Happy Friday people! May it, the weekend, and you all be blessed.
Question of the week: is there a specific number of upgrades to put on a ship that hits a sweet spot between function and cost? New players are often warned not to Christmas Tree their ships, and seldom do people run ships naked, so how many upgrades do you put on a ship before you start thinking you are pushing it?
In my case it really depends on the role I want to assign to a ship or the ship itself.
For me it tends to be 1-2 on a small ship 3-4 on a medium and large usually around 3-5. But of course if you are doing something in particular then it can sometimes look bloated or quite lean.
I used to be a Christmas tree ISD guy but I've changed my habits since 1.5.
I don't really aim for a set number of upgrades on a single ship, but when I've spent 50+points of my fleet points on upgrades (not including the commander) I usually start wondering if I should cut down.
But before I get to that point, I aim for 4+ activations and 7-9 deployments. Not a hard and fast rule but it's nice to have. If I don't have that, then I start looking at what can be cut so that I can get there. Sometimes it means replacing a small ship with 4 squads, but more often than not just cutting upgrades for more squads will do it. I feel like it's harder to keep the rule with Republic lists compared to Empire/Rebels. I find myself making a dual Venator list with lots of upgrades then realizing "this could go very badly." I'm not sure what the solution is there; I haven't actually played any of the Clone Wars lists I've come up with yet.
Completely depends on the ship and the upgrades. But at +20% cost I usually start having second thoughts.