design space still open to exploreation

By TylerTT, in X-Wing

X-Wing has done a wonderful job growing, the meta is very open and there are plenty of great lists to play with and against.

It feels like there are limits to how much they can play with ship design. agility 0-3 attack1-4 feels like the we will ever see. and the ships like the Tie AVD prototype are less exciting because of this limited range.

i want to brainstorm some new design space.

my idea is marking ship maneuvers with penalties or boosts.

For example a k turn on scum ship could trigger a single die damage roll instead of stress.

A high speed maneuver on an imperial fighter could add +1 to agility for that round.

what are some far flung mechanics you would like to see explored

Weird, because I think the Advanced Prototype shows just how much design space they have. Stuff like the V1 title will help keep the ships seperate. Keep in mind, we are talking about unique niches.

I think the design space is most hampered by the limited amount of maneuvers. You could really differentiate there.

Asymmetrical dials is something I would like to (have) see(n) more of.

More alternate cost abilities like Leebo or Miranda.

More aura synergy and abilities like Kaatos Leechos and Garven. Something that allows you to treat friendly target locks as your own and that allows you to measure range with torpedo and missile upgrades from a friendly ship at range 1-2. Youngster is an example of this. Ships that have to rely on each other instead of being OP ships capable of soloing entire lists.

The energy mechanic from epic on a small based ship. One that could trade in energy to repair crits or hand off shields, or to do a coordinate action or a Jam action or whatever.

TIE Avenger and Assault Gunboat.

More disposable upgrades, like Crackshot and Glitterstim.

NOT making the highest PS pilot have the best pilot ability.

Variable dials (upgrades allowing you to change the maneuvers on the dial)

Objective-based play (ala Armada -- achieve objectives for additional MoV or victory points)

Squadron titles

A small ship with a jam action, possibly granted through a crewman or a new pilot card.

A way to steal shields from the defender and assign them to yourself.

More ships for existing pilots and more pilots for existing ships. Eg give Mareek a Defender or give Hera a B-Wing. We saw with the Gozanti just how much a couple of new pilots can revitalize an old ship.

A proper interceptor for scum.

More turret carriers that aren't a Y or a HWK, looking at you scurrgh.

I have been thinking Squadron Titles for a while now. I think the toughest thing is balance though.

It would be cool to see some general titles, an offensive, defensive or maneuver bonus. Something along these lines:

"If every ship in your squad is of the same type . . .

. . . Once per turn you can add one attack dice to one attack (or defensive dice)

. . . Once per turn treat a white maneuver (red to powerful?) as a green."

I know it's more stuff to keep track of, but a permanent boost to an attack or shield rating would probably be to powerful. A free shield up grade on your whole squad could be 12-24 pt swing. I think a Squad Title needs to be a 3-6 point favor, certainly no more than 10 points.

Maybe a Turret Squad (I know TLTs need no more help) but: "if every ship is the same in your squad and all are equipped with a turret, reduce the cost of turrets by 1 point."

Guess you could do that with Shield Upgrades, Hull, ect. Giving a point discount if everyone is equipped similarly.

Guess you could do that with Shield Upgrades, Hull, ect. Giving a point discount if everyone is equipped similarly.

Having multiple hull and shield upgrades does indeed give you a title, albeit not one you might expect.

I like Agent Kallus type abilities. Choose any ship in the play area before the first activation and do something cool.

I also like the idea of squad titles.

Combine the two for something like this...

Advanced Recon

Squad Title

6 points? 1 point for each ship in your squad?

At the start of the First round, each of your ships may acquire a target lock on any enemy ship in the play area.

Terrain interaction hasn't been too messed around with. Sure there's Dash, but there ought be some other weird ways to interact with terrain. It's been there since the beginning, but other than ignoring it at certain points in the game nothing really interacts with it.

"Bobble head" TIE fighter

After you place your ship at the end of the template, if it's on a obstacle you may rotate your ship 90°. Then receive a stress token.

Wait... Freaking Keywords. Why don't we have keyword abilities?

Cause this isn't game of thrones.

tittles basically let the design team chat as hard as they want

I'd like to see something with dual side arcs but nothing to the front or rear. Age of sail style broadsides!

No idea about a suitable ship or balancing but I think it would make for interesting manoeuvring.

I'd be interested in more things like Thread Tracers, disposable Torpedo / Missile upgrades that aren't strictly speaking attacks but instead add an action or mild buff or nerf to a round of combat.

Obstacle interaction. Deployment shenanagins. The Force. 0 attack ships with good enough support abilities to justify. Squadron titles for rebels, imperial doctrines for empire, traps for S&V.

I think squadron titles could be a great way to support more casual players and collectors.

I kind of see them like the themed army list things from war machine. They give players a restricted set of list building options in exchange for some benefit. Very thematic and fun.

I would like tonsee more titles that work like "Phantom" amd "Ghost" where you apply them to 2 different ships that need to work together. Example:

*Mentor

Title

Small ship only, 0 points.

The ship with the *Protoge title has the same pilot ability as this ship.

*Protoge

Title

3 points

you may only equip this card if this ship is the same type as the ship with the *Mentor title.

I'd be interested in more things like Thread Tracers, disposable Torpedo / Missile upgrades that aren't strictly speaking attacks but instead add an action or mild buff or nerf to a round of combat.

The other day I was thinking about Chaff missiles. I was thinking a 1 point missile that you discarded to increase agility against one attack from within your arc.

more things to circumvent dice, especially 1-2 attack-dice.

like wampa, but different.

"spend 2+ hit/crit dice to deal 1 damage" or

"spend 2+ hit/crit dice to deal 2 stress"

"spend 2+ hit/crit dice to deal 1 ion"

etc.

could go onto the 2400 and the ORS (who you don't see anywhere).

maybe something similiar on green-dice for the scyk(sp?) ..