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Post by tarquelne on Jun 5, 2019 8:15:20 GMT -5
When I made my first specialist spy-ship I was excited to get the armors that protected against crew and ship damage from the card game, a fuel scoop, and a +Intel scanner.
Once I had them, the Scanner seemed worth it - the reward component - but I quickly realized how seldom I failed the rolls the armors protected against, and how minor that damage generally was. I’d say the damage mitigating components were making an insignificant contribution. (The same thing goes for all the ops.)
The fuel scoop was better, but I think I was better off with a fuel tank, which also extended travel range. Before the scoop could really pay-off I was ready to move on.
So: I suggest boosting the non-reward Ops components in some way. I’d prefer making the Ops rolls tougher and more damaging when failed - making the components effectively more useful.
Another (less punishing) route would be making those components quite a bit lighter. They’d still take up slots, but they’d offer the possibility of freeing up mass for heavier components or buying-off a Mass component.
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Post by drspendlove on Jun 5, 2019 8:17:28 GMT -5
Yeah, I agree with the general thrust here. We should probably have component by component suggestions though. Lemme see if I can identify one today.
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Post by drspendlove on Jun 5, 2019 8:23:03 GMT -5
Hmm, it looks like they all give armor, fuel, shielding, etc bonuses already.
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Post by tarquelne on Jun 5, 2019 10:28:04 GMT -5
Very true - I guess I’d generally like to see more, since I think the primary purposes are so infrequently called on due to successfull saving throws. OTOH, I see the Ir. weave, while not giving nearly as much Armor as an Armor-component, is already lighter and doesn’t have a jump penalty. Perhaps I think of it more as light armor with a bonus ability.
(Edit: Thulen Fuel Scoop 4 vs Fuel tank 4 - A 10 Op run, at 3.x fuel saved each, would see you as well supplied with fuel as the tank, plus save $ and some mass. That’s pretty good!)
Maybe my suggestion should really focus on, “Make the rolls more difficult and punishing when failed.” I want to say, “Dang, I should have got the armor.” Hmm ... and could tougher rolls lead to more fuels use per “card hand”? (“Dang, I should have got the scoop.”)
Where aim coming from: Ops-wise, IME the only concern is combat - the incidental damages/costs can be shrugged off. At least for Patrol, Blockade, and Spy. Black Market has some nasty non-combat out comes, and I’m not sure about salvage - compared to Xenos chewing thier way on board nothing seems bad.
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Post by fallen on Jun 5, 2019 10:37:26 GMT -5
tarquelne - thanks for the suggestion. I think the best answer here is that these rolls need to be more punishing Then you'll want the armor! Generally, due to the ability to soak them with saves, they are usually dodged before the component takes effect.
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Post by tarquelne on Jun 5, 2019 10:43:51 GMT -5
tarquelne - thanks for the suggestion. I think the best answer here is that these rolls need to be more punishing Then you'll want the armor! Generally, due to the ability to soak them with saves, they are usually dodged before the component takes effect. I edited post above before seeing this - those components are likely better than I was giving them credit for - but, “Yay.” Make it hurt.
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Post by fallen on Jun 5, 2019 11:08:51 GMT -5
Yes, I think their side-stats are compelling but their unique benefit is not big enough.
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Post by Cory Trese on Jul 30, 2019 13:30:44 GMT -5
These components are now more effective.
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Post by grävling on Aug 4, 2019 11:29:38 GMT -5
These components are now more effective. And a good thing too -- yowie, I just went exploring in a brand new starter ship galtak, and ow ow ow did we get hurt! Problem playing on a friend's device set up for automatic updating. Apply caffeine, go read releasenotes ... so that's what happened ...
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Post by fallen on Aug 5, 2019 9:58:24 GMT -5
Be sure to have a few Saving Talents ready ;P
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