Potential new/future areas of design space

By Omnitron310, in X-Wing

Hey guys. I'm new here, although I've been lurking for a while, reading through most of the topics. Seems like you've got a great, friendly community going on :)

I was thinking about what sort of design areas FFG might explore with future expansion packs/supplements. For a comparison, the other 'competitive' game that I play (although I mostly play casually) is MtG. In case there's anyone here that doesn't know, Magic the Gathering is one of the longest running, most popular trading card games out there, and because of its long lifetime, the designers have had plenty of opportunity to do lots of crazy and different things with the rules. If it's possible for something to occur within the ruleset, chances are there is or will be a card which does it.

With that in mind, I was wondering what areas of design space FFG has yet to explore, but may in the future. I think we are rapidly approaching the point where every basic ship archetype will exist, and at that point, FFG will probably need to get a bit creative if they want to keep releasing new content which remains interesting. I'm not talking about any changes to the basic rules, but rather new ships/pilots/upgrades/scenarios that modify them in some way we haven't seen before (think the white k-turn on the TIE Defender, or the introduction of huge ships). Here are some ideas I had:

- A pilot/upgrade for a ship which grants it an alternate (maybe better, or simply different) manoeuvre dial.

- Medium ships; perhaps a 1x2 base, if you think of a standard ship as 1x1 and a large ship as 2x2.

- Following on from that, a larger ship which can in some way separate into multiple smaller ships, perhaps as an action.

- Existing named pilots flying different ships, eg. Vader in a Defender, Luke in a Y-Wing, etc.

- Interactive obstacles, including automated turrets or upgrades/installations which can be captured by either side.

- I know this is hardly a new suggestion, but a 3rd faction; perhaps pirates/smugglers with an array of more scrappy, 'ugly' ships.

- New manoeuvre templates, such as an s-shape or u-turn.

- More negative point cost upgrades, including ones that perhaps confer some kind of downside to their equipped ship, in exchange for a boost in your points limit.

- Fighter-sized ships that can fire from further than range 3 (but perhaps have some drawback at close range), or vice-versa.

Those are just a few suggestions, some of them no doubt more practical/likely than others. What kind of ideas can you think of?

Hi there.

Whilst I admire your creativity, most of your ideas are simply not practical or viable.

- A pilot/upgrade for a ship which grants it an alternate (maybe better, or simply different) manoeuvre dial.
The dial is one thing that sets a ship apart from other ships. I just don't see this happening, nor would I want such an upgrade to exist.
- Medium ships; perhaps a 1x2 base, if you think of a standard ship as 1x1 and a large ship as 2x2.
Why do we need this? We currently have small, large and huge ships. I don't see what a 'medium' ship would add to the game?
- Following on from that, a larger ship which can in some way separate into multiple smaller ships, perhaps as an action.
I haven't read everything in the EU, but I'm pretty sure that such a ship does not exist in the SW universe.
- Existing named pilots flying different ships, eg. Vader in a Defender, Luke in a Y-Wing, etc.
Now this is one that could be good and has been discussed many times before on these forums.
- Interactive obstacles, including automated turrets or upgrades/installations which can be captured by either side.
Ditto
- New manoeuvre templates, such as an s-shape or u-turn.
We already have a u-turn, only its called a k-turn! What would be the point of an S turn? The important aspects of a move is where the ship ends up in relation to its starting point (distance and heading). I think all the existing moves cover all the bases.
- More negative point cost upgrades, including ones that perhaps confer some kind of downside to their equipped ship, in exchange for a boost in your points limit.
I think we will be seeing more of these in the Aces type expansions.
- Fighter-sized ships that can fire from further than range 3 (but perhaps have some drawback at close range), or vice-versa.
Whilst long range weapons for huge ships has a place, such things do not belong on small ships. At its core X-Wing is a dog-fighting game.

Suggestions that may have merit:

Multiple versions of pilots

Pilots on other ships

Wide bases

Long bases

Negative value upgrades

Elite dice upgrades

Many have been discussed before as viable and open space to explore. I like wide and long bases but think they missed that on the HWK. Elite dice (not attack wing version) was missed for Vader and the phantom. Neg values are already appearing and will continue. I expect pilots on different ships I also hope for different versions of pilots (like Darth Vader, Sith Lord or General Skywalker).

Need more options for these upgrades: Systems, Cannon, Turret, and Modifications.

I think the medium ship idea is interesting. Could go both ways, a ship that's extra wide, and a ship that's extra long. The Arc-170 would be a prime candidate for the extra wide ship. Maybe the Hound's Tooth for the extra long ship?

Need more options for these upgrades: Systems, Cannon, Turret, and Modifications.

Imperials should get more unique upgrades. like Astromechs

- A pilot/upgrade for a ship which grants it an alternate (maybe better, or simply different) manoeuvre dial.

A ship is its maneuver dial. If a ship is an A-wing it uses the A-wing dial. That is, believe or not, all "A-wing" means in this game: use the A-wing dial. Literally everything else is pilot-card dependent. The Falcon's proof that everything else is subject to change between pilot cards.

Edited by Lagomorphia

When I say an alternate manoeuvre dial, I don't mean someting radically different. I mean something like perhaps a few extra bank manoeuvres, or a k-turn when it didn't have one originally. Of course, you'd still want the ship to feel the same way, but I think it might be a cool way of representing the fact that upgraded engines or a skilled pilot can make the ship handle better.

I would like to see more alternate firing arcs. I know a lot of folks are fed up with turrets but a ship that has a 180 forward arc or a ship that only fires broadsides could be interesting and a nice change of pace. Even a ship with a slightly wider or narrower arc (like 120 or 60 degrees) would be interesting. It seems like a wasted opportunity to print everything with the same almost 90 degree wedge. The Firespray is a good starting point for a non-turret arc change, but I would like to see more of that.

We actually already have a couple of upgrades that give a ship an improved dial. R2D2 and Nien Nunb.

Pilots whose basic ship stats are better/worse than others, such as the Outer Rim Smuggler's lower Attack, Hull and Shield values when compared to Chewbacca, Lando and Han. An example would be a unique A-Wing pilot with 4 Agility instead of 3 (probably in lieu of any other pilot ability).

Pilots whose basic ship stats are better/worse than others, such as the Outer Rim Smuggler's lower Attack, Hull and Shield values when compared to Chewbacca, Lando and Han. An example would be a unique A-Wing pilot with 4 Agility instead of 3 (probably in lieu of any other pilot ability).

On the same note, I wouldn't mind a pilot whose only ability was having an extra symbol on the action bar, like an X-Wing with Evade.

Hey guys. I'm new here, although I've been lurking for a while, reading through most of the topics. Seems like you've got a great, friendly community going on :)

I was thinking about what sort of design areas FFG might explore with future expansion packs/supplements. For a comparison, the other 'competitive' game that I play (although I mostly play casually) is MtG. In case there's anyone here that doesn't know, Magic the Gathering is one of the longest running, most popular trading card games out there, and because of its long lifetime, the designers have had plenty of opportunity to do lots of crazy and different things with the rules. If it's possible for something to occur within the ruleset, chances are there is or will be a card which does it.

With that in mind, I was wondering what areas of design space FFG has yet to explore, but may in the future. I think we are rapidly approaching the point where every basic ship archetype will exist, and at that point, FFG will probably need to get a bit creative if they want to keep releasing new content which remains interesting. I'm not talking about any changes to the basic rules, but rather new ships/pilots/upgrades/scenarios that modify them in some way we haven't seen before (think the white k-turn on the TIE Defender, or the introduction of huge ships). Here are some ideas I had:

- A pilot/upgrade for a ship which grants it an alternate (maybe better, or simply different) manoeuvre dial.

- Medium ships; perhaps a 1x2 base, if you think of a standard ship as 1x1 and a large ship as 2x2.

- Following on from that, a larger ship which can in some way separate into multiple smaller ships, perhaps as an action.

- Existing named pilots flying different ships, eg. Vader in a Defender, Luke in a Y-Wing, etc.

- Interactive obstacles, including automated turrets or upgrades/installations which can be captured by either side.

- I know this is hardly a new suggestion, but a 3rd faction; perhaps pirates/smugglers with an array of more scrappy, 'ugly' ships.

- New manoeuvre templates, such as an s-shape or u-turn.

- More negative point cost upgrades, including ones that perhaps confer some kind of downside to their equipped ship, in exchange for a boost in your points limit.

- Fighter-sized ships that can fire from further than range 3 (but perhaps have some drawback at close range), or vice-versa.

Those are just a few suggestions, some of them no doubt more practical/likely than others. What kind of ideas can you think of?

Those suggestions all sound good but i would also like to see:

Different stats per pilot, like ORS and the falcon pilots.

Upgrades that could change stats, without drawbacks like stealth device.

Otherwise i think you've covered pretty much everything.

A ship (probably large base) who fires on its broadsides (like the firespray's dual arc, but positioned horizontally). I think this would be interesting as currently every ship in the game moves forward, with their primary firing arcs facing forward (and back, in the firespray's case). I don't know of an actual Star Wars vessel that would fit this, you could maybe get away with it on the skipray blastboat or something

Keep in mind FFG's general policy of only needing the expansion and the core set to play something. So, additional dials, movement templates, and the range 4-5 expander are unlikely to be added to normal expansions.

I think there is space for new templates. Take a u-turn compared to a k-turn. Both have the effect of flipping it around to face the other way, but a k-turn moves it forwards, whereas a u-turn would effectively move it laterally sideways, a bit like a barrel roll but you also turn to face the other way. Similarly, an s-shape would result in a similar final position to a bank perhaps, but the ship would still be facing the same direction as before.

I think ships with an asymmetric firing arc could be cool. Like, they can fire out their front and left hand side, but not their right hand side or rear. This would encourage them to circle the battle area, firing inwards, but could reward opposing players for getting around to their blind side. It would also make k-turning with them a bigger deal, as they essentially flip firing side as well.

*whoops, double post*

Edited by Omnitron310

The different manuever dial isn't so bad. It just needs to be an upgrade or pilot ability that allows for new things. For insance Boba Fett, Navigator, and that Interceptor Pilot with adjustable K turns. A small ship mod that allows a change in direction in exchange for an action would be cool(add a stress if the manuever isn't already on the dial).

There was some speculation awhile ago about the feasibility of ships with asymmetric maneuver dials. Ships that could turn in one direction easier than the other. There might be a couple ships in SW that that makes a measure of sense on.

Given the trinity of steps per turn (Movement, Action, Attack), I think the next logical progression would be to do something that prevents attacking. We have ionization to limit movement, and stress to limit action. Obviously a very powerful mechanic, but would make the game very interesting.

There was some speculation awhile ago about the feasibility of ships with asymmetric maneuver dials. Ships that could turn in one direction easier than the other. There might be a couple ships in SW that that makes a measure of sense on.

A mechanic like this would probably make sense for the YT2400 given its assymetrical design but I doubt it'll happen :/

The empire seriously needs some more action sharing/giving like the rebel ships have. I'd rather have this than anything else.

I don't think a different maneuver dial is a good idea, but I'd like to see the Empire get some upgrades simmilar to Nein Numb and R2, that change the color of certain maneuvers.

A banked or 1 straight K-Turn would be great.

Different ships for existing pilots would be good, like Tycho in an X-Wing (most of the comics I've read had him in the X-wing), and I think Marrek Steele was supose to have flown Interceptors and Defender, and I think either the named bomber or shuttle pilots flew the Defender too. Soontir Fel started out in a Tie fighter and later joined the rebellion and flew an X-wing in rogue squadron. I think Leia piloted the Falcon a few times. There's a lot that could be done with this.

More turret, cannon, system upgrades options are needed.

Side and rear fireing arcs would be a good addition.

I think a third, and maybe forth faction would be awesome, but lets not get into that debate again.

I don't see any need for medium ships.

Different maneuvers and longer range for small and large ships wouldn't work due to the packaging design. How would you fit them in?

There's no large ships that seperate into a group of smaller ships in star wars, this isn't G-Force or Voltron. Save them and other transformer ideas for an entirly new flight path game.

There was some speculation awhile ago about the feasibility of ships with asymmetric maneuver dials. Ships that could turn in one direction easier than the other. There might be a couple ships in SW that that makes a measure of sense on.

A mechanic like this would probably make sense for the YT2400 given its assymetrical design but I doubt it'll happen :/

There was a forum discussion about what prequel/clone wars series ships would people like to see. Not saying that I am the first to suggest this, but I am a fan of the G9 Rigger-Freighter (Twilight) from the Clone Wars Series. I was thinking, based on the ship design and how it performs in the show that it could be something like this:

Large Base

Focus, TL, Barrel Roll Actions

Auxiliary Firing Arc on Starboard Side

(Based on the design of the ship, it has a big block shaped super structure at one end, with one wing out to Starboard with a Primary Weapon that swivels, but it can't shoot to port side because of the ship's superstructure, so perhaps it has an extra arc like the Firespray that shoots to the right side instead of directly backwards)

2 Crew, Turret Upgrade (It has a turret on the roof)

And an asymmetric dial that has all the same maneuvers and speeds on both sides, but perhaps the right side maneuvers are easier than left. IE it has white 2 and 3 turns, green 1 and 2 banks, but the other side has red turns and white banks

Just how I'd interpret that ship based on its performance in the series and its overall design.

Yeah, that was exactly the ship I was thinking of when I mentioned it.