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Made in au
Missionary On A Mission





Australia

 Mathieu Raymond wrote:
3D play mat is a bad idea. A friend of mine insists on using hunks of resin on pegs instead of flat asteroids, and they always end up slowing play, you shuffle the things around when you bump or pull them out... it might look nice, but it is counterproductive. Especially in a timed match.


and that there is the reason why we only use the set that i made with pumice stones for a big epic game. they look cool and are easily visible on the field but they do get annoying because we you get in close you have to pull them off the base.
anyway getting off topic.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Longtime Dakkanaut






Westchester, NY

 Mathieu Raymond wrote:

3D play mat is a bad idea. A friend of mine insists on using hunks of resin on pegs instead of flat asteroids, and they always end up slowing play, you shuffle the things around when you bump or pull them out... it might look nice, but it is counterproductive. Especially in a timed match.


by 3D i meant the game uses three dimensions, so comparing it to an airplane game, the fighters can dive or climb. Except it is all done in space and differences in elevations also affect weapon ranges.

i think if done right, it could really speed up tournament play since it allows more ships to pass by each other and not bump. but it could also look super cool as a casual game where you have real asteroids.

 
   
Made in gb
Stinky Spore





There's a lot of really great ideas in this thread. I think top of the list would be different coloured dice, used on attack to negate evades and changing turrets to mobile arcs. I'd make it a free action at the start of the action phase to move your turret. This avoids PS9 turrets practically having 360deg turrets (heres looking at you Han).

The main thing I see is that the designers have two options:

1] They keep going the way there going, slowly adding cards to try and balance out previous mistakes.

2] They go for the complete rehaul. I.e X-wing 2.0

If there going to stick with option 1 then there's a few changes I'd like to see to bring a bit more balance to the game and critically allow some of the weaker ships to be re-tweaked.

Take for example the T-65 X-wing. This could easily be fixed by adding a few title cards;

T-65/A Action bar gains the boost action
T-65/B Action: Regain one shield token (perhaps this would work better on a non-unique droid)
T-65/C Your Ship may take two modifications
T-65/D Your upgrade bar loses the torpedo upgrade and gains the missile upgrade.
T-65/E -2 points to ship cost.
T-65/F Your ship uses a T-70 manoeuvre dial. You cannot add the boost modification. (this ones a little bit dodgy for manoeuvre dials being confused. Perhaps a separate T-65F dial to be supplied instead.)

So perhaps not these exact titles, but something that defines rebels as more of a rag tag force put together in desperate times combining different fleets/designs or the personal modifications. They could go further with the use of droids. I.e. R2 makes all speed 1 and 2 manoeuvres green. How about "S2" all hard and soft left turn manoeuvres are green. "S3" is the same but for right turns. Makes the ships better, but also a bit more predictable.

So if they were going to make these changes, they would have to limit them so the T-65 is still a worse ship than the T-70.

At the same if you're adding this level of uniqueness/personality to ships. What ever Rebels have, scum should have the ability to have more. I'd be quite happy to see scum get the blanket rule, all scum ships can take up to TWO modifications, as a quick fix. If you're making a X-wing 2.0 adding modification items to the upgrade bar seems like a good plan.

So that's just a few ideas towards the quick fixes. If the designers plan to reset the game, which I would gladly welcome at this point, I'd like to see a year gap of no new ships between the end of x-wing and x-wing 2.0. To give the design team extra time to work out what they want to change, and more importantly so you dont end up with dead/badly designed ships carrying over from the end of X-wing 1.0. This might be more of a hang up for me where I'm used to the armies from Fantasy and 40k being completely screwed if they came out at the end of an edition.

so obviously FFG don't want to hold out on selling new items for a whole year. Instead I'd like to see them fill this year with campaign packs. Perhaps adding few units like ground turrets and asteroid turrets. I'm thinking more like the turrets on the Death Star (Death Star campaign pack! Woo!) then AT-ATs. AT-ATs might make for a nice addition as a cardboard marker during a campaign mission, but I don't see them as a viable model option for a space combat game.

In Summary:

Quick Fixes: Titles added to fix weaker ships. (X-wing T65 Rouge One pack anyone?) something needs to be done about the M3-A Interceptor.

Game Reshuffle:

1] Adjust all points costs as needed.
2] Change base sizes to small, medium and large fighters
3] Add modifications to upgrade bar.
4] Re-model some of the vastly out of scale models. Seems like the HWK 290 should be quite a bit bigger.
5] Change Turret System.
6] Change "push the limit" ... I'm intrigued by two actions this turn, no actions next..... or would increasing it to 4 or 5 points be a better option?
7] Munitions overhaul.

Well this post seems quite a bit longer than I initially intended. If you made it to the end, thanks for reading.






   
 
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