

Quad Juke Phantoms showed us the multiplicative power of this upgrade, creating a not-so-fun experience to play against. To justify the click-bait blog title, let’s get the Juke talk out of the way. So with both two scaling methodologies introduced, what can we use this for?
#How much will the game scum cost upgrade
There is a slight problem when adding up points destroyed with the additive model: if only one ship with an upgrade is destroyed, what cost do you choose? With the multiplicative model, all of the upgrades cost the same, so no confusion exists. Įither way is fine, but whichever is less complicated for us simple-minded folk is probably the better call – whichever way folks find less confusing. Using the 1/2/2/3/3/3/4 scale as a hypothetical cost for Treacherous for the multiplicative scale. So again, if your scale for an upgrade was 1/2/2/3/3/3/3/4, the first instance of a card would cost 1, but the second instance would make both cards worth 2 for a total of 4 points. The other avenue to points these would be multiplicative with each instance raising the price of every card. Using the 1/2/2/3/3/3/4 scale as a hypothetical cost for Treacherous for the additive scale. So if your scale for an upgrade was 1/2/2/3/3/3/3/4, the first instance of a card would cost 1, the next would cost 2, the next would cost 2, the next would cost 3, and so on and so forth. The first is an additive scale, making each successive card after the first more expensive.

Pointing the other scales is fairly intuitive and straightforward, but when scaling by number of cards, I can think of two different ways to do this. But first, let’s discuss how the scale would work before discussing why it would work. I think it has several merits to validate it as an option which I will discuss later. But, I would like to suggest adding another method: scaling upgrades by the amount of them that are put into a list. Thank you FFG and various Max’s and Brooks’s for this. Second Edition has been blessed with many ways for pointing upgrades based on the varied traits of ships – scaling by initiative, base size, and by agility – and those scales are fantastic. Obviously, Juke is the most notorious suspect for scaling this way, but I think cases can be made for many other upgrades, both the powerful and the weak. There should be a way to price strong upgrades into the usable realm for single pilots while keeping it out of the reach of spammability. Okay, so now that we’ve got your hackles up about Juke, this isn’t truly about Juke rather, scaling the price of certain upgrades based on how many instances of an upgrade you have in a list.
