Talk:Adaptability/@comment-27797408-20161103151936/@comment-454133-20161103155051

Quick note: The flak cannon seems like it would be overpowered. That kind of area damage is currently limited to single-use weapons like Assault Missiles, various timed Bombs, and Dead Man's Switch. However, you might decrease it to 2 dice and say on a hit, roll a die for each other ship at range 1, and on a hit deal 1 damage to that ship? Not sure how to best balance it.

However, questions of specific balancing aside, I really like the idea of a dual-sided weapon card for a secondary that's very dynamic in how it can be used, and you have to choose which side to equip when you place the ship.

Another idea is to have an upgrade card that lets you equip two different missiles/torps/bombs/etc at half their combined cost; when you place your ship, you discard one of them (and all tokens on it, in case of Extra Munitions)).  This way you could bring both Assault and Homing missiles to the battle, for example, and choose which one to actually deploy when you see your opponent's fleet.  The upgrade could fill a title, torpedo, missile, or systems slot; not sure which is best.  You could also limit it to a specific ship, the way Bomb Loadout is limited to Y-Wings.

Rapid-Loading Missiles [missile slot, cost 2]: Limited. Equip two different additional missiles to this ship and place them under this card. Reduce the combined squad cost of those upgrades to half, rounded down. When you place this ship in the play area, choose one of those cards and discard it and all tokens on it, then discard this card.

(something like that)

Though I don't know how much FFG or players would like this. Not knowing what your opponent is bringing and having to swallow/mitigate the risk is an intentional part of the game, and many fleets are designed with the hope that they can exploit the opponent's expectations. An opponent that's focused on massive single-target damage and ioning may not be thrilled to see a swarm fielded on the other side of the table, but he had to take that risk to field such a potent fleet on his side, and it's part of the game's balance. That said, maybe it's not as important as I imagine.