"If I Were in Charge of the Game.."- A place to share what rules you would add/change to our beloved game

By Kdubb, in X-Wing

When you love something as much as we love X-wing, you can't help but be nit-picky and have a few things you would like to change. I mean, I LOVE this game. Probably a bit too much at times. But I want it to be perfect (impossible I know), and I, like everyone else on this forum, have all the answers.

That sentence is dripping with sarcasm in case you didn't catch that.

But still, I think we all feel like we have an idea or two that could be implemented into the game which would make it a better game.

Here are mine.

1) Attacks outside of a printed firing arc are treated as range 3 by the defender.

Now, understand this is not a "the sky is falling" sort of thread. Now that I've made that clear, OMG PWTS ARE OP.

Joking aside, they can be a pain. My main issue isn't with the mechanic of a 360 degree arc. That in and of itself is fine. The issue is that you pay no penalty for having a capability that other ships do not have.

Yes, PWTs are costly (according to the Punishing One title, FFG values having a 3 dice primary weapon turret at 12 points! And that is not including the pricing from it already being a 2 attack turret). But I think it is safe to say in a game about dodging and keeping things in arcs, it should have at least a small incentive to do so as well. I believe this change would give turret users just that.

2) When you regain a shield, you cannot regain a shield again until you lose at least one shield.

This one needs a little bit better wording, and would be difficult to remember and keep track of in its current form, but I feel as if something needs to be done differently with regen, and this is the best I got.

This is another one where the mechanic itself isn't so awful, but it just goes overboard in certain scenarios. I think a change like this would still make it very good, but not insane. In case it isn't clear, basically, you can't stream shield regeneration. You have to lose a shield you regenerated before you can regenerate another.

Example: Poe w/ R5-P9 loses 2 shields. He decides to run away. He regens a shield w/ R5-P9 the following turn, putting him to 3 hull and 2 shield. He continues to run away, but since he has yet to lose the shield he regenerated, he cannot trigger R5-P9 again the next turn. Next turn, the opposing player catches Poe and deals out 3 damage. Poe is down to 2 hull, but because he has lost his regenerated shield from before, he now again triggers R5-P9, putting him up to 2 hull 1 shield.

This would promote shield regen ships to return to the fight instead of skirting around the board, regaining all of their shields, then returning to the fight. This also allows damage to stick, but does not make shield regen totally useless.

3) Range bonuses apply to cannon and turret upgrades

This change would be one I love. The only issue I can see is that this would benefit the autoblasters too much, which is unfortunate, because I think this would be a great change to make to the game otherwise.

The fact that range bonuses don't apply to cannons and turrets hasn't made sense to me since I started playing the game. Missiles and torpedoes are, well, missiles and torpedoes, so I understand them interacting differently. But aren't cannons and turrets using the same type of energy weapons as primary weapons are? What is the difference between them that makes them ignore range bonuses?

The change would effect these upgrades negatively-

Twin Laser Turret

Heavy Laser Cannon

These upgrades positively-

Ion Cannon Turret

Autoblaster Turret

Blaster Turret

Dorsal Turret

Autoblaster

And these upgrades both positively and negatively-

Flechette Cannon

Ion Cannon

Mangler Cannon

Tractor Beam

4) Develop expensive upgrades which allow squints to deal with stress.

The discussion about the Stresshog got me thinking about the effect of stress in the game currently, and "just dodge the arc" isn't cutting it. The Stresshog is a MASSIVE counter to aces, and while I don't believe aces should always out perform generics out right, I do believe they should have options to counter powerful stress builds. How about a Mod slot where you can sacrifice maneuverability for stress removal?

"You may remove one stress token from your ship at the end of combat. If you do, you cannot assign your ship a 3,4, or 5 speed maneuver during the next planning phase."

or maybe a more expensive option as a mod which sacrifices PS?

"You may remove one stress token from your ship at the beginning of the activation phase. If you do, you must treat your pilot skill as 2 less than its current value for the remainder of the round."

Now the idea here is these should not be auto include. They will be competing with stealth device, hull, or targeting computer, and you would have to determine if the meta in your area calls for it or not. They are not perfect options, but they are good options which, while they would be costly in the slot they occupy as well as in price, they would at least give aces some sort of option to deal with unwanted stress.

5) Fix the Wave 6 title costs- Virago- 0 points, Heavy Scyk- 1 point, IG 2000- 2 points

This one is just a bit of a personal thing. I think it is hilarious how, each of the Wave 6 titles, all seem like they are better fitted for one of the other titles costs. I think it would be great if FFG just admitted they accidentally mixed up the costing on the titles and let us all know the correct cost. :lol:

Alright so that's all I can think of now. What are some things you would change or add to the game?

I'd just remove the vt-49 and yt-1300 from the game

the PWT is the least inspiring and the absolute laziest bit of game design I have ever come across, and I've played 40k

but, since TLTs and necessary mov scoring changes have basically already done this, the game is just about perfect

the K and yt-2400 don't need any nerfs to their PWTs, as they give up plenty for using them (2 dice PWT is so shoddy for their cost that you basically can't form an effective gameplan around them, not even with Miranda's clutch but stupid inefficient +1 die for -1 shield)

Change 1 would decrease the dependency on Autothrusters, which is a Good Thingtm

Change 3 surely makes sense to me.

I would change PtL to Action: you may perform two actions. Then, receive 1 stress.

Technically I would introduce 4 and 5 speed maneuvers and reissue A-Wing and Interceptor dials.

in other words you hate turrets, hate regeners and have a boner for squints.

lol

Back on topic
I'd just add different dice for Ion weapons; for torpedoes; for kinetic weapons

instead of just giving more\less red dice.

add white positioning dial that is thrown either by attacker when attacking on intercept course or defender when flying away from attacker.

and made the initiative shift like Armada.

Edited by Warpman

It's not even released yet, but make Tractor Tokens' forced movement the choice of the person who applied the token, not the opponent, thus allowing options for designing upgrades or pilots which allow a player to assign a tractor token to their own ship for free movement.

Tried to get here before fickle could complain.

Seems his ability to sense any area that he hasn't complained about turrets yet is still at full power.

1. sounds like an elegant solution. Though, I think the turret ships could then come down slightly in price. I would have personally employed the: "boost nerf" boost on large ships uses the short side like barrel roll, and side boosts are done off the long side, so you get less distance.

That plus removing R1 bonus unless in front arc.

But all of these would probably require a shift down in their ship prices as it drastically reduces their power.

2. Complicated. needs more thought.

--

I think that's all i would do. Just to have stopped the 2014 and 2015 turretwing. Gods, that was so dumb. I cant believe we went through a full year of that.

Oh, and I'd change the Phantom nerf to something else.

Boy, wave4 was not designed well was it?

Every ship has a problem:

Phantoms too all or nothing.

Defenders suck

Ewings suck except corran

Zs overshadowed Xs and still only generics used.

wave3.5 c3po

much like a PWT, I am unavoidable (I am your destiny)

The game is 3000% fine is its current form. No need to remove anything. Some things were designed conservatively, even as late as wave 4. It's so much easier to throttle up than it is to throttle down in a game like this, so that's fine.

I think introducing different kinds of attack/defense dice would open up a lot of design space for the game.

I love the game, of course, but I would do that and probably work in something almost like the advantage/threat thing from the RPGs where you could have some buff/debuff effects even without doing much damage.

Edited by Panzeh

Turret wing/phantoms weren't even that bad. Everyone talks about them like it was some great harrowing decimation of our hallowed hobby.

I beat 3 straight phantoms at their peak with generic x-wings and z-95s to take a top 4 spot in store championships last year. It's so so easy.

If I were in charge of the game...

... I'd do all the bad things and take all the cash and run away laughing like a big mean jerk.

At least I'm honest with myself. I can't imagine power and money would be any good for me at all! Though, I would at least appoint a successor who really was in it for the love of the game. That way when I finally released my lizard claw grasp on the company, we'd be set for a revival.

Then I would disguise myself as a fan and go to small shops and play against people and make up wild rumours about myself. Then probably get mad and write a memoir in which I tear a strip off the normal everyday people who I tricked into making fun of me.

Edited by Darkcloak
the K and yt-2400 don't need any nerfs to their PWTs, as they give up plenty for using them (2 dice PWT is so shoddy for their cost that you basically can't form an effective gameplan around them, not even with Miranda's clutch but stupid inefficient +1 die for -1 shield)

Their primaries are so minimally used, I honestly felt as if the change would be so minimal for them that it wouldn't effect the game much. Almost like a necessary, small casualty for a higher purpose?

Good point though.

in other words you hate turrets, hate regeners and have a boner for squints.

lol

haha I knew someone was going to say something like this.

I actually really struggle with squints, but I am aware that the Stresshog is an absolutely devastating counter that punishes players who excel with them.

My brother loves squints, and he has been a bit disheartened by the fact that the game seems to be won more by what you put on the table than how you fly what you put on the table in current days. I can't say I disagree with him.

1. sounds like an elegant solution. Though, I think the turret ships could then come down slightly in price. I would have personally employed the: "boost nerf" boost on large ships uses the short side like barrel roll, and side boosts are done off the long side, so you get less distance.

That plus removing R1 bonus unless in front arc.

But all of these would probably require a shift down in their ship prices as it drastically reduces their power.

I considered discussing the boost nerf for large ships, as I was a big supporter of that for some time. But I'm not sure it would be necessary with the other option I suggested in place.

Turret wing/phantoms weren't even that bad. Everyone talks about them like it was some great harrowing decimation of our hallowed hobby.

I beat 3 straight phantoms at their peak with generic x-wings and z-95s to take a top 4 spot in store championships last year. It's so so easy.

Well I think the thing here is you are just on a whole other level than the rest of us. ;)

Edited by Kdubb

Engine Upgrade

small ship only

You could probably address all meta issues by introducing a seasonal or annual loose "scenario" to tournaments. Maybe just add more than six obstacles to the board. It's always seemed odd to me that x wing is straight kill. Not that I mind, the meta is fun now.

Range bonuses to secondary weapons would be great, if for nothing other than consistency.

Engine Upgrade

small ship only

Bossk says "into the airlock with this one"

Fett says "no problem"

Han, Chiraneau and Dash giggle in the distance

Turret wing/phantoms weren't even that bad. Everyone talks about them like it was some great harrowing decimation of our hallowed hobby.

I beat 3 straight phantoms at their peak with generic x-wings and z-95s to take a top 4 spot in store championships last year. It's so so easy.

Except for whisper murdered everything

EVERYTHING PS8 and lower

and PWTs doing basically the same to her and everyone around.

sure thing you beat 3 phantoms with generic x-wings

Go ahead and drop old whisper with them.

Here are the fixes I would implement:

Primary Weapon Turrets (PWT):
Only gain +1 Attack die at range 1, when the target is in your primary arc.
This fixes the PWT issue. It's a minor nerf, but huge in the end game, when the Large ship can be outmaneuvered.
Bonus for Target Selection:
Torpedoes = Add +1 automatic Crit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic Crit to your attack dice versus small targets
These bonus dice cannot be modified in anyway.
Stress: And stress causing upgrade that requires shooting must hit it's target to actually cause stress, this fixes the stress bot, tactician (Sorry guys) Lets face it stress items that shoot don't have to hit to cause stress, this doesn't make sense at all.
Change the TLT: Add the following, This weapon does not count as a secondary weapon and earns no secondary weapon bonuses. This keeps the weapon good versus the low agility ships, as everyone says it was intended to stop, but at least gives ships a chance at range 3.
Edited by eagletsi111

Luke Skywalker's pilot ability should be Use The Force. You may fire your torpedo without target lock.

Oh boy, where to start!

Ok, first of all the cards are gone. Everything is done with a roster, and all the rules are in a booklet. You mark damage and critical hits with a pen and paper, on your roster. Critical hits are generated with a D6 or 2D6.

On that note, the custom D8s are gone, and damage is caused by a two-stage hit-then-damage process using D6s.

As a rough idea, each ship would have a number of dice that it would roll for each action. A success would always be on a 5+. Pilots would, in addition to having unique rules and abilities, have modifiers to their ships dice. So an X Wing might have 3/3 attack dice, meaning he rolls three dice to hit his opponent, and if he hits then he rolls 3 dice to damage them. Then Wedge Antilles might increase that to 4/4, and add a further +1 to all dice rolled. Focusing could allow you to either add a die or add +1 to your rolls or something. This is all just brainstorming off the top of my head. In fact, I think I'd like to see an adaptation of the might/will/fate system from the LotR rules.

Finally, I think I'd make it impossible to do more than a single re-positioning action in a turn. Agile ships already have better agility and better dials, as well as access to better re=positioning actions. If you want to get out of someone's arc, you should have to do that in (mostly) in the planning phase when you set your dial, not rely on being able to take two actions after the fact.

While I don't normally buy into these kinds of threads, the one thing that I would like to see is a rebuild of the ordnance attack dice. The current red dice are fine for energy/beam weapons, along with some other ordnance tweaks/rebuilds.

Energy ordnance (basically the torpedoes) would be affected by shields, whereas the kinetic ordnance (the missiles, with the flechette moved to a missile instead of a torp) would be unaffected by shields - with all the weapon costs adjusted accordingly.

Do away with Munition Failsafe and instead each different ordnance card comes standard with a certain number of reload shots (regardless of ship type just to keep it simple), so they're not just single-use cards - and you can fire them every turn. Extra Munitions can still be a thing (but use any available secondary weapon slot) as a full extra ammo for it.

Require a target lock to fire any ordnance, but not need to discard it. The odd dumb-fire weapon (like the Proton Rocket) could still be just a Focus: for firing. I like that idea as it stands now.

New ordnance dice with one single face of a Hit/Crit (like Armada) but it would get cancelled last out of any dice, and you're never able to intentionally modify to this die face. (Random roll or nothing, Emperor!)

Can these become devastating weapons? Absolutely, but rebuild the costs accordingly.

nonthing from OP....

I'd like ALL ships with shields to be able to 'angle' like the movies.

I'd also like to have Scum to be "hired" by Rebels or Empire but with a max of 35 points per squad.

And... that's all.

Buncha stuff that it is way too late to change at this point, but is how I would have done it originally if I was designing the game originally.

1. Action Bar is the Power Bar
The way the Action bar on a ship is designed currently, it's more or less meant to represent the thing your pilot is giving his attention to that round.

I would have instead had it represent things your ships power is being used for that round.

Things like "+1 Primary Weapon Attack this round(power to weapons)" "+1 Agility(power to maneuvering thrusters)" would. As well as "recover 1 shield(power to shields). And then you'd still have the actions we have now, like Boost or Barrel Roll(power to engines), Cloaking Device, SLAM and Tractor Beam. Focus wouldn't be an action anymore.

You could still get stressed, but stress would represent stress on the ship, rather than the pilot, which would prevent you from using your Power while stressed.

2. Target Locks and Ordnance
I would have make these things work more like they do in the XW/TF games. Instead of being 360, range 3, Target Locks would have been unlimited range, but have to be in your primary arc. Target Locks also wouldn't be actions. Locking on to someone would be an attack. And if, at the end of the movement phase, your target wasn't in your arc anymore, you would lose your lock.

So in order to fire ordnance, you'd only be able to fire every other round, and you'd have to keep the ship in your arc. However, the stats of missiles and torpedoes would be made to make that it would be worth doing. And they wouldn't be one-shot anymore.

Missiles and Torpedoes would also be split up to have two attack rolls. The first rolls would be to see if you hit, the 2nd would be for damage. Missiles would generally have higher amounts of dice to hit, but only a moderate amount of dice for damage(but still more than attacking with a primary weapon generally), while Torpedoes would normally have fewer hit dice, and more damage dice.

3. Primary Weapons, Turrets, Cannons
Cannons and Turrets wouldn't have been upgrades. Ships would just have the weapons that they had. Lasers would have attack dice based on the number of lasers the ship had instead of being an abstract(i.e. TIE Fighters=2, TIE Interceptors=4, TIE Phantom=5, etc). Agility values would have been changed to compensate.

If a ship has a weapon setup that isn't standard for it's ship model, then that would be a Title card.

Any ship with a turret would get a crew slot, and several crew have the "gunner" designation(not just the generic Gunner crew, but also certain uniques, like Luke). If a crewman has a "gunner" designation, then you'd be able to just fire a secondary weapon in addition to the pilot firing the primary weapon.

4. TFA Ships

The T-70 and TIE/fo would have been Titles, not entirely new ships. They still would have gotten new models, but mechanically, they would be Titles for the old ships(making them fully compatible with the old pilots and old models if you so chose). The T-70 Title would have been Boost and +1 Shield. The TIE/fo Title would have been Target Lock and +1 Hull.

I would never have made the Tech upgrade slot a thing. It's redundant thematically. And TFA ships don't need their own set of upgrades.

5. The Force

Pilots that are Force sensitive in the lore would have a special Force upgrade slot in addition to their EPT. There would have been various Force upgrades for those characters.

Edited by DarthEnderX

Turret upgrades are subject to range 3 defensive bonuses.

Fel's Wrath doesn't exist.

End of list.

I would hire Frank Brooks and Alex Davey, and let them figure out what to do.

I don't usually post in these threads, I don't want to give new players the impression that there are major problems with the game. But just for fun, assuming I know what I know now, I'd probably implement #3 from OP's list in some form. Probably remove PWTs, and add a turret slot to all current PWTs (yes, the K-wing would have 2), and of course add a quad laser turret with some downside. Change ordnance a bit, probably require a target lock still, but definitely not spend it, and maybe change/remove the limited ammo. Other than that, not much, maybe tweak some ship/pilot/upgrade abilities/costs. The game is really doing just fine, any changes I made would most likely result in more problems.

Edited by imprezagoatee