I saw a post a few days ago by LethalDose that enumerated his list of the biggest outstanding issues with the game, and now I can't find it.
I think it'd be worth tracking these in a thread, both for the Game Devs to reference, and also for those of us running games to be aware of. Here's my take:
1) The number of advantages generated, especially on failed rolls, is too high:
This is an issue, because it becomes cumbersome in play to spend large amounts of advantage for each roll, especially when the roll is failed as the most commonly activated (and usually most expensive) options - critical hits and weapon qualities - can't usually be activated on a failure (miss). There is also no "example uses for advantage" table for out of combat skills, so if the given examples for a skill aren't appropriate it's often difficult to come up with options on the fly.
- Re-tool the dice, to make the distribution of results more sensible.
- Triumph/despair count as three successes, to swing the dice math in favour of success/failure.
- Make triumph/despair "explode" (add an additional die of that type to the roll).
2) Soak values are too high:
This results in fairly non-cinematic combat, where two equally armed/armoured foes will take 4-5 direct hits to take each other down. Also, the naked wookie syndrome, where a character optimised for melee will be nigh-invunerable to attacks.
- Make base soak 1/2 Brawn rather than Brawn.
- Increase weapon damage values.
3) Autofire weapon quality is too good, especially when targeting a single opponent:
Only costing one advantage makes autofire particularly good, especially against a single target (where 2-3 advantage can result in double to triple damage against that target, usually enough with the already high damage from autofire capable weapons to drop/kill an opponent with one attack).
- Make activating autofire cost two advantages.
- Make activating autofire more expensive for successive hits on the same opponent.
- Give other options (suppression, etc) for spending advantage with autofire.
- Make additional hits based on extra successes rather than advantages, giving the option of more damage on a single target vs additional hits on other targets.
4) Melee weapons are too weak:
Unless a character is specialised in melee, the damage values seem too low against an average opponent. Also, there is only one option for customising melee weapons (superior).
- Increase melee weapon damage values.
- Add additional customisation options for melee weapons.
5) Step between vehicle/starship and personal scales too large:
Most vehicle scale armour is completely impervious to personal weapons without the Breach quality, making combat against vehicles very binary - either it has armour and can't be hurt, or it doesn't and is no tougher than something at character scale. The converse is true for vehicle/starship weapons - they autokill characters at personal scale. There needs to be a smoother scale to accomodate characters taking on light vehicles in personal scale.
- A three step 1-5-10 multiplier between personal-vehicle-starship scales.
- Reduce the multiplier between personal and vehicle/starship scale to 5, and increase the armour/hull integrity and damage values for the larger vehicles and starships accordingly.
What have I missed?