Unexplored design space: let's find it

By mikehulsebus, in X-Wing

Any examples you can think of?

1) You could have pilots or abilities that give you free stuff. For example: you could have a pilot / title that gives a generic ship matching its type have a free four point torpedo. Rather than negative point cost items to balance ships, you could have free stuff. This also might result in old cards seeing play again.

2) Generics that have abilities that interact better the more you have of them.

3) Conditional pilot abilities or upgrades. '' if you have at least three A wings in play... ''

Factory model: no other upgrades for a negative cost.

object interaction

Force use

Things that change setup deployment rules.

Wide or long bases

LOTS OF OPTIONS.

Cards that give the opponent more points for destroying than they cost to equip.

- X1 Prototype, title, TIE Advanced only, 0 points: (Text of FCS here) Additionally, when counting points destroyed for purposes of determining a winner, treat the cost of this card as 6 points.

Negative cost downgrades (probably a scum thing).

- Refurbished engine, Scum only, -3 points: After revealing a maneuver of speed 3 or greater, roll an attack die. On hit, take one damage. On focus, spend a focus token or reduce the speed of the maneuver by one.

Slow-moving ordnance that moves like a ship (like a prox mine than can straight/bank 1,2,3).

Powers that only turn on when you get a kill with that ship

Point Defense Cannons. Like a prox mine with hull that shoots everybody at a certain range.

Cards that give the opponent more points for destroying than they cost to equip.- X1 Prototype, title, TIE Advanced only, 0 points: (Text of FCS here) Additionally, when counting points destroyed for purposes of determining a winner, treat the cost of this card as 6 points.Negative cost downgrades (probably a scum thing).- Refurbished engine, Scum only, -3 points: After revealing a maneuver of speed 3 or greater, roll an attack die. On hit, take one damage. On focus, spend a focus token or reduce the speed of the maneuver by one.Slow-moving ordnance that moves like a ship (like a prox mine than can straight/bank 1,2,3).

I like the second and the third but the first would be problematic for casual games and final rounds.

I don't believe that there's anything that specifically targets unique pilots (e.g. while attacking a ship with a unique pilot or upgrade, you may reroll any blank results).

I could see something like this going on one of the bounty hunters.

I'd like to see a small ship with all of the 1-3 speed basic maneuvers, no 4 speed, and either a 1 k-turn or a couple of low speed s-loops.

Its should have a system upgrade and maybe one other slot.

Edited by TopHatGorilla

I don't believe that there's anything that specifically targets unique pilots [...]

I could see something like this going on one of the bounty hunters.

Clever and thematic!

In all honesty, it really isn't my idea. I remember reading the suggestion in a topic about Imperial Boba from a while back.

Here's a simple one I'm a bit surprised hasn't appeared: a ship without the ability to focus. Don't know how that can be justified thematically (crewed by droids?), but I think it would lead to some interesting decisions when choosing your action. Currently, if you don't know the best option, focus is a good default; a ship without focus would require more thought.

It's a popular theory that if we ever get TIE droids or prequel vulture droids they'll not have the focus action as a way to distinguish them.

I really want to see a TIE Scout. Lot of pure support options there.

I was just talking about this tonight: there are numerous situations where you roll dice outside of combat, but as of yet, no way to modify dice rolls that aren't during combat (obstacle collisions, Lando, the various crit repairs, etc).

I'd love to see a squadron mechanic.

Example: Red Squadron, you could take Red squadron ships and associated pilots only and would get a bonus or something. That way we wouldn't only see the mix and match but formed historic squadrons.

Doing a loop maneuver. Like putting the 4 straight maneuver in your rear nubs and the moving it but you don't flip the direction of the ship. So if ships are behind you you now are behind them and you have them in arc!

Better terrain in competitive matches. I'm getting board with the same old 5 asteroids + the big one.

An upgraded damage deck to reflect damage on all the new upgrade slots, but that would be a large pain to implement.

Ability to target specific upgrades, doing less damage but forcing the opponent to discard one of his upgrades.

Weapons on small or large ships that go to range 4 or 5, such as missiles and torpedoes.

Enlarging the play space.

Redistributing energy, dropping attack power for a turn to boost shields or dropping movement speed to boost firepower.

There's a lot that could be done with target locks.

During the activation phase, you may spend a target lock to perform the maneuver on the targeted ship's dial, if it has already activated.

Also, evade tokens..

For example...

"When an enemy declares you as the target f an attack, spend an evade token to perform a free barrel roll or boost action."

Or

"While you hav an evade token, enemy ships outside of your arc at range 1 roll one less attack die."

During the activation phase, you may spend a target lock to perform the maneuver on the targeted ship's dial, if it has already activated.

I was considering this also. Thematically speaking; Luke, has a Tie on his tail and cannot shake it.

Tactical Network/Coordinated Attack:

If the target of your attack has a friendly target lock on it, and the friendly ship holding the target lock is within range 1-2, you may spend the target lock token to re-roll any number of attack dice from this ship at once. The target lock may only be used to modify primary weapon attacks.

I've been playing around with this one for a while now, I love the idea of adding more dimension to target locks. I'm not sure if this would need to be a unique upgrade or if it would make more sense as a Modification or Elite Pilot Talent.

Edited by Resv

Powers that only turn on when you get a kill with that ship

Interesting...

Please give an example and your justification for how this makes sense. I'm talking "real world" or "fluff" here, not game terms. If we do this (or anything else, for that matter) it should make sense in relation to the Star Wars setting and not just be a game mechanic. It should attempt to "simulate" something in universe or it just becomes something akin to a "chess" move (works in-game but is totally divorced from anything remotely "real").