Potential Fix for Large Ship Boost Mechanic (FFG PLEASE READ THIS)

By Green Squad Leader, in X-Wing Mission Control Technical Support and Feedback Forum

Hello as I'm sure most people will have noticed over the last two years of X-wing a certain upgrade card has become virtually an auto-include in any list which features one or more Large Based ships, namely the Modification Engine Upgrade. Why is it so prevalent? Because as the rules currently work giving a Large Based ship a Boost action dramatically increases its value to that player, far more so then it does on small ships. This is because in the current version of the rules a Large based ship taking a boost action moves forwards 3 Small Ship Lengths, while a Small based ship only moves forwards 2 Small Ship Lengths. As a rule of thumb in this article when I refer to "Ship Lengths" I am always referring to the length of a Small Ship's base as a unit of measurement.
Check it out, here are comparisons of the movements of some Large Based ships and an A-wing, which in the lore should be the fastest ship in the game at sub-light speeds (The Millenium Falcon is only the fastest ship in the galaxy at Hyperdrive speeds, otherwise its a space 18 wheeler.).
Current Method
As you can see when each ship moves at its fastest manuever all three ships travel the same distance. But once they boost both the Decimator and YT-1300 pull out in front. Score one big ships, the 18 wheelers apparently outrun the Ferraris in the Star Wars universe.
Current Method
Its even more noticeably when the ships perform a 1-bank boost. Now not only have the large ships moved considerably further forwards than the A-wing but they have also completed a wider turn.
The main problem with the rules as is is that they've created a situation in which Large ships are SO fast and maneuverable that they can dominate smaller ships quite easily, not only outgunning them and having more hit points but also being able to outpace and often outmaneuver them. I'm sure most players have experienced the "keep away" tactics often employed by players using boosts to have Large Ships arc dodge better than actual arc dodging ships can.
This has been recognized as a rules issue for a while, or at least the majority of players I've met have expressed concern over it, and has helped to contribute to the current "two ship list or bust" meta we often see at most tournaments. We already have seen a similar "too good" movement mechanic be toned down with the change to how barrel rolls work for Large Based ships, the challenge has been figuring out a simple way to tone down boosts. The challenge is that the previously presented and considered fixes to this issue have not worked very well, they were either too complicated, two clunky in application, or did not achieve a similar enough form of movement to the regular boost mechanic to be viable.
Here is the method I would recommend be tried and if it is deemed acceptable be implemented in the FAQ/Errata.

First we have a Large Based Ship, in this case a YT-1300. Its controller decides to do a Straight Boost. Ordinarily the player would then place a 1 straight maneuver token between the front nubs of the ships base and move the ship to the opposite side of the movement tile, resulting in a total forward movement of 3 Ship Lengths (As was shown in the tables above). Small ships using the same method only get to move 2 ship lengths forwards, so how can we make move types of ship move the same distance? Here is how.
First we will place a 2 straight maneuver token.

Step 1.

Now we will place another maneuver token on the opposite end of the 2 straight maneuver token to mark our destination point.

Step 2.

Remove the 2 straight from the table while holding down the 1 straight.

Step 3.

And lastly move the YT-1300 up to the 1 straight maneuver token. Total distance traveled: 2 ship lengths forwards.

Step 4.

Ok so it works well for ships doing a Straight Boost, bringing large ships exactly in line with small ships in terms of total distance covered by the move. But does it work for Bank Boosts as well? This has been the major failing of the other methods players have recommended for trying to fix this issue.
Ok again we have a YT-1300, this time a Left Bank Boost has been chosen by the player.

First place the 2 Left Bank maneuver token.

Step 1.

Next again place the 1 Straight maneuver token on the opposite end of the 2 Bank.

Step 2.

Again remove the 2 bank.

Step 3.

And finally move the YT-1300 up to the 1 Straight token. Total distance moved is about 1.5 Ship lengths.

Step 5.

Next we will see how Large Based Ships moved using this method compare with Small Based Ships moving the same way and then have a side by side comparison of the two methods. As I've hit the limit for attaching pictures to this one post that will by in a reply below. As a quick point if you try this out you will find that it really takes the same amount of time as the current method and it is just as easy to deal with bumps or attempting maneuvers around nearby ships as the current method is.

Edited by Green Squad Leader
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OK so first we have a comparison between a Small Based Ship moving as fast as possible and completing a Straight Boost. The final position of both the YT-1300 and Decimator is marked by an Transparent outline so that the movement tokens used are visible.

New Method
As you can see using this method all three ships travel the same total distance after Boosting, standardizing the action such that it's outcome is the same for both kinds of ships, which I would expect is the end goal of the rules system.
But again how does this method work for Bank Boosts? Pretty well as it turns out.

New Method

So after completing a Bank Boost action both Large Ships still have traveled slightly further forwards and slightly further to either side than the Small Ship has, but the difference between the two classes of ship is now much smaller. This again helps to standardize the action across all ships, not making Large Ships worse but just making them have the same set of movement options as Small Ships do.

So how do the two methods compare with each other? Well again I've run out of space in this reply, so check it out below.

Edited by Green Squadron Leader
Here we see the comparison between the current way the rules work (Left Side) and the alternative method I've submitted for Straight Boosts. As you can see the effect is to bring both Large and Small Based Ships in line with each other in terms of how they can move after using a Boost.

Edited by Green Squadron Leader
This one was hard to shrink down enough to fit on the post.
So as mentioned earlier this new method works well with Bank Boosts as well as straight ones. Here is the side by side comparison again, current rules are on the left and the recommended change is on the left. Again the final position of the Large Ships for the new method are transparent so that the movement tokens are visible.

As you can see with the current rules method on the left not only does the Large Based Ship move an more than an extra ship length further forwards, it also moves a lot further to to the side. This allows Large Based Ships to turn much faster with a Bank Boost then a Small Based Ship can. The new method by contrast brings them both in line with each other again. It may look as though the Large Based Ship does not move as far to the outside as the small based ship does, but the Nubs at the front of it's base actually do move to almost exactly the same point.

So again, this new recommended method changes the process of the Large Ship Boost to make it produce the same outcome as the Small Ship Boost.

Edited by Green Squadron Leader
One last part to this post. In case you were wondering what the fastest ship in the game is, both with the current method and the method I am recommending the fastest ship is the YT-2400 with Engine Upgrade and Push the Limit (Or the Aggressor with Expert Handling and Expiramental Interface). You can see how far it can move in this picture, the current rules method is shown on the right and the new method is on the left. For reference I added a Tie Interceptor attempting the same maneuver (And seething with jealousy I'm sure).

I'm curious to hear everyone's thoughts on this potential change, please feel free to try it out its simple and works quite well from the play-testing I've done. All without slowing the game down at all too.

This recommendation was written in the hopes that FFG is open to recommendations from the community to help improve this great game of X-wing and help it to stay fun and diverse so it thrives for years to come.

Respectfully,

Jonathan Scott (a.k.a. Green Squad Leader)

Edited by Green Squadron Leader

Sorry to be the bearer of bad news, but few people actually read this forum. This is the forum for the X-Wing Mission Control tool. If you want people to see your post, you should move the conversation to the main X-Wing forum.