Gameplay aspects from the PC games I'd love to see

By markcsoul, in X-Wing

First of all noooo I don't mean ships/weapons that haven't been used yet, I'm talking about actual game play mechanics, such as:

Re-directed Shields

In the games if your shields were below the max 200%, you could angle them forward or backward to maximize your shield power on that section of the ship while decreasing them on the opposite side. Was also mentioned during the ANH Death Star battle.

Idea For X-Wing:

Set Shields to Double Front - Modification, Ships with Shields only, Cost??

"If you have at least one shield token remaining, you may spend a shield token to have an enemy ship within your primary firing arc reroll all their attack dice."

Energy Transfer

In the games you could transfer your shield energy to weapons or vice versa depending on the situation and what you needed.

Idea For X-Wing:

Energy to Weapons - Modification, Ships with Shields only, Cost??

"At the beginning of the Combat Phase you may remove 1 shield to add 1 die to your primary attack for this round only."

Idea for X-Wing:

Energy to Shields - Modification, Ships with Shields only, Cannot be combined with R2-D2, Cost??

"At the beginning of the Combat Phase you may recover 1 shield (up to your shield value). Your primary attack is decreased by 1 for the rest of this round"

Thoughts?

Edited by markcsoul

I've always like the idea of incorporating shield shifting into this game.

I think spending a shield for an extra die is too weak. Hurting yourself is tough. Maybe gain two extra attack die for losing a shield.

Here's the catch. It's an ability from an astromech. That way you couldn't just keep getting your shields back after you spend them to boost your attack.

Your energy transfer ideas are awesome. I want those to be upgrade cards now. The only change I'd make would be to Energy to Weapons: I'd add the shield token back to your ship during the end phase, and have the card say that the primary weapon value goes up by 1 only until the end of the round.

I think your redirected shields idea needs some work, though. I don't think losing a shield to make your opponent reroll attack dice is thematic. Maybe lose a shield token to change all of your blank agility dice to evades? Then flip the card over (make it a one-use-per-game card) for balance's sake.

Edited by Danthrax

Your energy transfer ideas are awesome. I want those to be upgrade cards now. The only change I'd make would be to Energy to Weapons: I'd add the shield token back to your ship during the end phase, and have the card say that the primary weapon value goes up by 1 only until the end of the round.

I think your redirected shields idea needs some work, though. I don't think losing a shield to make your opponent reroll attack dice is thematic. Maybe lose a shield token to change all of your blank agility dice to evades? Then flip the card over (make it a one-use-per-game card) for balance's sake.

Yea I meant to say the primary attack only goes up for that round, I will reword it now. As for the redirected shields, that was the hardest one to transfer to this game's mechanics. I'm certainly up for alternate ideas for any of my suggestions, it's the general idea of them I wanted to promote.

I've always like the idea of incorporating shield shifting into this game.

I think spending a shield for an extra die is too weak. Hurting yourself is tough. Maybe gain two extra attack die for losing a shield.

Here's the catch. It's an ability from an astromech. That way you couldn't just keep getting your shields back after you spend them to boost your attack.

2 dice seems like a lot, I could see falcons really abusing that power. Of course if it was an astromech instead that wouldn't be an issue, but i wanted to make them all modifications so any of the shielded ships can utilize them.

Nice ideas man, great minds think alike...

;)

The game is already tip top, but it could still be more like Star Wars.

I think your redirected shields idea needs some work, though. I don't think losing a shield to make your opponent reroll attack dice is thematic. Maybe lose a shield token to change all of your blank agility dice to evades? Then flip the card over (make it a one-use-per-game card) for balance's sake.

I agree, I don't like when your redirected shields starts effecting other ships. If the blank agility dice to evades idea Danthrax mentioned turns out to be too good (my gut feeling thinks it might be) could also change them to focus instead.

I have been wanting to incorporate something like this for awhile now. Great ideas markcsoul!

Energy to Engines could work as well:

Immediately after revealing your maneuver, you may increase the distance of your revealed manuever by 1 (to a maximum of 3 for banks and turns, or 5 for straights and k-turns). If you do so, lose 1 Attack die until the end of the round.

Reverse Throttle:

Immediately after revealing your maneuver, you may decrease the distance of your revealed maneuver by 1 (to a minimum of 0). If you do so, receive one stress token.

Energy to Engines could work as well:

Immediately after revealing your maneuver, you may increase the distance of your revealed manuever by 1 (to a maximum of 3 for banks and turns, or 5 for straights and k-turns). If you do so, lose 1 Attack die until the end of the round.

Reverse Throttle:

Immediately after revealing your maneuver, you may decrease the distance of your revealed maneuver by 1 (to a minimum of 0). If you do so, receive one stress token.

I like that first idea. The second I think is too similar to the "Stay on Target" card just revealed though.

What about something to simulate linking cannons. This is the opposite but

Unlinked cannons (1 point)

Action: during the combat phase each attack dice may be rolled individually at the same or different targets.

Essentially if you had an x wing, assume a normal attack is all 4 cannons firing at once. Thats why it can one shot a tie and takes a full round to recharge. This gives you a less powerful shot (one attack dice per attack) but 3 smaller attacks. It wouldn't make much difference unless you were able to finish off a target with one dice and then we're able to use the rest of the attack on another target.

Shield mechanichs were awesome in the game, but i would keep the tabletop game simple, easy to follow and accessible.

I see absolutely no issue with the OP. This is good stuff. However, I REALLY like this one.

What about something to simulate linking cannons. This is the opposite but

Unlinked cannons (1 point)

Action: during the combat phase each attack dice may be rolled individually at the same or different targets.


Essentially if you had an x wing, assume a normal attack is all 4 cannons firing at once. Thats why it can one shot a tie and takes a full round to recharge. This gives you a less powerful shot (one attack dice per attack) but 3 smaller attacks. It wouldn't make much difference unless you were able to finish off a target with one dice and then we're able to use the rest of the attack on another target.

Because it DOES mess with the gameplay a little bit, in a very interesting manner. Rolling ALL of your dice together gives them a similar trajectory and they may hit each other. Rolling them separately can potentially mitigate this.

That's why I like it. It DOES effect the gameplay.

While the OP might have some interesting ideas, I'd rather see more mission mechanics brought over. I'm talking hyperspace jumps, boarding actions, reinforcement from off board capitol ships, using sensors to ID ships with specific cargo and similar things. Most of this would probably be tied to scenarios but more ways to play is not exactly a bad thing.

A EPT 'Angle Deflectors', that lets you spend a sheild token as a focus token on defence to represent an elite pilot knowing/guessing the best angle to set deflectors to before an attack. Could turn a 2+ point hit into a 1 sheild loss.

While the OP might have some interesting ideas, I'd rather see more mission mechanics brought over. I'm talking hyperspace jumps, boarding actions, reinforcement from off board capitol ships, using sensors to ID ships with specific cargo and similar things. Most of this would probably be tied to scenarios but more ways to play is not exactly a bad thing.

Can't agree enough. Dogfighting is fun, but there's so much more to Star Wars.

Here's an idea:

Deflectors On Double Front. Just give it a Re-enforce Token that came with the big ship.

Front Deflectors

Modification

5 pts.

Add a Re-enforce Action to your Action Bar. When you choose the action any attacks in the front arc count as being re-enforced.

Edited by eagletsi111