Post by drspendlove on Apr 30, 2020 11:22:48 GMT -5
Let's set aside the Twitch Surge hard counter to escaping.
Let's compare Navigation Modules versus ECCM, rank for rank.
ECCM 1: +6 Escape Strong Dice, +3 Void Resist
Nav 1: +5 Escape Strong Dice, +2 or 1 Defense Strong Dice
ECCM 2: +7 Escape Strong Dice, +6 Void Resist
Nav 2: +6.5 Escape Strong Dice, +3 or 1.5 Defense Strong Dice
ECCM 3: +8 Escape Strong Dice, +9 Void Resist
Nav 3: +7.5 Escape Strong Dice, +3 or 1.5 Defense Strong Dice
ECCM 4: +9 Escape Strong Dice, +12 Void Resist
Nav4: +9 Escape Strong Dice, +4 or +2 Defense Strong Dice
Minor ECCM advantages: 10% Cheaper in general. Has Ship Ops which can help with Deep Space Rolls (but require Ship Ops crew)
Minor Nav advantages: Better Accuracy, Better Range Change at long range, Better Nav/Elec Saves, Fuel Efficiency. Doesn't require being friendly with De Valtos for Rank 4.
Both share the same mass/slot-size.
Unless you're bonkers for the secondary effect of some void resist, the ECCM is WAY worse than the Navigation Module. At Rank 4 they give the same escape odds but Nav4 boosts defense notably along with other things.
Suggested ECCM progression:
Lower Mass cost to 100. (I realize this makes them more fragile, but I think the overall ship economy would stand to gain.)
1: Change +4 Escape Bonus to +6 (for a total dice pool of 8 Strong), Add +5% Escape (to the entire pool. Like a Defense Matrix but for Escape.)
2: Change +5 Escape Bonus to +8 (total 10 Strong), Add +6% Escape
3: Change +5 Escape Bonus to +8 (total 11 Strong), Add +7% Escape
4: Change +6 Escape Bonus to +9 (total 12 Strong), Add +7% Escape, +1% Shields
This would make them more attractive to fit into a ship due to mass cost, would make them clearly superior for escaping on a one-to-one mapping with Nav boosters, and would give them serious stacking potential with the larger pool and the % bonus. 1% Shields as a minor bonus for the De Valtos exclusive would sweeten the deal a little bit.
Let's compare Navigation Modules versus ECCM, rank for rank.
ECCM 1: +6 Escape Strong Dice, +3 Void Resist
Nav 1: +5 Escape Strong Dice, +2 or 1 Defense Strong Dice
ECCM 2: +7 Escape Strong Dice, +6 Void Resist
Nav 2: +6.5 Escape Strong Dice, +3 or 1.5 Defense Strong Dice
ECCM 3: +8 Escape Strong Dice, +9 Void Resist
Nav 3: +7.5 Escape Strong Dice, +3 or 1.5 Defense Strong Dice
ECCM 4: +9 Escape Strong Dice, +12 Void Resist
Nav4: +9 Escape Strong Dice, +4 or +2 Defense Strong Dice
Minor ECCM advantages: 10% Cheaper in general. Has Ship Ops which can help with Deep Space Rolls (but require Ship Ops crew)
Minor Nav advantages: Better Accuracy, Better Range Change at long range, Better Nav/Elec Saves, Fuel Efficiency. Doesn't require being friendly with De Valtos for Rank 4.
Both share the same mass/slot-size.
Unless you're bonkers for the secondary effect of some void resist, the ECCM is WAY worse than the Navigation Module. At Rank 4 they give the same escape odds but Nav4 boosts defense notably along with other things.
Suggested ECCM progression:
Lower Mass cost to 100. (I realize this makes them more fragile, but I think the overall ship economy would stand to gain.)
1: Change +4 Escape Bonus to +6 (for a total dice pool of 8 Strong), Add +5% Escape (to the entire pool. Like a Defense Matrix but for Escape.)
2: Change +5 Escape Bonus to +8 (total 10 Strong), Add +6% Escape
3: Change +5 Escape Bonus to +8 (total 11 Strong), Add +7% Escape
4: Change +6 Escape Bonus to +9 (total 12 Strong), Add +7% Escape, +1% Shields
This would make them more attractive to fit into a ship due to mass cost, would make them clearly superior for escaping on a one-to-one mapping with Nav boosters, and would give them serious stacking potential with the larger pool and the % bonus. 1% Shields as a minor bonus for the De Valtos exclusive would sweeten the deal a little bit.