"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

@OP

many good points I'd agree with in notime; especially the turret/arc/r3 and cannons thing.

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.

it was that bad.. I enjoyed flying whisper, I admit that. I still enjoy it (even more so since the "nerf" to be honest). but w4 was horrible around here. you either were one of those brave souls who flew something out of the park, or one of those not so few, still brave, people who flew a whisper+x (yeah, I know how it sounds, but wait for it).

everybody else and his grandma was flying fat han +x. for a year.

we've had SEVERAL tournaments with 2-3 whisper builds and 20+ hans - and NOTHING else. read again: several. it was a really, really frustrating time to play tournaments, glad that is over.

what I'd like to see (obviously) if in charge:

-a completely different mechanic handling ordnance. rewritten from zero up.

-a little help for underused generics. be it the ugly e-wings, or the never seen used squints (you see a ton of soonts of course, but carnor quite less, turr almost never. the rest just don't exist, and that's a shame). though, tbh, I have no idea how to help the little squints -and them only-.

The only thing I can think of, and it's really more speculative than an actual wish, would be to re-work the order of movement to depend on both Pilot Skill and the number of ships a player has.

So... starting with the lowest PS (with initiative breaking ties as usual), player 1 moves their first ship. Then player 2 moves their lowest-PS ship. Then player 1 moves their next-highest PS ship. Then player 2 moves their next-highest PS ship, and so on, until all ships have moved. This is mainly to prevent single aces from completely outmanoeuvring entire non-ace lists, and to offer a changing tactical aspect to each game as it progresses.

There are probably a bunch of unintended consequences that would make this awful, but I think the gap between the top aces and generics of equivalent costs is one of the bigger design issues the game has at the moment.

The only thing I can think of, and it's really more speculative than an actual wish, would be to re-work the order of movement to depend on both Pilot Skill and the number of ships a player has.

So... starting with the lowest PS (with initiative breaking ties as usual), player 1 moves their first ship. Then player 2 moves their lowest-PS ship. Then player 1 moves their next-highest PS ship. Then player 2 moves their next-highest PS ship, and so on, until all ships have moved. This is mainly to prevent single aces from completely outmanoeuvring entire non-ace lists, and to offer a changing tactical aspect to each game as it progresses.

There are probably a bunch of unintended consequences that would make this awful, but I think the gap between the top aces and generics of equivalent costs is one of the bigger design issues the game has at the moment.

An easier, more fair (I think) way to implement is this:

Planning Phase

Maneuver Phase

Action Phase

Combat Phase

End Phase

Though that would end the usefulness of IA.

Possibly an Ordnance Phase between Action and Combat. :P.

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.

Well since this is a PWT complaint thread carefully disguised as a what rules I would change thread. It doesn't surprise me it has already attracted the self-arrogant, overtly whining, and not too skilled Arc Dodger activists here. :P

As for rule changes I am more for thematic and filling in gaps in the mechanics (like missiles and torpedoes). To me it seems perfectly fine that Han Shoots Tie Fighters but struggles against swarms.

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As for Arc dodgers, it was a net list and sure you have to be a little more careful than just flying around and rolling dice but it isn't really that difficult to move out of a firing arc after all other ships have moved. The arc dodgers really have the easiest time in the planning phase. They don't have to worry about what their opponent ships will move they will simply go the other direction where their opponent has no reaction. The difference between a good arc dodger player and a poor arc dodger player is a good one knows how to deal with PWT ships and a poor one just post pictures of a toddler eating ice-cream and tells other players like Paul Heaver are only this smart.

Edited by Marinealver

I'd come up with a mechanic that makes every point of Pilot Skill matter regardless of what the opponent brings.

And I'd create a line of cinematic expansions, based on the films.

Similar to what the OP suggested, I'd like to see weaponry, both Primary and Secondary, divided into Direct Fire and Ordinance sub-classes. Range modifiers apply to all Direct Fire weapons, but not to Ordinance. This generally buffs most of the turrets and cannons we rarely see, as well as possibly provides more incentive for longer range missiles and such, since they aren't competing with cannons and turrets as much, as those receive a nerf due to taking range penalties.

Additionally, I feel this could open up a new design space. All current ships use Direct Fire primary weapons. But what about a ship who's primary was considered Ordinance? This could be something the designers could explore.

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.

Well since this is a PWT complaint thread carefully disguised as a what rules I would change thread. It doesn't surprise me it has already attracted the self-arrogant, overtly whining, and not too skilled Arc Dodger activists here. :P

I do hope you're not including me in that list, given what I play

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10272603_10156317763135142_6235628787204

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besides, you don't need to like arc-dodging to recognize that ship that has no counter-play apart from rolling more dice at it is bad game design. In fact, it was such sloppy game design that we needed to introduce thrusters just to get interceptors on the table.

This is, after all, supposed to be a tactical game; not yahtzee

thankfully, the fat PWTs are all but extinct and the only PWTs left are perfectly acceptable as their PWTs are not very good at all

Edited by ficklegreendice

I'd increase missile and torpedo range bands by two. That way they have more utility become aa stand off weapons.

Target lock range would need to be increased as well.

Edited by All Shields Forward

I'd have fixed ordnance without using the modification slot to do it.

There's plenty of other interesting stuff to put in there, and it means that x-wing, the single most canon torpedo launcher in the game, is one of the worst.

Some days, it's all about the cards, and they do this well. But others, c'mon, errata isn't that scary - the change to the phantom was even more dramatic.

... Oh, and I'd allow cards to be reprinted with corrections from errata, and a simple versioning in the corners. Groups treat all cards as legal, with the biggest versioning number counting for everything. This way casual play slowly and eventually catches up with the tournament rules through new purchases... Otherwise if you've never read the FAQ, phantoms are still ruining games with your buddies. There's really no excuse for it.

Everything else I accept as part of the business model, though I do wish they were a little more generous with balance patches.

I would make every card larger.

That way FFG can actually fit things they need to explain them properly on the card itself, and not some **** FAQ.

What's the point of regen if you can't... regen? The whole point of regen ships is to disengage and reengage with full health. If you don't want them to do that, chase em down. If not, kill the rest of the list.

I think autothrusters should cost more. I realize that card text is a finite resource but I'd like AT to cost half your PS rounded up. Suddenly Soontir Fel has to make some hard choices about which modifications to take.

The first thing I'd do is release a cardboard and cards only expansion pack with various fixes and rebalancing for:

Pilots: Horton, Rhymer, Fel's Wrath, etc. Basically any pilot that doesn't see a lot of time on the table compared to other pilots for the same ship. At the end of the day I think every pilot in the game should be a viable choice, whether that means adjusting point cost, adding EPT slots, adjusting pilot skill, changing pilot ability, etc.

Upgrades: same idea as pilot cards...

Maneuver dials: biggest thing I'd do here is go back and add s-loops and talon rolls to some of the earlier released ships so that it isn't just new ships that get to do them. Also, the HWK would get a massive overhaul to its dial.

The first thing I'd do is release a cardboard and cards only expansion pack with various fixes and rebalancing for:

Pilots: Horton, Rhymer, Fel's Wrath, etc. Basically any pilot that doesn't see a lot of time on the table compared to other pilots for the same ship. At the end of the day I think every pilot in the game should be a viable choice, whether that means adjusting point cost, adding EPT slots, adjusting pilot skill, changing pilot ability, etc.

Upgrades: same idea as pilot cards...

Maneuver dials: biggest thing I'd do here is go back and add s-loops and talon rolls to some of the earlier released ships so that it isn't just new ships that get to do them. Also, the HWK would get a massive overhaul to its dial.

Seconded. The Moldy Crow is generally an agile little starship based off the crap Jan pulls with it.

IF I could go back in time and make one change to the game from the start, I'd make all Turrets (primary and secondary) have their own arc that needs to be rotated by the player (a plastic ring with arc 'spokes' that fits over the lower peg).

This removes the 'easy' mode that current turrets have and does a good job of re-creating the turret battles as seen in ep IV.

That's not such a bad idea. However, I don't think turrets are honestly "Easy Mode".

That really just seems pushed by Imperial Players who are sad that their Interceptors aren't king.

That's not such a bad idea. However, I don't think turrets are honestly "Easy Mode".

Nor do I really, which is why I put the quotes in lol

TBH having tried this method out with a friend - I really love the tactical fun it brings having to rotate the turret into an optimal position, not to mention the 'feinting' and other shenanigans an attacker can pull off to get the turret into a sub-optimal one.

A rotatable turret would've been amazing and would've added a great tactical depth that the yt1300 and vt49 (sans oicuun) are sorely lacking

There are so many interesting ways to implement turrets, which is why I believe the current implementation (not counting 2ndaries woth min/max range) is lazy (and a chore to slog through)

IF I could go back in time and make one change to the game from the start, I'd make all Turrets (primary and secondary) have their own arc that needs to be rotated by the player (a plastic ring with arc 'spokes' that fits over the lower peg).

This removes the 'easy' mode that current turrets have and does a good job of re-creating the turret battles as seen in ep IV.

I'm not going to pay 50+ points for a ship like that. The PWTs pay for their privilege.

IF I could go back in time and make one change to the game from the start, I'd make all Turrets (primary and secondary) have their own arc that needs to be rotated by the player (a plastic ring with arc 'spokes' that fits over the lower peg).

This removes the 'easy' mode that current turrets have and does a good job of re-creating the turret battles as seen in ep IV.

I'm not going to pay 50+ points for a ship like that. The PWTs pay for their privilege.

In an ideal world you wouldn't ... the ship itself would be cheap, but the turrets (and gunners) would cost a bit.

Let's take the (hypothetical) YT-1300 ... 2 dice attack from frontal arc only. You have two turret slots. You pay to equip guns in the turrets (and maybe pay again for gunners to man them). And it's cheap (without the turret(s))

Edited by maxam

IF I could go back in time and make one change to the game from the start, I'd make all Turrets (primary and secondary) have their own arc that needs to be rotated by the player (a plastic ring with arc 'spokes' that fits over the lower peg).

This removes the 'easy' mode that current turrets have and does a good job of re-creating the turret battles as seen in ep IV.

I'm not going to pay 50+ points for a ship like that. The PWTs pay for their privilege.

In an ideal world you wouldn't ... the ship itself would be cheap, but the turrets (and gunners) would cost a bit.

Let's take the (hypothetical) YT-1300 ... 2 dice attack from frontal arc only. You have two turret slots. You pay to equip guns in the turrets (and maybe pay again for gunners to man them). And it's cheap (without the turret(s))

You could do it that way, but I think at some point you lose the quickness and simplicity of the game. That's one of the big appeals of X-wing to me- you can run 75-minute rounds and finish most games by then.

I would never have made the fundamental shift in design philosophy toward competitive meta control instead of living game. Wizards did it with magic so I quit. GW does it with all their games so I never got into them.

I would also suck it up when mistakes were made and use errata. AKA Phantom has 3 firepower and defender has 4. Phantom nerf is only added if problems persist, defender fix only if it doesn't pull through. Corran Horn's second shot costs a shield, because reasons. That kind of thing. Instead of all this ill thought out patch work nonsense. Which in theory is great, but in practice has lots of hidden consequences.

I have only a couple as I think the game is well balanced.

I would make faction specific bonuses to give each its own feel. Like imp get a free 2 points towards modifications, or rebels can adjust an asteroid after they've been placed etc. 1 unique bonus per faction.

I would consider a force mechanic. Just a thought but each player has 2 or so force tokens and you can spend them. So maybe..roll an extra dice or ditch a stress kind of a thing. Not super powerful but would add some additional strategy.

Products: sell cards. Buying a ship for a card is laime and I just proxy. Sell repaints, reposes, limited addition ship etc . we don't need so many new ships.

Nerf PtL , I love it but it beats out all the other cards which don't get used.

Edited by tdonk

I would never have made the fundamental shift in design philosophy toward competitive meta control instead of living game. Wizards did it with magic so I quit. GW does it with all their games so I never got into them.

I would also suck it up when mistakes were made and use errata. AKA Phantom has 3 firepower and defender has 4. Phantom nerf is only added if problems persist, defender fix only if it doesn't pull through. Corran Horn's second shot costs a shield, because reasons. That kind of thing. Instead of all this ill thought out patch work nonsense. Which in theory is great, but in practice has lots of hidden consequences.

Da hell I just read?

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.

Well since this is a PWT complaint thread carefully disguised as a what rules I would change thread. It doesn't surprise me it has already attracted the self-arrogant, overtly whining, and not too skilled Arc Dodger activists here. :P

I do hope you're not including me in that list, given what I play

12474042_10156373494730142_5433540485154

10272603_10156317763135142_6235628787204

12183693_10156161736480142_3767352857558

besides, you don't need to like arc-dodging to recognize that ship that has no counter-play apart from rolling more dice at it is bad game design. In fact, it was such sloppy game design that we needed to introduce thrusters just to get interceptors on the table.

This is, after all, supposed to be a tactical game; not yahtzee

thankfully, the fat PWTs are all but extinct and the only PWTs left are perfectly acceptable as their PWTs are not very good at all

Then what do you think all the effort into jousting values are put in. Ships are immediately judged by their dice stats. And if you look at soontir when he can tank up he is fairly good at if not throwing more dice then throwing more tokens which make dice better. Now is that a bad way to play the game. As for large PWT ships they fail the dice throwing game because they cost as much as two ships (and after the MOV update count large ships pretty much count as two) yet they have the attack only for one so yeah there is counter-play to large PWT ship and it is called having more dice.

Now I am not against arc dodging play or having a meta were positioning is important. I do like the idea of out maneuvering your opponent in a fighter game and I don't want the game to be nothing but a jousting values that determine the winner. However I am against those that say since PWT came out there is no more valid positioning strategy in X-wing. That would be like saying after the whisper/soontir came out the planning phase no longer matters as you can just decloak/boost+barrel roll in any direction you want. The meta will never exactly work the way you want it to. I want to use torpedoes and bombs but they just don't work. A squadron of X-wing will die to Ace wing just as 5 TIE Interceptors will not fare well against Chewbo.