1- The pilots should be a separated card of the ship. That would allow some interesting things: a) ships could have their own "ability" (much like what they are trying to do with the TIE/v1); b) pilots could describe which ships they can fly, allowing a pilot to fly
1-3 different ships(more lore friendly); c) combining the ship ability with the pilot ability would allow greater customization and tactical richness; d) hey, it is much cooler to see the pilot picture than some generic image of the ship. EDIT: very few pilots could use different ships, and that would be like 2 different ships tops. The most classic example of this is Maarek Stele, which should be able to pilot the TIE Defender. Example.
1a- Ship dials should be faction-neutral. That would allow multi faction expansions (no need to release "Most Wanted" stuff just to allow a ship to be used by another faction). Z-95, T-Wing? = Rebel and Scum pilots. In that same thought even ship cards should be faction-neutral.
1b- Ship bases should be generic, and not for a specific pilot. You already need to add the ship number when you have more than one generic pilot in the table, why not making only one base to fit all? (save material for more cards and tokens in each expansion)
2- Balancing (in cost): most ships with attack 2 cost too much; ordinance is too expensive; etc. FFG had to implement a lot of fixes (including the monstrous* TIE/x1 title for the TIE Advanced or the AT for the TIE Interceptors), but most fixes instead of adding to the variety of the game, become indispensable. *EDIT: monstrous, but a necessary fix for the TIE Advanced (giving a ship one clean critical hit for 1 squad point clearly shows how much the ship was imbalanced).
3- Small number of upgrade cards with each expansion. Really, it is already pushy to need to buy a TIE Punisher just for the Extra Munitions card - but if you want more cards, you will need to buy more of those monstrosities. Does it make sense in the commercial stand point? Yes, they would sell more dubious ships. But treating well the consumer isn't a better thing in the long term?
4- Upgrade types: they added the "system" upgrade too late and now are adding the unnecessary "tech" upgrade (for, really, just 1 upgrade card?). Also, there are numerous new different maneuver types being released with the last waves. This should have be better planned from the start.
5- Where is the Assault Gunboat?
I don't care about the drama, so I will answer to your original post. ![]()
5 - 100% agree. This game is based on the X-Wing and TIE Fighter videogames. (Yeah, yeah. I can hear the grinding of teeth and the sharpening of knives. Deal with it! Look at the core set. It is a game about rebels doing missions against imperials with pilot skills, tactical importance, reinforcement waves and goals and conditions. It's clearly not based on any of those arcadey shot'em'ups that came afterwards, save for taking some ships from them). So where is my Gunboat!!!???
1 - Probably it was until they realized that:
a) They needed to limit the combinations of ship+pilot for balancing reasons (just as you did with the Biggs' mockup card).
b) Once you start limiting the combinations, if you need a ship card + a pilot card, they could just simplify it by printing the ship+pilot combo as a single card. Less pieces to produce, less clutter on the table.
c) Nothing keeps them from making Maarek Steele pilot all TIEs and Gunboats if they want. There is no rule anywhere that prevents a pilot to feature in two ships. So it is always a possibility. Once we run out of known pilots and ships, maybe we can start seeing these alternative combos.
1a - They already are.
1b - They could have done it, with some kind of overlay system. One cardboard token with the ship stats, then a transparent overlay with the pilot name and PS. Again, given the limited combos, they figured out that it was more convenient for the player just to have the individual combination printed and punched.
2 - Many ships with attack 2 aren't meant to attack with their primary weapon as an usual behavior. Y-wings, for example, have their turrets. YT-2400 have the Outrider title and cannon. TIE Fighters have their numbers, allowing them to become a real danger when at close range and many of them. Even the HWK with it's attack of 1 has clearly more a role of support than combat, but still can defend itself with the new turrets. A-Wings have proton rockets or can equip two talents, which mitigates their low attack, for example Opportunist, or Outmaneuver, in addition to some other anchor talent like Push the Limit. One of the great things in X-Wing is that not all games are raw stat mathematical showdowns.
3 - I agree with you here. There is no reason not to put more cards on every ship. If they are limited by the amount of cards they can produce to have profits, they could start ditching the idea of including the extra rules in rules cards. The K-Wing came with an absurd amount of rules cards of which we have most of them by the dozens. If all those cards had been instead upgrade cards, or extra pilots, I would feel the product to be much more valuable. (If you want to contain all the needed rules, add them printed on a cheap paper like the ones used in the package for the credits and maneuver reference.
4 - Any game that keeps growing soon runs out of design space to keep it growing without entering the powercreep land. If they added the System slot to all new upcoming ships, then soon it would no longer feel special to the few ships that sport it now. Why would I take a B-Wing with FCS when I could take a T70 with FCS and better stats overall for about the same price? That is why most upgrade slots are restricted to a few ships rather than present everywhere. A few ships carry cannons, a few ships carry droids, a few ships carry systems. And a few ships will carry Tech. It gives some ships a reason to pick them above others if you want a particular upgrade, even if they wouldn't be the most optimal choice otherwise. You want an imperial fighter with heavy laser cannon? You have the TIE Defender and that's it. This keeps the game varied, otherwise if everyship gets every upgrade, people will flock to the one that is absolutely most cost efficient, or has best jousting rating or whatever the Mathwing alchemist come up with.
