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