I'm new to the forum and a relatively new player of X-Wing but an old gamer passing on the tradition to my kids. Before I cover the topic at hand, this is by far one of the top two games I've ever played. The simplicity of play is genius and the nuances that emerge show a true gaming forging mastery. Thank you for the work you've put into this game and that which you'll continue to put into it in the years to come. Love the miniatures and accessories as well. But on to business.
This is really for the developers but I certainly welcome thoughtful comments from both sides of what will likely be an interesting discussion.
During gameplay, I've noticed what I think is an innocent oversight when implementing the effects of ion weapons. I've affectionately called this oversight Ion Effect Delay (IED) since I spent quite a bit of time in Iraq and Afthanistan haha. When a higher skilled pilot successfully ionizes a lower skilled pilot, the hit ship is assigned an ion token with no consequences taking effect until the planning phase of the following turn. I believe this is the oversight as the ion effects should take effect immediately (like a ship destruction) preventing them from doing anything for the remainder of that turn. As it currently stands, a token is assigned and the effects deferred until next turn. I humbly recommend a change to the rules and here is why.
1. The IED contradicts the immediate combat effect rule laid out in the basic rules.
2. The IED contradicts the canon example seen in episode V as well as numerous novels and some other computer games.
3. The IED just doesn't make sense. Does it make sense for a ship to be ionized but continue to function normally until later in the game? If a ship is destroyed, that effect happens immediately (with some exceptions and the simultaneous effects rule) and all of its abilities go away. If a ship is ionized by a higher skilled pilot, should they be able to counter-attack? Spend a token? Perform a combat triggered action? Enable a complimentary action for a wingman? Use an astromech capability? Didn't everything just get shutdown; flight controls, engines, sensors, weapons, communications, navigation?
I've been taught not to point out a problem without having a solution so I recommend an errata to the ion token be released with the next FAQ. I recommend it say something similar to the following:
When a ship is ionized (a small ship receives one ion token or a large ship receives two ion tokens) the effects occur immediately. For the remainder of the turn in which a ship is ionized it may not move, perform actions, conduct attacks, spend tokens, or activate complimentary traits/skills (e.g. Squad Leader). During the Planning Phase of the next turn the player ...
The rest of the rule follows the ion token rules already laid out.
I know this will be contentious as a great many people are naturally disposed to resist change. I also think it's fair to let everyone know that I own stock in Kuat Drive Yards, Sienar Systems, Galactic Ion Solutions et. al. corporations that produce ion weapons so I stand to become filthy rich when everyone ramps up their use of ion weapons in their builds ;-). Seriously, I doubt his will upset the game balance as the ion weapons still have to land a hit (i.e. roll the dice) in order to work. The rule change will fill that big gap between ionization and the beginning of the next turn.
FF Game developers, thanks for taking the time to objectively consider this potential change. I love the game and will keep playing regardless. I firmly believe this small change will provide an exciting tweak and add more nuance to an already great game. May the Force be with you :-)