What would you like to see...mechanically

By GrandAdmiralCrunch, in X-Wing

Speculation and wishlists have been running rampant across the boards lately regarding which ships we will see next.

I have been thinking about future releases from another angle and wanted the community's input: What game mechanics from other games would you like to see introduced into X-Wing?

Wargames, miniature games... even RPG's are on the table if there are rules that could be ported over.

I've seen people mention boarding actions. I've heard people discussing "Marking" from D&D 4E.

So please, what do you think would be cool to see from a mechanical standpoint?

Edited by admiralcrunch

Boarding doesn't really make sense on fighters but boarding a large or huge ship is doable. A TIE boarding craft is essentially a TIE/sa Bomber with a title card, so that seems doable.

An ability to 'alpha strike' with multiple ordnance (on those ships which have multiple ordnance slots) would be nice.

Possibly some sort of combined attack rolls for small groups of ships as per minion groups in the RPGs - that would let you put up to three fighters in a line abreast and operate them as a single unit - makes for faster manouvring and play with large games; so Mauler Mithel becomes 'mauler mithel and two wingmen'....

Not sure on that one - just a thought for really huge games.

Edited by Magnus Grendel

I think the "drift" mechanism that was talked about yesterday had a lot of potential.

A tractor beam action when the inevitable Imperial Epic ships arrive would be interesting as well - possibly as an Imperial counterpoint to the Rebel jam and co-ordinate actions...

Boarding doesn't really make sense on fighters but boarding a large or huge ship is doable. A TIE boarding craft is essentially a TIE/sa Bomber with a title card, so that seems doable.

An ability to 'alpha strike' with multiple ordnance (on those ships which have multiple ordnance slots) would be nice.

Possibly some sort of combined attack rolls for small groups of ships as per minion groups in the RPGs - that would let you put up to three fighters in a line abreast and operate them as a single unit - makes for faster manouvring and play with large games; so Mauler Mithel becomes 'mauler mithel and two wingmen'....

Not sure on that one - just a thought for really huge games.

Both of these would be interesting to see in epic games. I think boarding would be fun and interesting. Combined attacks could simplify large combats quite nicely.

Beam weapons. The Defender was supposed to have one, that's what made it such a ruthless capital ship killer.

I'd also like to see something directly counter turrets, such as a EMP weapon from a high PS ship that could force the Falcon to fire its primary arc only.

Given the Rebels are really all about sharing actions and tokens, I'd like to see more things on the Empire like Howlrunner and Jonus. Someone that allows a squad to reroll 1 evade dice (inverted Howlrunner). Someone that allows rerolling of 2 range 1 dice (only range 1) would make it fun to build knife-fight squads or someone for extra range 3 rerolls makes for decisive squads (stay back and reroll or get in close for the extra dice).

It'd be neat if a large ship could forcefully move another ship when it hits. For example, if the decimator ran into a ship, the other ship is removed from the map and placed at a distance of 1 from where the decimator finishes his movement. That'd be fun!

I think the "drift" mechanism that was talked about yesterday had a lot of potential.

A tractor beam action when the inevitable Imperial Epic ships arrive would be interesting as well - possibly as an Imperial counterpoint to the Rebel jam and co-ordinate actions...

I'm digging the alternate movement ideas people are coming up with.

A tractor beam on the huge ships that forces smaller ships to move closer...that would be very cool.

Variable Height mechanic to utilise the pegs :lol:

Beam weapons. The Defender was supposed to have one, that's what made it such a ruthless capital ship killer.

I'd also like to see something directly counter turrets, such as a EMP weapon from a high PS ship that could force the Falcon to fire its primary arc only.

Given the Rebels are really all about sharing actions and tokens, I'd like to see more things on the Empire like Howlrunner and Jonus. Someone that allows a squad to reroll 1 evade dice (inverted Howlrunner). Someone that allows rerolling of 2 range 1 dice (only range 1) would make it fun to build knife-fight squads or someone for extra range 3 rerolls makes for decisive squads (stay back and reroll or get in close for the extra dice).

It'd be neat if a large ship could forcefully move another ship when it hits. For example, if the decimator ran into a ship, the other ship is removed from the map and placed at a distance of 1 from where the decimator finishes his movement. That'd be fun!

I've seen Beam weapons mentioned in fluff before, but i'm not sure how it would be different from regular lasers. Shorter ranged but more damage?

I agree that the Imperials really need some more support options. The transport and HWK are putting the rebels ahead in that area.

I think some forced movement would go great with the Decimator's ramming ability.

Variable Height mechanic to utilise the pegs :lol:

Hmmm....perhaps we should go deeper. Since X-Wing is set in space, what we need is a 3-d battlefield so that ships can attack from any angle. Like a cube...filled with Jello to keep the mini's in place.

I would love boarding actions and tractor beams.

I would also like more Imperial options to give out focusses, because until Fleet Officer comes out, there are NONE.

A tractor beam on the huge ships that forces smaller ships to move closer...that would be very cool.

Yep, similar to ion, except the affected ship would move at speed 1 directly towards the Huge ship (engage ramming speed...)

Tractor beams - make them an action rather than an attack, roll three attack dice. The target is moved a number of hits/crits toward the ship making the action. If they collide with something they stop moving.

Drifting seems like it'd be a fun thing to allow, but it should be part of the basic movement rules rather than a new maneuver or special ability. I assume it'd simply allow you to place your ship at the end of the movement template with the guide nub against the side of the template rather than the template between both nubs (so a very slight sideways motion).

Boarding actions would be complicated and difficult to figure out a good mechanic that didn't make them way too strong.

I'd like to see new special dice that can be substituted, or rolled in addition to normal attack / defense rolls.

Special dark red dice with "Shield Penetrating" hits that get cancelled last, after regular hits and crits.

Special neon green evade dice with "Critical Evades", a double evade symbol which counts as two evades.

Maybe even some other special dice.

Yep, similar to ion, except the affected ship would move at speed 1 directly towards the Huge ship (engage ramming speed...)

What's up with your signature? What ship is that?

It's a nebulon B and a couple of tie fighters. Took me a couple minutes to figure it out too.

Beam weapons. The Defender was supposed to have one, that's what made it such a ruthless capital ship killer. I'd also like to see something directly counter turrets, such as a EMP weapon from a high PS ship that could force the Falcon to fire its primary arc only. Given the Rebels are really all about sharing actions and tokens, I'd like to see more things on the Empire like Howlrunner and Jonus. Someone that allows a squad to reroll 1 evade dice (inverted Howlrunner). Someone that allows rerolling of 2 range 1 dice (only range 1) would make it fun to build knife-fight squads or someone for extra range 3 rerolls makes for decisive squads (stay back and reroll or get in close for the extra dice). It'd be neat if a large ship could forcefully move another ship when it hits. For example, if the decimator ran into a ship, the other ship is removed from the map and placed at a distance of 1 from where the decimator finishes his movement. That'd be fun!

I've seen Beam weapons mentioned in fluff before, but i'm not sure how it would be different from regular lasers. Shorter ranged but more damage?I agree that the Imperials really need some more support options. The transport and HWK are putting the rebels ahead in that area.I think some forced movement would go great with the Decimator's ramming ability.

Beam weapons like as in a continuous laser? This already exists, and the Defender can already equip them. In the fluff, the Heavy Laser Cannon is a sustained beam laser that fires for several seconds, as opposed to short bullet-like burst lasers like most blaster weapons.

Unless I'm misunderstanding what you mean?

I would like to see SOME kind of tractor beam but it's hard to say how it would work. Maybe as a Hardpoint Upgrade, so you have togive up a weapon, and a mechanic that lets the opponent move you forwards or sideways somehow. It can't be too drastic, though, so it's hard to think how it might work.

I also think ships with asymmetric dials could be interesting, IE a ship with green left banks but white right banks. We are running out if ways to make ships maneuver uniquely without giving them more options like decloak, so it could make a interesting addition.

I think what I'd like to see most would be an official conversion for using X-Wing as the starship combat system for "Edge of the Empire" and "Age of Rebellion".

Jim

The one thing that irks me the most is that ordnance is only one shot. Attack Wing has a means of disabling/reloading secondaries after they've been used and I really wish there could be an update to this game to allow that.

I would like to see an ion cannon hardpoint huge ships. Something that dishes out 2 ion tokens, akin to the ion cannon on Hoth that disabled a star destroyer, for capital ship combat. That, or a turret that deals 2 damage to shields, but only deals ion tokens to hull.

Similarly, I would like to see more types of bombs, i.e. Stress mines, Ion Mines; ways of dealing stress and ion to multiple ships, without being TOO powerful.

A weapon that becomes more powerful as you deal damage to your own shields ( i.e. pulling power from shields to supercharge your weapon)

Robot/drone pilots that cannot be stressed, but cannot focus either. They would also get more maneuverable the more there are next to them.

I'd like to see the ability to deploy/move onto the board to a starting position other than your own table edge.

I'd like to see the ability to deploy/move onto the board to a starting position other than your own table edge.

They already have that. They're called missions.

New dice, or get rid of the dice, or modify the rules so that the dice always do something.

Having an attack that lands no hits is just boring, because it's as if nothing happened. Now I don't want the game to be made easier or dumbed down, a miss is a miss after all -- I just think that something else should happen. (anything is better than nothing)

The other thing I never understood is why a ship can't take the same action twice. When I first played x-wing, I didn't see this rule and I had a blast with PTL a-wings that were double boosting everywhere. My opponent didn't mind too much, because she was doing the same thing with interceptors. The game felt more alive with so much movement happening.

The other thing I'd like to see probably won't come from FFG, but it might come from the community. The components for this game are amazing, to the point where it almost seems a shame to constrain their use to a single game. I'd like to see other games invented that use the x-wing miniatures components, but don't use flightpath at all. These games might be radically different -- e.g. 4x, strategy, etc.

I would like more terrain options (I know we just got the huge ship option for casual games and debris clouds are coming) but even more variability to it would be awesome and keep the games fresh.

A pilot or ship (or EPT) that could do a curved K-turn would be cool ( maybe have it cost one extra stress token)

Generally I'm against making the game more complicated (I was really worried the epic ship energy rules would over complicate things until I tried them).

I would like to see an EPT that's a defensive version of Marksmanship (like a focus that you don't have to spend)

The 3rd dimension.

From another universe:

Personally, I would love to see this game taken into the atmosphere of a planet(changing a few rules) or land based battles. I am not talking down to the individual, but down to the speeder level would be nifty. I could imagine an AT-AT or AT-ST and speeders to recreate hoth using the current engine (with a few rule changes of course). That way a campaign could consist of an epic battle in space around a planet followed by a land based battle.

*edit* I realize that this is a bit off topic as I am unsure which other games these rules would come from, however, they are mechanics changes to the game so figured I would post.

Edited by mjc393

I'd like to see a fast, light, mobile cannon platform, kind of like the headhunter is for missiles, along with some cheaper cannon options.

I'd also like to see scout/recon ships, I suppose a bit like the HWK, but so that the basic ships did the squad buffs, and more mobile (scout ships seem to me that they should be fast and agile)