Board Thread:Homebrew/@comment-31223609-20170206065827/@comment-454133-20171111075123

I love the look of the cards, but I do have feedback. I want to be clear that I'm offering feedback because you have put a lot of work into this and you've been playtesting, so I want to drop in my 2 cents about how to make sure this isn't ultra-powerful. I respect the effort, and want to help you improve.

I'm terrified of Overcharged Weapons and that dial.

The dial is too generous on the green given the features of your ship, and offers white sloops, which is crazy. This is something the Jumpmaster abuses, and which a lot of players really resent and won't want to see proliferate too trivially. There's nothing bad about the dial, and that's a problem: no downsides. 1-speed flips are not a problem once you learn them (the b-wing has 2-speed k-turns and they're regarded as an asset; jumpmaster has 2-sloops, one of which is white, and it's the best dial in the game). The only red on the whole dial is 3-turns. Such a generous dial shouldn't go on a ship with 7 health, 2 agility, 3 attack, boost plus slam, elite on every pilot, etc. SLAM combined with a reversal maneuver like a sloop or k-turn is also madness... the things that ship could do every round are amazing!

I do appreciate that flipping the title requires an action, which the newly errata'd Advanced Slam wouldn't allow. So they couldn't slam + flip their title, but it's still really good.

IMO the dial needs to be cut down a lot... either remove whole maneuvers, or redden a lot more of them, or both. Take a look at the K-Wing and Alpha-class Starwing, the game's two SLAM ships. Note what is or is not on their dial, and the total number of maneuvers etc. That'll be a strong starting point.



Overcharged Weapons really worries me too. Expertise would turn a double HLC shot into a nuke. First shot exhausts their tokens and chips with some damage, and 2nd shot carves deep. Then you spend a round recharging in a hit&run manner and you're good to go for another deep cut. This is   Corran Horn   on crack.

 There's a reason multi-attacking is so uncommon, usually only happening on a miss, or with other limitations like being attacked (giving players the option of when to incure extra attacks). Two ships doing that is a lot of power... to compare, you'd need 4 HLC ships to compete and they'd probably be more delicate, e.g. Scyks. Swarms tend to be worse than heavy ships because they can be more quickly picked apart, and you can't even field 4 scyks with Expertise + HLC in a 100 point game (and they're the cheapest cannon ship I could find), and Scyks can't slam etc. Your ships, in comparison are amazing.

I'm not sure how to fix the title, other than making the penalty cut deeper. Given that you're overcharging your weapons systems, the risk of   losing the upgrade or  taking damage   may be the way to go? (e.g. risk taking multiple faceup damage cards on a miss, or by rolling dice after using the ability)  It'd be thematic, and at least a start to limiting the power level. Alternatively you could limit it to cost 3 or even 2 and below cannons, the way the Alpha and TIE Defender limit the cost of cannons they can use for their titles. It's not so bad if they're firing an ion cannon and tractor beam, though there's still some powerful combos, such as Ion + Flechette.

 The ship may also simply be too cheap for all the things it can do, ranging from the title to the dial to the action bar and upgrade slots and stat line. It's just too good all around.



Lesser concerns:

"Odd ball" may border on too powerful given that he removes all stress tokens from both ships (or is it actually all of your ships?). But maybe not? Definitely needs its wording tightened though. We'd need to think about some of the ways that could be abused, and see if they're actually a problem.

Worth noting, rerolling is modification, so Seppen's ability could just read "When defending, the attacker cannot modify focus results", and that would have the same result.

So you're off to a good start, I like where it's going. Now it's time to limit those abilities a lot, compare to existing ships to get a sense of the power curve, and keep tweaking until it fits.