Asymmetric Maneuver Dials?

By evanger, in X-Wing

This probably doesn't fit into the game of X-wing, but maybe someone has a ship that could benefit.

Thus far all vessels have symmetric maneuver dials. Bank 1 right and Bank 1 left, for instance. Both are also the same color.

It would be cool to see idiosyncrasies creep into the dials for exotic ships where such symmetries are broken.

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In WWI planes with rotary engines could sometimes turn 270-degrees in one direction faster than they could go just 90-degrees in the opposite direction. This was due to the incredible mass of revolving metal (i.e. the engine) acting somewhat like a gyroscope.

In this case, perhaps a vessel has a "white" turn to the left but the corresponding turn to the right is "red"...or non-existent.

This is a subtlety that could allow the ship's opponents to more accurately predict where the vessel will be in the future, based on knowledge of the ship type (and it's capabilities).

Like I said, this seems more like a great idea for a "Wings of War" reboot, using the Flight Path system, than something for X-wing as it exists today.

An interesting idea. Although it is a bit late I wonder if it wouldn't have made for a good damage card. "Broken Yaw Control: All left/right maneuvers are now Red." The left/right is one card for each side. Could also have it increase difficulty one step and remove an option or cause damage if it would have been stressful before.

These arent WWI aircraft...

I have been wondering the same thing. There are a couple of asymmetrical ships in the EU where such a thing would make a bit of sense.

I doubt they would bother though, they seem to have enough design space to keep going for a long time ax it is.

This would be cool for some of the asymmetrical ships like the yt-1300. Surely it would be easier to turn to the side of the ship the cockpit is on, rather than the side you can't really see :)

I think your plane analogy is a bit out of place. If they turn easier to one side because of giant spinning metal, that factor is irrelevant with space ships

I think your plane analogy is a bit out of place. If they turn easier to one side because of giant spinning metal, that factor is irrelevant with space ships

Actually, it could be just as important or even more so. With no atmospheric resistance turning would be a lot easier but this is also a reason it isn't as likely because if it isn't balanced the ship will already be harder to control.

The reason a single prop plane turns better one direction than the other isn't really because it "turns" better but because it "rolls" better one way. This roll in turn make it easier for the plane to bank and then turn.

The OP was talking about the rotory engines of WWI they actually turned, and planed like the Fokker Dr1 and Sopwith Camel turned better to the right and tighter because of it..

Trya a game called Wings of Glory.. it's a blast..

Port Side Thruster Failure:

Green Right Turns are now considered White,

White Right Turns are now Red,

Red Right Turns are not possible.

Action: roll an attack dice, on a <hit> flip this card facedown.

Starboard Side Thruster Failure:

Green Left Turns are now considered White,

White Left Turns are now Red,

Red Left Turns are not possible.

Action: roll an attack dice, on a <hit> flip this card facedown.

Cool idea. I'd like to have seen this on the falcon. And they did miss out on aome fun damage deck cards. Oh well. I can see it in the future, but it does create a level of predictability in starting placements...

Port Side Thruster Failure:

Green Right Turns are now considered White,

White Right Turns are now Red,

Red Right Turns are not possible.

Action: roll an attack dice, on a <hit> flip this card facedown.

Starboard Side Thruster Failure:

Green Left Turns are now considered White,

White Left Turns are now Red,

Red Left Turns are not possible.

Action: roll an attack dice, on a <hit> flip this card facedown.

I'd have it hit Banks as well but that would be the general idea if this could be caused by damage cards. As most cards are paired this could be considered a "pair" even if the effects are mirrored.

Yeah, I always wondered about the close flying of the Falcon with the cockpit on the one side, though maybe it's just that we never see him looking much at instruments in the movies because that would be dull.

The off set cockpit on the YT-1300 can be a big boon when you're docking with that side of the ship. Docking the blind side will be a bit harder and I seem to recall someone (Han?) mentioning that in a book at least once.

I thought for sure the B-wing and Bomber would have had asymmetric dials, but they didn't. I don't think that will change, sadly.

All I can think of is zoolander, iand how he can't turn left

I think your plane analogy is a bit out of place. If they turn easier to one side because of giant spinning metal, that factor is irrelevant with space ships

This is, of course, why I prefaced my comment with " This probably doesn't fit into the game of X-wing, but..."

Stop trying to turn this game into Nascar!!! I dont want to only be able to make left hand turns.

This would be cool for some of the asymmetrical ships like the yt-1300. Surely it would be easier to turn to the side of the ship the cockpit is on, rather than the side you can't really see :)

Port Side Thruster Failure:

Green Right Turns are now considered White,

White Right Turns are now Red,

Red Right Turns are not possible.

Action: roll an attack dice, on a <hit> flip this card facedown.

Starboard Side Thruster Failure:

Green Left Turns are now considered White,

White Left Turns are now Red,

Red Left Turns are not possible.

Action: roll an attack dice, on a <hit> flip this card facedown.

I think these are two perfectly acceptable reasons for asymmetrical movement dials. I really like the idea of some of the lopsided ships having lopsided turning because there is more mass on one side of the engine/thrusters.

The concept works just fine in space... If the ship with designed with greater thrust on one side of the ship then the other. Especially in Star Wars where space seems to function a lot closer to atmosphere then it should.

I think it could be an interesting way to set a ship apart. It would also create an issue, in that it makes the ship's maneuvers MUCH more predictable.

I also think it could be interesting to see asymmetrical firing arcs, but it also would create the predictability issue. For example, the Twilight in clone wars's primary weapon shoots forward and sideways, but not backwards or the other side. Similar to the Firespray with an auxiliary arc, but to the side if the base and not the back.

Edited by Engine25

It would also create an issue, in that it makes the ship's maneuvers MUCH more predictable.

Which would be an issue for balance. Knock a few points off because it is more predictable, and I think it would be ok.

I think it could be an interesting way to set a ship apart. It would also create an issue, in that it makes the ship's maneuvers MUCH more predictable.

I also think it could be interesting to see asymmetrical firing arcs, but it also would create the predictability issue. For example, the twilight in clone wars's primary weapon shoots forward and sideways, but not backwards or the other side. Similar to the Firespraywith aan auxiliary arc, but to the side if the base and not the back.

That has me thinking about the real world transport planes they turn into gunships with all the firepower spitting out of one side. I actually think the two concepts could work well together as the strategy of having all the firepower on one side is simple to circle the target until it's dust.

Have a ship with a left or right broadside firing arc that pumps out a lot of damage to one side. I'm thinking turns in that sides direction could be easier but turning the other way would be a lot harder. It could be predictable but also powerful if you fall into the "circle of doom".

I think it could be an interesting way to set a ship apart. It would also create an issue, in that it makes the ship's maneuvers MUCH more predictable.

This is, essentially, the point.

If you know your enemy's craft (and what it can and can't do) you are rewarded for that knowledge.

I think it could be an interesting way to set a ship apart. It would also create an issue, in that it makes the ship's maneuvers MUCH more predictable.

This is, essentially, the point.

If you know your enemy's craft (and what it can and can't do) you are rewarded for that knowledge.

Of course because of that asymmetric dial you may think you'll know where the ship will go which would make those reversals such a big surprise. Right now you guess left/right based on what's around a ship and if both ways are "safe" you don't account for that. Now if left would be MUCH easier than right you may assume the ship will go left which means that if it does go right you weren't prepared for that and may not be in a bad position.