation resist and gives a unique mitigation for radiation and ion storms. The lack of a jump cost could make this an appealing alternative to the AM option.
Comes with a large spike in jump cost, a slight but meaningful edge in mass reduction, a decent increase in price, a single point more of ship ops (good and bad), and a minor armor bonus. To be competitive with the Mass Reducer series which gives some seriously helpful dice pools (electronics AND piloting without increasing reliance on crew dogs at all!) we need the extra mass reduction difference that a fifth, pretty linear entry in this series represents. But the jump cost going up by 3 will be concerning to small ships trying to run a lean operation. But if they want that extra 15 mass to squeeze in their optimal build, and they only have a small slot to spare, this may be their option... supposing they're friendly enough with Javat.