TL:DR - Unlimited missiles are a cool idea, but should be hardpoints. The DP20 should have more hardpoints and energy than the CR90 but no cargo and less crew/teams.
Thanks for your TLDR but I'm a reasoning person and as such I get reasoning.
Before I respond to your points I'm going to come at you from the opposite angle.
I reinvisioned this set of cards because Alberto's (MelMini) version,
with 2 more hull than the CR90 overall (16 vs 18), made no sense to me.
The Nebulon B Frigate is supposed to be a least double the size of the CR90 Corvette
and I had to have a card the showed that aspect and that also made sense to use in that
it was considerate of the comparison of the features of both starships, not just a big miniature.
When I started designing a card for the DP20 Gunship was considerate of scale in all areas:
It is a physically smaller ship so less
hull, it has three times more armament so more hardpoints.
There were people who had their say and then lost interest because I settled on having
11 weapon upgrades.But since then I've backed away from linear ratios and worked
with a reformulation to get where I am at with the weapons. So to the criticism that
the DP20 is better than the CR90, I'd say that the ship is better in just about every way.
With the stats/specs I used for comparison aside from physical size, the DP20 is a superior ship.
If your main goal is to design a ship that costs the same amount of points
for the fore section and the aft section so that both ships are 90 points,
then your design is going to look very different from what I set out to design.
I've been considerate of game mechanics, but I think that matching points in
squad building takes care of whether things are balanced.
I set out to design a ship that was an equal translation, similar formula,
for a representation of the ship in game terms, not for another 90 point ship.
I will admit that I have struggled to decide what would be fair in representing
the difference in such things as ship's personnel. If you include the dedicated
gunner crew then the DP20 could have three times the crew of the CR90.
So again, the CR90 looks like it could have more crew because of it's size
but one configuration has it at 30 people, while the DP20 is at 91 people.
On the other hand the CR90 could have up to 600 passengers and
also ten times the cargo space. But what are these? Aside from the
the Huge ship upgrade cards that say "GR75 only" those upgrade cards
are just systems, and the passengers are not at all the same as crew cards
so the DP20 is the ship that should have more crew and team upgrade slots.
You're assuming the "CR90 gets cargo because all its fluff talks about
how modifiable it was" but I don't equate a few specialty systems that the
cargo upgrades represent to necessarily represent that modifiability
of the starship translated into game terms.
For example, where is the upgrade that represents 600 passenger
liner version, or for that matter the troop transport version,
or cargo freighter version or the light fighter carrier version?
If you really believe your own reasoning about the DP20 being a
dedicated warship, then ask yourself what are most of the cargo
upgrade cards and team upgrade cards about, aren't they about
combat? and why doesn't that fit a warship? Just as the game
mechanics, although some only indirectly, are about combat,
You'd have to convince me that a warship wouldn't do it, though
I could see restrictions being made for the odd one like the
Tibanna Gas Supplies because it is literally cargo, but the
rest are ships systems which any warship might also have.
I would assume they used the term Cargo for the upgrade slot
simply because the term System was already being used.
Having zero upgrade slots for the those cards didn't make sense
to me so I added one for this version, but I can see maybe some
sort of damage/combat effect upgrade restriction being reasonable.
I don't disagree with you about a specific missile "hardpoint upgrade,"
but I don't see it as worthwhile to start over when the game designers
keep adding unique missiles to the game that would work just as well.
In other words, if I can make regular missile slots work, then it's worth
the variety and I don't mind dropping to side arcs from turret arcs.
Maybe ease up on your use of the term "gazillion" (lol) as the thread
has been pretty transparent about the stats being quantified/translated
fairly while sill trying to be accurate/true to what the ship is. I don't know
of any ship in the game that is supposed to have 46 dedicated gunners.
I also think the aft primary weapon turret is a serious threat, but it
accurately represents the threat that the DP20 Gunship is and
I won't be backing away from that part of the design mechanics.
I was using the GR75 maneuver dial with +2 energy per maneuver
for the difference between the CR90 and the more powerful DP20
but that does seems just a little bit too much and it would bring it
down in points to have that lowered along with the cost to reload missiles.
I'll go back to playtesting now, thanks.
Edited by gabe69velasquez, 18 November 2014 - 12:11 AM.