Half kill points

By Truegreek, in X-Wing

Even without title and 3pO that battle is pretty well decided. Your opponent very much outflew you (or your dice really hated you).

Why do you want to reward the person who flew worse in a 2 player game. Rewarding the loser doesn't seem like a very good idea.

And how about the falcon at 6-7 HP? Which is half? Is that game 30pts less a win? I would also bet there is a combonation of HP and points that would lead to the person who killed less to still score more points and "win".

Where are people getting these lists? That you have so many large ships in the top slots? Did no one listen to the interview or look over the record keeping? For the longest time small ships have dominated the top slots, dual falcons have never been a top contender, just a decent list that is countered extremely easily. Hell any multiple large base for that matter.

Out of the multiple store champs, in store tournaments, regionals, and casual games, scoring like this wouldn't help any one but the larger ships. What stops a large ship from hit and fade tactics on a score system like this and run the game out? It would never have to focus fire but instead just make sure to not take any fire, run around the board and deal out hits to all the ships, which with turret ships is extremely easy to do once you add an engine upgrade.

So I take it, that when you play timed events in games, and you don't make the objective but got so, so close, it gives you a victory? No? Why not? Because in the end, if you are defusing a bomb, and almost have it sorted out and only need 10 more seconds to cut the last 3 wires out of the 20, but only have a single second, you don't get the job done.

And, yes, I know there are other games that support this type of points, but it usually is done in scenario style play and not a DM style match.

Edited by Hujoe Bigs

I'd think it would fit a bit more with the flavor as well. That severely damaged ship likely would miss some time from action so it should be worth something I would think.

That would only further encourage more yt-1300 use.Any glass cannon would now be impossible to run.

Interceptors/ phantoms, defenders, e-wings, a-wings.

1 uncancelled hit would destroy any chance of winning

That would only further encourage more yt-1300 use.Any glass cannon would now be impossible to run.

Interceptors/ phantoms, defenders, e-wings, a-wings.

1 uncancelled hit would destroy any chance of winning

But none of these ships would give half points on an uncanceled hit, most would require 2-3. (barring direct hit of course, but that could be said about most ships that take a direct hit)

As far as this encouraging hit and fade, im only aware of one ship that can actually do that and thats turr phenir. The falcon is kinda supposed to be doing this already as thats part of why they live so long, if they can boost out of all the arcs then fine, if not take the evade and just dodge 2 hits. Or boost so only one person can shoot, and get a (free c3p0) evade. none of that changes with half points, since points denial is half the build for falcons.

I personally think that this system wouldn't affect the majority of the games outcomes, and its mostly just intended for games with short times, like the large regionals and national games. tournaments where theres 75 minutes a round don't necessarily need to do this as there should be enough time to get threw the game and finish it. its the 60 minute games where a super durable 50-60 point ship is a massive advantage, simply because it takes time and turns to finish it off, which is something thats a precious commodity in those tournaments, leading to a greater disparity in margin of victory compared to small ship builds that take 20-30 point ships. thats why i think they appear so much in the top cuts of tournaments, simply because they can accrue a massive margin of victory because if you focus on the falcon and don't kill it, its probably going to be a 100-0. and even just cutting that to 100-30 makes a difference when were talking the bottom 3 slots of the top 8.

Also, just as an aside, im actually pretty happy this thread has been fairly civil, and been actual arguments with examples and discussion, its a nice change of pace from the other *change* threads. And i don't intend to say this is the best or only way, but i think if somethings going to change in the near future, it should be in the tournament itself, rather than an errata or banlist.

I just have one thing to throw in, this all seems waaaay to inaccessible to new people. Points destroyed vs points remaining is a very nice system because someone new straight off the streets can wrap there head around it, when it gets more complicated then that then some people will not want to get started, and for me I love this game and would still play it if the rule changed as suggested, but making it at all daunting to new players is the worst when you are trying to cultivate an active xwing community.

I just have one thing to throw in, this all seems waaaay to inaccessible to new people. Points destroyed vs points remaining is a very nice system because someone new straight off the streets can wrap there head around it, when it gets more complicated then that then some people will not want to get started, and for me I love this game and would still play it if the rule changed as suggested, but making it at all daunting to new players is the worst when you are trying to cultivate an active xwing community.

Yeah man, dividing by 2 is some of the hardest things i had to learn in school.

I've seen it done where you take total of ship + upgrades then divide it by hull + shields so each hit is worth a certain pointage.

For example

Han + falcon + gunner = 52

Total hull 8 + shields 5 = 13

Each hit point is worth = 4

Soontir Fel + PTL + Stealth Device = 33

Each hit point = 11

Round up odd numbers.

Now this could be done at end of game or per round at clear up stage.

I just have one thing to throw in, this all seems waaaay to inaccessible to new people. Points destroyed vs points remaining is a very nice system because someone new straight off the streets can wrap there head around it, when it gets more complicated then that then some people will not want to get started, and for me I love this game and would still play it if the rule changed as suggested, but making it at all daunting to new players is the worst when you are trying to cultivate an active xwing community.

that's why this is just a tournament rule change, it wouldn't affect casual play at all, and could even be put in as a rule based on round time. As one poster earlier said, you can just include a half value in your list as you write it. that way your just adding it up at the end of the game as normal. I'm going to be attending an epic tournament tomorrow and I'll keep track of everything to see how it all changes from half to full. So I can have some actual comparative numbers to show, rather than some values off the top of my head.

I just have one thing to throw in, this all seems waaaay to inaccessible to new people. Points destroyed vs points remaining is a very nice system because someone new straight off the streets can wrap there head around it, when it gets more complicated then that then some people will not want to get started, and for me I love this game and would still play it if the rule changed as suggested, but making it at all daunting to new players is the worst when you are trying to cultivate an active xwing community.

Yeah man, dividing by 2 is some of the hardest things i had to learn in school.

In any case I'm talking not just about that but all the other stuff added in. I'm explaining to a new person 'you win when you kill all the ships or if out of time whoever killed the most points' vs 'you win when you kill all the ships or if out of time whoever killed the most points once you've taken those points then subtract the used upgrades that were discarded then the number that's left cut it in half rounded down'... My focus is cultivating a nice open community and every rule or complication added has the potential to scare off a new player no matter how small that addition may seem. Also I'm very against rules being different for casual vs tournament

You should be focusing fire in a tournament, if your opponent has more than 1 ship with half it's hull/shields remaining you are probably not playing the game right.

Or the opponent is playing defensive, in which high cost ships have a hefty advantage. One tank Falcon surviving on one hitpoint at time is the difference of up to sixty points. I can see some pretty good points in this thread as to why halfkill may not be the best plan, but you've got to admit a 60% of your squad being blasted down to 1 out of it's 13 (or 15 with Crewbacca) HP and then getting a full win because it took down one Academy Pilot is a little grating.

Where are people getting these lists? That you have so many large ships in the top slots? Did no one listen to the interview or look over the record keeping? For the longest time small ships have dominated the top slots, dual falcons have never been a top contender, just a decent list that is countered extremely easily. Hell any multiple large base for that matter.

Out of the multiple store champs, in store tournaments, regionals, and casual games, scoring like this wouldn't help any one but the larger ships. What stops a large ship from hit and fade tactics on a score system like this and run the game out? It would never have to focus fire but instead just make sure to not take any fire, run around the board and deal out hits to all the ships, which with turret ships is extremely easy to do once you add an engine upgrade.

So I take it, that when you play timed events in games, and you don't make the objective but got so, so close, it gives you a victory? No? Why not? Because in the end, if you are defusing a bomb, and almost have it sorted out and only need 10 more seconds to cut the last 3 wires out of the 20, but only have a single second, you don't get the job done.

And, yes, I know there are other games that support this type of points, but it usually is done in scenario style play and not a DM style match.

3 large ships in the finals match at the US Nationals at Gen Con. I believe the top 8 included 2 other falcon builds and 1 4 large base ships (tri-lambda +BH).

Most post wave 4 championships featured a falcon in top 2 and multiple in top 8. One I even think had a top 4 consisting of only Falcon builds.

They. Are. Everywhere. Right now.

I still don't see how rewarding the worse of 2 pilots more points is a viable alternative. And, again, I'm certain that there are combinations in which the person who destroyed more actual points could lose. We don't need more analysis paralysis in game; this changes in game tactics greatly as well as list building.

I understand what you're saying, and I agree to an extent, the ridiculous health and limited time is a bit of a problem, a falcon is basically worth 2 ships points more or less, so if that falcon stays alive due to its ridiculous health and you lose one ship you just lost...

But I feel like the whole halfway thing really only pertains to the falcon (and the decimator when that ship comes out) unfortunately with every build having different total health points and such, I just don't see a fair way that they can do it. BUT just because I don't see a fair way to do this doesn't mean it can't be done...

I think like someone else said up above it's interesting what you're proposing and you're on the right track, but just saying you did half the damage so you get half the points, I don't think that works... just my opinion though

Where are people getting these lists? That you have so many large ships in the top slots? Did no one listen to the interview or look over the record keeping? For the longest time small ships have dominated the top slots, dual falcons have never been a top contender, just a decent list that is countered extremely easily. Hell any multiple large base for that matter.

Overreaction to the TIE phantom scare drove them to the top, and because a lot of people's list design technique is the "copy the winner in another tournament" method once something gets up there it's hard to shake.

Where are people getting these lists? That you have so many large ships in the top slots? Did no one listen to the interview or look over the record keeping? For the longest time small ships have dominated the top slots, dual falcons have never been a top contender, just a decent list that is countered extremely easily. Hell any multiple large base for that matter.

Overreaction to the TIE phantom scare drove them to the top, and because a lot of people's list design technique is the "copy the winner in another tournament" method once something gets up there it's hard to shake.

Do you really continue with the "Most top players are copy pasters and that's why you see so many falcons" argument ?