Shikatanai wrote:Active scanning is nothing some other Ship could not. Before investing into two azurites you can get in an Amber or an Emerald for the same purpose while getting more damage potential or more groundgame... I don't think a special rule would help them. They lack damagepotential for their price especially compared to other competing ships.
While I agree I have found most of my games can be defined as 1 of 2 things, a game of 'Spike managment' with the player who has the lowest spikes on their most valuable ships wins, or a 'Game of Trades' where you are trying to eliminate the most valuable parts of the enemy fleet with the least valuable ships of your own. The thing about taking 2 azurites over a amber is that they are more moible, and are more resistant to overkill. Against a emerald, they have the same value, but if I intend to use them as a active scan squad, it means my emerald dosn't build spikes as fast. I'm not saying its the optimum choice, but they make for a interesting choice, Keep spikes away from more critical ships, or my frigate packs. And as I said, plowing them through the middle of of the enemy fleet often makes players go 'Oh easy target!' and sink a lot of shots in to them. Think distraction carnifex.
The difficulty is increasing their damage potential makes them a generall better choice than most cruisers, which isn't what we want. (more agile, lower points, same damage output). Giving them a special rule lets them take a unique role within the fleet, You don't take a basalt because of its front guns, you take it because it has launch four, the front guns are a fun bonus. They need to be given a role that isn't just 'do damage' There is enough of that in the shaltari fleet, If the impeller guns went off more often (look at how often crippling goes off in the 3 crippling ships) Then I could make a use from them.