Hey guys,
So, I had a game yesterday where, surprise surprise, the green dice managed to make a mess of things yet again
It wasn't on my side, given I was flying a bunch of X-wings, but holy **** did the enemy have some hot greens. The game went well past time before the first enemy dropped, despite my best efforts and full modifiers off of the lovely Asty + bb-8 combo
it was an ultimately stressful but memorable experience, marred only by the fact that it made me realize (again) that the player really has no recourse if the dice decide to **** you over. Of course, such is the standard for dice games, but that doesn't necessarily make it a good standard.
Enter Xcom2, a turn based strategy game lorded over by rngesus the sometimes wise, where 91% shots miss like the dickens and full cover sometimes amounts to as much as a silk screen. The difference in Xcom, however, is that the members of your squad have access to RNG-defying consumables that are guaranteed to save your bacon (or at least delay the inveitable for another round). I think X-wing would immensely from including such things
the first and most basic of these items is the frag grenade which, though mechanically, basically has the same result as the game's bombs: guaranteed damage (most of the time). This gave me the idea that the bomb slot could be further expanded to include more useful items that'll improve game variety and keep rng from being too much of an ass
Since the only "utility" bomb in the game is the ion bomb, which I personally do not care for, I think there's a lot of room for interesting new mechanics
that said, let's rip off Xcom!
Flashbang: okay, I have no idea how flashbangs would work in space. In Xcom, the flashbang grenade greatly reduces enemy accuracy, giving you a (relative) safety net against them. In X-wing, with its strange habit of combining accuracy and firepower in the same roll, the "flash bang" could be a bomb that removes a red die from affected ships or the round of combat
Smoke: another fluff oddity that I can't figure out, but in game terms the Smoke grenade provides cover that makes all units within more difficult to hit. "smoke" in X-wing would have to be a mine template which could obstruct shots and perhaps prevent ships on the template from firing. Kind of like a deployable asteroid without the action denial or damage chance.
Mimic Beacon: Imagine being able deploy a Biggs (that lasts for one round) from your rear pegs. Probably would be bent over broken, but the shenanigans possible are frankly astounding. TLTs and turrets in general would detest the **** thing.
granted, the pricing on these items would be up in the air as their impact on a given game is very difficult to measure (no direct damage), but I think the game could really benefit from a fresh set of useful, unique; dice-independent bombs
