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Made in gb
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Villanous Scum







From the FAQ thread;

It does bring up the question of how on earth they would do a 2.0 and retain the integrity of the game. Have discussed this with a fair few people and the options seem to be either a hard reboot (which would be about as unpopular as possible) or releasing faction/core expansions that include no ships but copies of all the nerfed/errata cards, new dials for older ships including the newer maneuvers where appropriate and whatever other bits as needed. But I cant really see that happening either...
How would other people go about it if you were in charge?

On parle toujours mal quand on n'a rien à dire. 
   
Made in ca
Huge Hierodule






Outflanking

Overall, I'd say that X-wing is a good system that has collapsed after exceeding the developers wildest dreams. I'll put my thoughts in order before going into detail.

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A: A Maniraptor 
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

They would have to sell "Xwing 2.0 Upgrade Packs". Likely by faction and upgrade types.

So you'd buy a Scum Upgrade pack which would have all the new Pilot cards and Dials and Scum Only upgrade cards. Probably a large box with 2 copies of each ship dial, and any cardboard stand slips which changed. Same for Rebels and Imperial. Then you would have decks of upgraded non-faction EPTs, Torpedoes, Missiles, Mods, etc...

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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SoCal

Separate standalone expansion. The core game remains supported for a few more years while they trial by fire a new edition.

Once it's shown that players are willing to adopt the new system, stop supporting the old system.


   
Made in us
Douglas Bader






Going to pass on the distribution issue. It's easy to solve if FFG is willing to give up some of their "mandatory cards to force purchases" business model and release a free digital update, and most players don't need to use the cards anyway. The actual changes I want to see:

1) Decouple accuracy and firepower. Part of the problem with scale/complexity creep is that the system was not meant to handle such large volumes of highly-modified dice. When ships are flying around with 3-4 green dice and focus + evade stacks you need 4-5 red dice with focus + TL to get any damage through. And that creates a situation where the best weapons against aces are also the best weapons against slow HP bricks, and anything without at least a 3-dice gun with good modifiers is effectively worthless. Decoupling accuracy and firepower lets you do things like give a-wings high accuracy (representing their excellent agility and ability to pursue a target) but low damage (representing the fact that their guns aren't very powerful), while something like a HLC b-wing could have trouble getting shots on a maneuverable opponent but deliver a ton of damage when it hits something.

2) Scale back the repositioning actions. There are too many ships/pilots where what you put on your dial is barely relevant, and you boost/BR/SLAM after everything is moved to set your actual position. This negates a lot of the interesting guessing match of the dial mechanic, and drives the PS race where PS 10 with a bid is the minimum and anything less might as well be PS 1.

3) Give mid-agility aces more defense. Why is Wedge just as easy to kill as a rookie pilot? It makes very little sense, and pushes a ton of pilots out of the meta. Better pilots should have better defense, better dials, or something that makes it easier for them to stay alive. There should be a reason to invest in higher-PS ships outside of a few outliers like Nym or Fel.

4) Introduce HP regen as a core mechanic, not just a rebel thing. It's a major balance issue when only one faction can stay alive after taking damage, especially if you scale back some of the extremes of defense dice and repositioning actions. Every ship with shields should be able to repair them if you let them break off from the fight. Rebel ships/upgrades can be better at it than everyone else, but shouldn't have a monopoly on such an absurdly powerful mechanic.

5) Fix the complexity creep. X-Wing at its best was a fairly simple game, and now it has too much clutter with too many mechanics that seem to exist for the sole purpose of justifying another wave. You could probably delete half the upgrades in the game right now and nobody would even notice. So do it. Get rid of the clutter, and focus on what X-Wing does best.

6) Unify mechanics across all waves. Why do newer-wave dials have maneuvers that don't exist for previous waves? Why are condition cards only used for more recent effects, and not similar effects in previous waves? Etc. Get everyone on the same level so it doesn't feel like you have ships from 2-3 different games.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Villanous Scum







Nice, well thought out post there. In regard to your regen point I have seen it suggested elsewhere that all ships with shields should have reinforce as standard, simulating the ability to switch shields intensity and field of coverage as well as improve the survivability of ships like the T65. What do you think to that idea?

On parle toujours mal quand on n'a rien à dire. 
   
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Seems Peregrine has already covered most of what I'd say so I'll just add my two penneth to his points

1) Decouple accuracy and firepower. I think maybe going down the IA / Armada route of different ranks of dice could work

2) Scale back the repositioning actions. I think increasing their 'cost' might be the answer, ie Stress or as a replacement to shooting

3) Give mid-agility aces more defense. Maybe work in a way that the PS difference also assists defensive rolls, obviously have to be careful that PS9+ dont become nigh invulnerable

4) Introduce HP regen as a core mechanic, think a standard regen action that tags you with a Weapons Disabled token would be fair

5) Fix the complexity creep, totally, plus kill Conditions with fire


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ingtaer wrote:
Nice, well thought out post there. In regard to your regen point I have seen it suggested elsewhere that all ships with shields should have reinforce as standard, simulating the ability to switch shields intensity and field of coverage as well as improve the survivability of ships like the T65. What do you think to that idea?


Not really. The issue with regen isn't immediate durability (where reinforce is effectively equivalent to just adding more green dice), it's the fact that a regen ship that escapes destruction can get back to full HP if it gets a break from incoming fire, rejoining the fight like nothing ever happened. To bring down Corran/Miranda/etc you have to keep shooting them until they die, if they slip away at all you're probably going to lose all of your progress. Meanwhile every other ship takes damage and keeps it, so missing a turn or two isn't a crippling setback. It's an incredibly powerful mechanic that shouldn't be limited to a single faction.


Automatically Appended Next Post:
Also, nerf the hell out of turrets and the ships that carry them. Dash is an abomination that needs to be purged, a ship with a 360* 4-dice gun should not also have the best dial in the game and the ability to ignore obstacles.

This message was edited 2 times. Last update was at 2017/11/10 11:29:44


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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The Conquerer






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Regarding specific changes, I would like the following,

1) Attacking out of Arc. Any attacks out of arc should grant +1 green dice and be unable to spend Focus tokens to modify the attack. Real life turrets on large slow aircraft are incredibly difficult to actually hit anything with. It's why WW2 bombers which had these turrets tended to have 4-5 of them, they simply couldn't hit anything unless they had that much lead flying.

2) I agree with Perigrine on decoupling of damage and accuracy. At least for Ordinance. I think it's ok for it to be linked to Primary weapons since I see that as being sort of a "You get one shot per attack value, each shot that hits does more damage".

But stuff like Missiles and Torpedoes is most definitely only a single missile or torpedo. You either get hit or you don't. There are no degrees of getting hit with a torpedo.

This would also let us differentiate between a missile which is meant for use against an agile fighter, and one which is meant for use against a more substantial slow moving target.

So a Proton torpedo would be worded like this,

Proton Torpedo: Attack 2: Range 2-4: Attack Target Lock: Spend your target lock and discard this card to perform this attack. You may reroll any number of attack dice during this attack*. If this attack hits, the defender suffers 3 damage and 1 critical damage. Then cancel all dice results.

*Note: I would also change all ordinance which spends your target lock to fire automatically give you rerolls on the attack. I would also incorporate range bands 4-5 from epic into the base game, especially for missiles and torpedoes.

This would make a Proton Torpedo very difficult to hit a highly agile ship with, as would make sense. But if it hit it would definitely hurt. This would decidedly make it better against a slower lower agility ship.

Contrast it would say a missile.

Concussion Missiles: Attack 4: Range 2-5: Attack Target Lock: Discard this card to perform this attack. While defending, the defender must change 1 evade result into a focus result. If this attack hits, the defender suffers 2 damage.

Missiles should be a high accuracy, but low damage, weapon. While Torpedoes should be low accuracy, but high damage.


Likewise, Bombs should be changed to allow defending ships to roll agility to evade damage.


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
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Do you think it would be more interesting to allow defending ships to roll ability to avoid triggering the bomb?

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I was talking things over with a friend (who's also our regional champ) and while it wasn't directly about a 2.0, he had some ideas about improving the game:

1) turrets should get the same range penalty as other weapons. This is at least a small step on dealing with TLT

2) unify missiles and torpedoes into one category as just 'ordinance' or something. This was more a fluff complaint since ships canonically could mount either.

I do think a 2.0 would be good for revamping some of the earlier designs (Firespray I'm looking at you).

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 Grey Templar wrote:


But stuff like Missiles and Torpedoes is most definitely only a single missile or torpedo. You either get hit or you don't. There are no degrees of getting hit with a torpedo.



I disagree with that statemention at least. Missile's or torps can have proximity heads meaning that the degree of damage from an exploding thingy will depend on distance and warhead detonation pattern. Also a missile could hit directly but punch a hole in an entirely useless or redundant bit of the ship. Hence it makes perfect sense for ordnance to have a variable impact on the combat effectiveness of a ship. It's all about the actual intention behind how the rules impelmet a concept.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

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Agree that there should be some sort of penalty for firing turrets out of arc. And do something with TLT so it isn't the autotake turret of choice.

Decoupling accuracy/firepower sounds nice in theory, but I think that it would just add complexity. If it is used, maybe do something like "light" (TIEs & A-Wing) ships roll 4 dice to hit, but only do 1 damage on a hit, "medium" ships (most ships) roll 3 dice to hit, deal 2 damage and "heavy" (Falcon, Ghost, other ships with quad cannons) roll 2 dice to hit, but deal 3 damage. Maaaybe make it that each addition hit past the 1st does +1 damage.

Critical hits should do two damage to shields.

Some sort of reload mechanic for missiles/bombs/torpedos to get away from the "Extra Munitions" bandage to the game. Reload counters (auto remove 1 per turn, can take Action to remove an extra) seems like a good idea to me.

Personally, I'd like to see Stress be more dangerous. At the end of the turn, you roll 1 attack die for each stress you have. You take any hits or crits you roll.

As far as actual releasing, I think Vertrucio has a great idea - sell it as a standalone thing at first, and then slowly repackage the ships to have the updated cards.


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Waiting for my shill money from Spiral Arm Studios

 Flinty wrote:
 Grey Templar wrote:


But stuff like Missiles and Torpedoes is most definitely only a single missile or torpedo. You either get hit or you don't. There are no degrees of getting hit with a torpedo.



I disagree with that statemention at least. Missile's or torps can have proximity heads meaning that the degree of damage from an exploding thingy will depend on distance and warhead detonation pattern. Also a missile could hit directly but punch a hole in an entirely useless or redundant bit of the ship. Hence it makes perfect sense for ordnance to have a variable impact on the combat effectiveness of a ship. It's all about the actual intention behind how the rules impelmet a concept.


Explosions don't really work in space. Proximity warheads are basically useless. Its why a ship could theoretically be propelled by nuclear bombs without harming the crew.

You'd need to explode inside a target for the warhead to cause appreciable damage. So it would be an all or nothing affair. You either hit and kill or miss and do nothing.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Huge Hierodule






Outflanking

Item #1: Design space

One of X-wings current problems is the lack of design space presented. I would increase the point values to a more Armada-like level, allowing for finer tuning of point costs. I would also expand ships stat lines, so there would be generally more variation in the profiles (so a firepower value of 3 right now would increase to 4, but be offset by everyone getting a couple extra HP or agility).

Item #2: Accuracy vs Firepower

I would go the armada route, and make 3 types of dice. I would also add in accuracy results, which would allow you to prevent a die from being cancelled. On our red dice, we would lose maybe one hit, to gain an accuracy. Blue dice might be a hits, a crit, two focus, and three accuracy results, while black would have a couple double hits, a crit, and two focus, but no accuracy results. Having a variety of dice results would also help diversify ships. Say, a TIE Fighter may roll three blue dice (good for hunting high agility ships), a Y-wing may roll a pair of black dice (bad for shooting other starfighters, but has a lot of kick against low agility targets), a Z-95 throws three red dice, and an A-wing throws 2 blue and a black die. Much more interesting than all having firepower of 2. Number of dice would represent volume of firepower/rate of fire, which helps against all sorts of targets. Now, no matter how stacked you are with tokens, there is a risk of someone slapping an accuracy-boosted crit against your hull.

Item #3: Change Activation slightly

I would remove the simultaneous attacks rule. This makes going first an advantage, and would encourage creeping PS over generics. Then, make players alternate activating ships at each PS value. So now, if you have two high-PS aces and the initiative, you will have an advantage over an opponent who only has one Ace, as opposed to them just flying circles around you.

Item #4: Clean up upgrades

I would merge the Scum and Rebel Astromech slots, and simply give character astromechs the appropriate faction restriction. This allows new astromechs to be released when either faction gets a ship with their astromech slots.

In contrast, I would split the EPT slot into two different upgrade slots- let us call them "Ace Talents" and "Teamwork Skills". The problem is that, right now, there is a huge opportunity cost to taking team support EPT's. You end up using your most expensive ship to support your weaker ones. By splitting things like Swarm Tactics into their own slot, you can still take Predator/Crack Shot, and look at adding some squad support.

Finally, I would eliminate a lot of upgrades from the game. Some, like Expose, are rarely ever taken. I would cut these, and look at re-implementing them at a later date. Others, like Integrated astromech, Chardaan refit, and Vaksai, would be eliminated as part of re-balancing the whole game. You don't need patch cards if you don't have holes. A couple of other patch cards (TIE/x7, TIE/D, Starviper Mk2) would end up as positive-point upgrade cards. Then, I would eliminate the current amazing EPT's of Veteran Instincts and Push the Limit. Getting rid of these would force you to take more restrricted forms of action economy, and hopefully avoid the "Just Creep PS" situation we often have.

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 Grey Templar wrote:
 Flinty wrote:
 Grey Templar wrote:


But stuff like Missiles and Torpedoes is most definitely only a single missile or torpedo. You either get hit or you don't. There are no degrees of getting hit with a torpedo.



I disagree with that statemention at least. Missile's or torps can have proximity heads meaning that the degree of damage from an exploding thingy will depend on distance and warhead detonation pattern. Also a missile could hit directly but punch a hole in an entirely useless or redundant bit of the ship. Hence it makes perfect sense for ordnance to have a variable impact on the combat effectiveness of a ship. It's all about the actual intention behind how the rules impelmet a concept.


Explosions don't really work in space. Proximity warheads are basically useless. Its why a ship could theoretically be propelled by nuclear bombs without harming the crew.

You'd need to explode inside a target for the warhead to cause appreciable damage. So it would be an all or nothing affair. You either hit and kill or miss and do nothing.


Big chunks of sharp stuff propelled at high velocity says otherwise.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in us
Douglas Bader






 Grey Templar wrote:
2) I agree with Perigrine on decoupling of damage and accuracy. At least for Ordinance. I think it's ok for it to be linked to Primary weapons since I see that as being sort of a "You get one shot per attack value, each shot that hits does more damage".


That's how primary weapons work as-is, but that's exactly the thing I'm objecting to. Not all shots are equal, so shot count should not be the only factor. Fluff-wise a b-wing fires more shots than an a-wing, and has a higher potential maximum damage, but each of the a-wing's shots are much more likely to hit. Where the b-wing is slow and clumsy and has little hope of keeping up with a TIE interceptor to deliver its shots the a-wing is able to match the interceptor's maneuvers and score hits. But in the rules as they are now the b-wing has a higher maximum damage and is more likely to hit at all, while the a-wing is only capable of hitting the slowest and least-agile targets. That's exactly the opposite of how it should be!


Automatically Appended Next Post:
 Stormonu wrote:
Decoupling accuracy/firepower sounds nice in theory, but I think that it would just add complexity.


It would add some complexity, but it could also reduce some complexity at the same time because there would be less need for all the dice modification effects. For example, say you make the accuracy factor a roll-off of green dice vs. green dice (and if you hit you roll red dice to see how much damage you do). Now, instead of having its complicated and often FAQed (in ways that are counter-intuitive for many players) special rule an autoblaster could simply say "your agility value is 5 while performing this attack". And you can probably simplify some of the scale creep at the same time. More of the attack vs. defense calculation gets put into the core rules, and there's less need for making up various re-rolls and modifiers and such to handle the situation where Soontir Fel has 99 green dice that automatically roll evades and the only way to get damage through is to give every ship 100 red dice that automatically roll hits.

This message was edited 1 time. Last update was at 2017/11/12 02:29:24


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Waiting for my shill money from Spiral Arm Studios

 Peregrine wrote:
 Grey Templar wrote:
2) I agree with Perigrine on decoupling of damage and accuracy. At least for Ordinance. I think it's ok for it to be linked to Primary weapons since I see that as being sort of a "You get one shot per attack value, each shot that hits does more damage".


That's how primary weapons work as-is, but that's exactly the thing I'm objecting to. Not all shots are equal, so shot count should not be the only factor. Fluff-wise a b-wing fires more shots than an a-wing, and has a higher potential maximum damage, but each of the a-wing's shots are much more likely to hit. Where the b-wing is slow and clumsy and has little hope of keeping up with a TIE interceptor to deliver its shots the a-wing is able to match the interceptor's maneuvers and score hits. But in the rules as they are now the b-wing has a higher maximum damage and is more likely to hit at all, while the a-wing is only capable of hitting the slowest and least-agile targets. That's exactly the opposite of how it should be!


Maybe, but remember the chances of getting in arc at all. the A-wing actually has a chance of catching an Interceptor. A B-wing doesn't really have much chance to get shots at all. The shots it does get will hurt more than the Awing's will, which will rely on slowly wearing it's target down.

This message was edited 1 time. Last update was at 2017/11/12 21:12:57


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Don't know about what in the rules I would change, but how to handle distribute that seems interesting.

I like the idea of faction pack to dispense of rules 2.0.

I also see them doing the updates by ship. Each ship 2.0 pack has enough to replace the contents of the designated ship, sans minis, at half the price of the original pack. Run this for a while before making the official change in the minis and fade out the 2.0 content packs to online only.
The main rules could be offered free to stores to hand out or online in PDF.

Pricing could vary, but just a rough idea.

This message was edited 1 time. Last update was at 2017/12/02 00:43:10


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 Grey Templar wrote:
Maybe, but remember the chances of getting in arc at all. the A-wing actually has a chance of catching an Interceptor. A B-wing doesn't really have much chance to get shots at all. The shots it does get will hurt more than the Awing's will, which will rely on slowly wearing it's target down.


But my point is that it doens't work that way. The a-wing doesn't slowly wear its target down, it does zero damage every turn because two red dice will not get through four green dice with focus and evade no matter how many times you try it. The entire concept of "slowly wear a ship down" doesn't exist, you either have lots of red dice and have both the ability to hit a target at all and good damage when you do, or a weak gun that is unlikely to hit at all and does very little damage if it does. For it to work like you say, with the ability to get a ship in arc being the deciding factor, you'd have to go to an Armada-style system where there are no defense dice and once you succeed in getting a ship in arc you're considered to have hit, and only roll to resolve how much damage is done.

This message was edited 1 time. Last update was at 2017/12/02 16:40:29


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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And cinematically, it also tends to work that way as well. Once a ship has drawn a bead on another and hit it, it's usually a very short and brutal affair.

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Definitely agree with the accuracy and power decoupling. In general the game needs a more granular dice curve that doesn't break at the slightest adjustment to base stats.

My other big wishlist item is to rethink the stress and focus mechanic. I'd love to try out something where a ship starts with focus tokens equal to their pilot skill and can spend them on things like adjusting dice, performing reds and probably even build in Push the Limit where its just a core rule that lets you spend a focus for a second action. Green maneuvers would just get you a focus and existing stress mechanics could drain it away. Not completely sure how it would work, but I'd be interested in trying it out.
   
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Another thing I would do is make Pilots independent from ships.

IE: You would buy a pilot and then buy a ship for them to fly. So you would have each pilot have a list of ships they could fly and they would retain the same pilot ability in each ship. Ships would also then be able to have inherent abilities for that particular type of ship. Ships would also have a stat for modifying your Pilot skill. Most would be 0 modification, but some would increase or decrease pilot skill. Pilot cards would also indicate any EPTs that the pilot may purchase. Ship cards would indicate what actions could be done by the ship.

So for example, Darth Vader in a TIE Advanced would be made by purchasing the Darth Vader Pilot and the TIE Advanced cards.


10 points: Darth Vader: Pilot Skill 9. Vader may pilot TIE Advanced, TIE Advanced Prototype, V-wing, TIE Defender, and Lambda Shuttle ships. Pilot Ability: During the perform action step, you may perform two actions. Your ship may equip an additional Modification upgrade. Upgrade Bar: 2 EPTs

11 points: TIE Advanced: Pilot Skill +0: Attack 2: Agility 3: Hull 3: Shield 2: Upgrades: Missile: Actions: Focus, Target Lock, Evade, Barrel Roll: Ship Ability: Swarm: When defending, if there is another friendly TIE with the Swarm ability within range 1, you may reroll one blank result.


other example Ship cards could be,

8 points: X-wing: Pilot Skill +0: Attack 3: Agility 2: Hull 3: Shield 2: Upgrades: Torpedo: Actions: Focus, Target Lock: Ship Ability: S-foils: Before you reveal a maneuver, you may choose to increase your agility by 1 and decrease your attack by 1 till the beginning of the next activation phase.

10 points: A-wing: Pilot Skill: +1: Attack 4: Agility 3: Hull 2: Shield 2: Upgrades: Missile: Actions: Focus, Target Lock, Boost, Barrel Roll: Ship Ability: Light Laser Cannons: When performing a Primary weapon attack, if the attack hits the defender suffers 1 damage. Then cancel all dice results.

7 points: TIE Fighter: Pilot Skill: +0: Attack 2: Agility 3: Hull 3: Shield 0: Actions: Focus, Evade, Barrel Roll: Ship Ability: Swarm: When defending, if there is another friendly TIE with the Swarm ability within range 1, you may reroll one blank result.

11 points: TIE Interceptor: Pilot Skill +1: Attack 3: Agility 3: Hull 3: Shield 0: Ship Ability: Actions: Focus, Evade, Barrel Roll, Boost: Swarm: When defending, if there is another friendly TIE with the Swarm ability within range 1, you may reroll one blank result.

14 points: TIE Defender: Pilot Skill -1: Attack 3: Agility 3: Hull 3: Shield 3: Upgrades: Missile, Cannon: Actions: Focus, Target Lock, Barrel Roll: Ship Ability: Reactor Drive: After you perform a green maneuver, you may perform a free barrel roll action

16 points: XG-1 Starwing: Pilot Skill -1: Attack 2: Agility 2: Hull 4: Shield 3: Upgrades: Missile, Torpedo, Cannon: Actions: Focus, Target Lock, Slam, Reload: Ship Ability: Linked Cannons: When performing a primary weapon attack, you may add one attack dice for every cannon slot on your upgrade bar. If you have an Ion cannon equipped, if you hit with a primary attack you may cancel one Hit result to assign one ion token to the defender.

Some example pilot cards could be,

2 points: Academy Pilot: Pilot Skill 1: Academy Pilots may fly TIE Fighters, TIE Bombers, and TIE Interceptors: Pilot Ability: When attacking, if there is another Academy Pilot at range 1 in the same ship type, you may change one of your Focus results to a Hit result

4 points: Red Squadron Pilot: Pilot Skill 4: Red Squadron Pilots may fly X-wings, T-70 X-wings, A-wings, and Y-wings: Pilot Ability: When attacking, if another Red Squadron Pilot in the same ship type has the defender in their primary arc, you may reroll one of your blank results.

5 points: Red Squadron Ace: Pilot Skill 6: Red Squadron Aces may fly X-wings, T-70 X-wings, A-wings, and Y-wings: Upgrade Bar: EPT: Pilot Ability: After performing a maneuver, if there is a friendly ship of the same type as you within range 1, you may perform a free action on your action bar. Then receive a stress token.

8 points: Maarek Stele: Pilot Skill 8: Maarek Stele may fly TIE Fighters, TIE Advanced, TIE Defender, or an XG-1 Starwing. Upgrade Bar: EPT: Pilot Ability: When your attack deals a faceup damage card to the defender, you may instead draw 3 damage cards, choose 1 to deal, and then discard the remaining others.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

After the fiasco of Sar Trek Attack Wing, I would greatly disagree with decoupling pilot from ship. In the current meta it would be Poe/Soontir/Dengar flying everything in everybody's list.

I wouldn't be opposed to a handful of pilots showing up in other ships - mostly the mid-ranged pilots, but not the top-end ones. The top-end pilots should stay married to their iconic ships.

It never ends well 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Well that is why you would limit what ships each pilot can fly. It wouldn't be free for all. Each Pilot would maybe have 3-5 ships at most he could pilot, out of the 20 or so each faction has.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

I would like to see Squadron "groups" - an uber card you attach to a wing of 2-3 ships and it grants all three ships some small bonus - usually if they stay within a certain range of each other, and perhaps the "Wing Leader" EPT as a bonus abilitiy so you don't have to buy it as your lone EPT. The idea would be to have one pilot be of PS 5 or better and the other wingman to be PS 3 or lower. Of course, the Squadrons would have to be costed appropriately for the bonuses they do give out. But you might be able to do things like Vader's wing, with himself and two other tie fighters (though those wingmen would be noobs instead of his crack aces), or Rogue Squadron led by Wedge with two noob pilots accompanying him and so forth.

It never ends well 
   
Made in us
Charing Cold One Knight





Sticksville, Texas

 ProtoClone wrote:
Don't know about what in the rules I would change, but how to handle distribute that seems interesting.

I like the idea of faction pack to dispense of rules 2.0.

I also see them doing the updates by ship. Each ship 2.0 pack has enough to replace the contents of the designated ship, sans minis, at half the price of the original pack. Run this for a while before making the official change in the minis and fade out the 2.0 content packs to online only.
The main rules could be offered free to stores to hand out or online in PDF.

Pricing could vary, but just a rough idea.


Ugh. I would despise this idea, and would probably quit playing. $7.50 for a bunch of crap I didn't want initially in the ships pack and traded away? Screw that. I would rather there just be one big 2.0 upgrade box per faction.
   
Made in us
Charing Cold One Knight





Sticksville, Texas

 Grey Templar wrote:
Another thing I would do is make Pilots independent from ships.

Spoiler:
IE: You would buy a pilot and then buy a ship for them to fly. So you would have each pilot have a list of ships they could fly and they would retain the same pilot ability in each ship. Ships would also then be able to have inherent abilities for that particular type of ship. Ships would also have a stat for modifying your Pilot skill. Most would be 0 modification, but some would increase or decrease pilot skill. Pilot cards would also indicate any EPTs that the pilot may purchase. Ship cards would indicate what actions could be done by the ship.

So for example, Darth Vader in a TIE Advanced would be made by purchasing the Darth Vader Pilot and the TIE Advanced cards.


10 points: Darth Vader: Pilot Skill 9. Vader may pilot TIE Advanced, TIE Advanced Prototype, V-wing, TIE Defender, and Lambda Shuttle ships. Pilot Ability: During the perform action step, you may perform two actions. Your ship may equip an additional Modification upgrade. Upgrade Bar: 2 EPTs

11 points: TIE Advanced: Pilot Skill +0: Attack 2: Agility 3: Hull 3: Shield 2: Upgrades: Missile: Actions: Focus, Target Lock, Evade, Barrel Roll: Ship Ability: Swarm: When defending, if there is another friendly TIE with the Swarm ability within range 1, you may reroll one blank result.


other example Ship cards could be,

8 points: X-wing: Pilot Skill +0: Attack 3: Agility 2: Hull 3: Shield 2: Upgrades: Torpedo: Actions: Focus, Target Lock: Ship Ability: S-foils: Before you reveal a maneuver, you may choose to increase your agility by 1 and decrease your attack by 1 till the beginning of the next activation phase.

10 points: A-wing: Pilot Skill: +1: Attack 4: Agility 3: Hull 2: Shield 2: Upgrades: Missile: Actions: Focus, Target Lock, Boost, Barrel Roll: Ship Ability: Light Laser Cannons: When performing a Primary weapon attack, if the attack hits the defender suffers 1 damage. Then cancel all dice results.

7 points: TIE Fighter: Pilot Skill: +0: Attack 2: Agility 3: Hull 3: Shield 0: Actions: Focus, Evade, Barrel Roll: Ship Ability: Swarm: When defending, if there is another friendly TIE with the Swarm ability within range 1, you may reroll one blank result.

11 points: TIE Interceptor: Pilot Skill +1: Attack 3: Agility 3: Hull 3: Shield 0: Ship Ability: Actions: Focus, Evade, Barrel Roll, Boost: Swarm: When defending, if there is another friendly TIE with the Swarm ability within range 1, you may reroll one blank result.

14 points: TIE Defender: Pilot Skill -1: Attack 3: Agility 3: Hull 3: Shield 3: Upgrades: Missile, Cannon: Actions: Focus, Target Lock, Barrel Roll: Ship Ability: Reactor Drive: After you perform a green maneuver, you may perform a free barrel roll action

16 points: XG-1 Starwing: Pilot Skill -1: Attack 2: Agility 2: Hull 4: Shield 3: Upgrades: Missile, Torpedo, Cannon: Actions: Focus, Target Lock, Slam, Reload: Ship Ability: Linked Cannons: When performing a primary weapon attack, you may add one attack dice for every cannon slot on your upgrade bar. If you have an Ion cannon equipped, if you hit with a primary attack you may cancel one Hit result to assign one ion token to the defender.

Some example pilot cards could be,

2 points: Academy Pilot: Pilot Skill 1: Academy Pilots may fly TIE Fighters, TIE Bombers, and TIE Interceptors: Pilot Ability: When attacking, if there is another Academy Pilot at range 1 in the same ship type, you may change one of your Focus results to a Hit result

4 points: Red Squadron Pilot: Pilot Skill 4: Red Squadron Pilots may fly X-wings, T-70 X-wings, A-wings, and Y-wings: Pilot Ability: When attacking, if another Red Squadron Pilot in the same ship type has the defender in their primary arc, you may reroll one of your blank results.

5 points: Red Squadron Ace: Pilot Skill 6: Red Squadron Aces may fly X-wings, T-70 X-wings, A-wings, and Y-wings: Upgrade Bar: EPT: Pilot Ability: After performing a maneuver, if there is a friendly ship of the same type as you within range 1, you may perform a free action on your action bar. Then receive a stress token.

8 points: Maarek Stele: Pilot Skill 8: Maarek Stele may fly TIE Fighters, TIE Advanced, TIE Defender, or an XG-1 Starwing. Upgrade Bar: EPT: Pilot Ability: When your attack deals a faceup damage card to the defender, you may instead draw 3 damage cards, choose 1 to deal, and then discard the remaining others.


All set with this idea too. There is enough clutter that goes into organizing a game of X-Wing. I don't want to add even more cards I have to keep track of, and have set next to the game area. I like X-Wing because I can pick a ship, and one of it's couple of pilots and go to town. If I want that kind of customization options I would rather play 40k. I don't need or want X-Wing to be that. And it would be so impossible to balance EVERY interaction between the pilot abilities, the mutiple ships they could be in, and the upgrades a ship can take. Game balance is already a train wreck with just a few options not being complete trash, it doesn't need to be made worse.
   
Made in us
Member of a Lodge? I Can't Say





Philadelphia PA

After the fiasco of Sar Trek Attack Wing, I would greatly disagree with decoupling pilot from ship. In the current meta it would be Poe/Soontir/Dengar flying everything in everybody's list.


Not to mention it would vastly increase the difficulty of balancing ships - most ships have to contend with 4ish pilots, more in the case of ships that got expansions like Tie Defenders, Starvipers etc. But a pick your pilot design would mean a Defender would have to not only be balanced with Ryad and Vessey, but also Vader, Omega, whoever else. It would be a mess.

I think one of my big takeaways from playing 3rd ed 40k is once you let people work out the points costs they'll gravitate towards the maximum efficiency build and armies will become just endless carbon copies. X-wing has that to some degree but the variety of upgrades, versatility of ships and the point cap keep it under control.

I prefer to buy from miniature manufacturers that *don't* support the overthrow of democracy. 
   
Made in us
Fixture of Dakka





 NH Gunsmith wrote:
Game balance is already a train wreck with just a few options not being complete trash, it doesn't need to be made worse.


This is largely due to the combat engine reducing the game down to what is essentially a pretty binary damage race. The only real option at any given point in the meta is whatever has the current best ratio of damage output and survivability. There's not even any real variety in the styles of damage and defense available outside of arc dodging, which in and of itself is an incredibly binary gameplay state.
   
 
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