[Suggestion][QoL] Engineers 'Favours'

Whilst the 'Favours' idea is welcome it feels a bit errr... unfinished.
I suggest when there is a peice of equipement that does not easily lend itself to 'special effects' you could use the same 'wheel of fortune' to tune up some of the less favourable results such as power draw, armour piercing or mass etc.

Also, once a player has upgraded to grade 5 he has done all the hard work, when using favours and reducing his grade he will just carry enough 'other stuff' to re-achieve grade 5 which seems pointless as he will just discard those rolls anyway in order to get back to grade 5.
I suggest the following changes:
Once grade 5 is achieved a new 'tier' of five 'favours' is opened. Each time a roll results in a 'win', if that win results in a 'try again' or a 'discard' one favour is granted into this new tier, gradually building up what might be called unused favours. If the player gets a roll that results in a win he can (as is now) use one favour to select another special effect or, if no win then two favours (if he has them) to select a special effect.

Very similar to the currect method with the exception that the player no longer needs to carry unnecessary materials in order to obtain grade 5 again after using a favour. Also it would mean skillfully managing your stored favours in order to get the best result.
 
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