Running and hiding?
Smugglers and Spies???
Why we need three and not four???, greettings.
Why not 10 or even 20 then?
I mean if we are gong to just add factions for the sake of adding factions then lets go all out!!!
I still maintain that I didnt even want to see the 3rd faction...this thread started shortly after that one was announced...
Again...what will this 4th faction add or be outside of Scum but good guys!!
If you are going to bring these threads back to life the least you could do is add something to the conversation.
And more, and not all are vinculate with the rebel faction, I really want to see other faction, no matter is SaS, greettings.
But now you don't take my question, and not really see the point - all spies vinculate to other faction in Star Wars. No just spy for their own selves. Wanting no prequel ships, but yes to more faction? Why? We has spies and smugglers, but not as faction, saluudos.
You said the very idea of Smugglers and Spies was stupid, saying it was akin to a Navigators and Gunners faction. You didn't connect it to X-wing, you stated it was, in of itself, stupid as a concept. Therefore, that would make it stupid in the LCG in which it appears as the Light Side fringer faction. It works great in the LCG. Splitting the Fringe into those two factions is not a bad idea as a concept in a vacuum.
In X-wing it's not a good idea because all the "light side" fringers are already packed in Rebels. That, and Scum is a faction separate from the Empire. It's a bad idea in X-wing simply because it would have no ships.
Smugglers and Spies would be the likes of Talon Karrde, Han Solo prior to joining the Rebels, the various fringers that aren't criminal cartels, bounty hunters or pirates: the ones you could consider good or at least not evil. Half of those are in the Rebels already and the rest don't have enough X-wing suitable ships to make a wave, let alone sustain a faction.
You're just repeated what I said while ignoring where you are, that we're talking about X-wing and it's future. I don't care what's good for a Star Wars themed Magic the Gathering, and you're applying terms from other games like fringer to defend all the little groupings they've cut the game up into, and it is silly.
Dark and Light force users, Dark and Light criminals, Dark and Light mercs, Dark and Light navigators, Dark and Light traffic cops, Dark and Light janitors.
X-wing miniatures is a dogfight game, spies don't deserve there own faction anymore than an admiral's personal dog walker. The whole idea crumbles if you just ask yourself aren't there Imperial Spies or Rebel Bounty Hunters?
Edited by gabe69velasquezOk, all the reasons are on table, FFG has the last Word on this issue, time give to one band the reason, greettings.
Ok, all the reasons are on table, FFG has the last Word on this issue, time give to one band the reason, greettings.
I don't understand what you are asking for here...
I'll agree that ffg has the last word...and I am hoping that they are done w new factions
Kaxel is nowhere near Jar Jar annoying.
Speaking of, Kax there is another thread right up on this front page. Let's make this thread about palindromes.
I have always liked A man a plan a canal Panama.
It also bothers me that palindrome is not one.
Was it a car or a cat I saw?
Sit on a potato pan, Otis.
Dammit, I'm mad.
Kaxel Vofer.....He was against new factions before he was for them. It's what we call being a hypocrite.
You said the very idea of Smugglers and Spies was stupid, saying it was akin to a Navigators and Gunners faction. You didn't connect it to X-wing, you stated it was, in of itself, stupid as a concept. Therefore, that would make it stupid in the LCG in which it appears as the Light Side fringer faction. It works great in the LCG. Splitting the Fringe into those two factions is not a bad idea as a concept in a vacuum.
In X-wing it's not a good idea because all the "light side" fringers are already packed in Rebels. That, and Scum is a faction separate from the Empire. It's a bad idea in X-wing simply because it would have no ships.
Smugglers and Spies would be the likes of Talon Karrde, Han Solo prior to joining the Rebels, the various fringers that aren't criminal cartels, bounty hunters or pirates: the ones you could consider good or at least not evil. Half of those are in the Rebels already and the rest don't have enough X-wing suitable ships to make a wave, let alone sustain a faction.
You're just repeated what I said while ignoring where you are, that we're talking about X-wing and it's future. I don't care what's good for a Star Wars themed Magic the Gathering, and you're applying terms from other games like fringer to defend all the little groupings they've cut the game up into, and it is silly.
Dark and Light force users, Dark and Light criminals, Dark and Light mercs, Dark and Light navigators, Dark and Light traffic cops, Dark and Light janitors.
X-wing miniatures is a dogfight game, spies don't deserve there own faction anymore than an admiral's personal dog walker. The whole idea crumbles if you just ask yourself aren't there Imperial Spies or Rebel Bounty Hunters?
I'll establish at the start that I don't think this faction would work for X-wing simply because it wouldn't have enough ships to sustain a faction. Plus I'm of the opinion that this game works best with a minimum of factions, although I can't back that particular assertion up with evidence. Star Trek isn't a good versus evil struggle, Star Wars is. Hence loads of factions in Attack Wing and a bare minimum in X-wing.
Your conclusion (that S&S is not suitable as an X-wing faction) I agree with, but your reasoning (that it makes no sense to split the non-Rebel and non-Imperial characters into two groups down the Light/Dark axis) I really don't. While I could be misreading your posts I can't help but think you're attacking the decision to do that in the LCG, attacking the very idea of it regardless of context.
Context aside, I don't think splitting the underworld into two halves is a bad idea. (I just think the "good" half should go in Rebel, as it does at the moment)
And here's why:
I don't care what's good for a Star Wars themed Magic the Gathering, and you're applying terms from other games like fringer to defend all the little groupings they've cut the game up into, and it is silly.
Dark and Light force users, Dark and Light criminals, Dark and Light mercs, Dark and Light navigators, Dark and Light traffic cops, Dark and Light janitors.
Firstly, the LCG's a card game. That's about all it has in common with MTG. It's like calling X-wing Star Wars themed Warhammer.
Secondly, "Fringer" is a term from another game? Look at the name of the generic pilot for the Outrider. It's Wild Space Fringer.
I assume your list of "dark and light X" is an attempt to illustrate it as non-sensical. Light and Dark force users? Jedi and Sith. Polarising the force is far more common than leaving it neutral.
Dark and Light Criminals? Jabba the Hutt and Han Solo. One's unquestionably a bad guy and the other's a hero.
Dark and Light mercenaries? Pretty much all the ESB Bounty Hunters for Dark and Dash Rendar for Light.
As for your good and bad navigators, traffic police and cleaning staff, they're not exactly well enough represented amongst the cast of Star Wars characters to give examples for.
Star Wars is at face value a standard Good versus Evil conflict. X-wing prior to releasing Scum was Light Versus Dark. Now we've thrown in the criminal faction, making it Rebels vs Empire vs Scum, it's pretty much Light vs Dark vs Dark.
The whole idea crumbles if you just ask yourself aren't there Imperial Spies or Rebel Bounty Hunters?
Or Rebel Scum? Or Imperial Villains?
That may sound like latching onto a name in defiance of fact or context, but Smugglers and Spies is just that. A name. It's a name for the half of the galactic underworld that is neutral leaning good and Rebel-aligned. Black Sun and the like are not neutral on the Light/Dark axis.
Even in X-wing FFG's been putting fringers on different sides of the fence. Remember the Firespray-31's second named pilot? Kath Scarlet? A pirate that preys on Imperial shipping. Roark Garnet, the lowest HWK named pilot, is a smuggler with no connection to the Rebels. Eaden Vrill, the YT-2400's lowest named pilot, is a mercenary copilot that used to work with Dash Rendar. No Rebel connection. Krassis Trelix, the Firespray that isn't being released for Scum? Slaver without Imperial connections.
Splitting the Fringers into two factions down the light/dark or Rebel-aligned/Imperial-aligned axis is NOT stupid or nonsensical as a concept. They've already been doing it even in X-wing since Wave 2.
Remember though, in the LCG, all the light factions are one team and all the dark factions are the other team. In X-wing, that's not the case. The Smugglers and Spies are therefore part of the Rebel faction in X-wing: if they weren't they could fight the Rebels. Scum fighting the Empire makes perfect sense (makes more sense than fighting the Rebels to be honest), and the Rebels fighting pirates isn't farfetched either.
Making Smugglers and Spies a faction in X-wing is a little silly, but splitting the fighting forces of the galactic underworld into good guys and bad guys isn't.
Or, in other words, what FFG is doing with both games at the moment is, in my view, doing it right.
Edited by TIE PilotOk, time to time, we need to wait if FFG will give us a fourth faction, or not, and if they will do, they will name SaS???, greettings.