Elite: X-Wing

By bacondeity, in X-Wing Off-Topic

Hello X-Wing Community...

I know this is a "far out there" post coming from someone who has never posted here, but I thought I'd throw this out there directly to the target audience of X-Wing; The X-Wing players! Now, I'm not a fantastically good player, I am quite terrible in a competitive setting, I tend to collect the X-Wings more than play them... And I don't have many people to play X-Wing with, so I tend to play solo a bit using the X-Wing "Solo AI" app. That being said, I'm also an avid Elite: Dangerous player, D&D player, a gargantuan dweeb, and US Air Force sniper pilot...

Now I've thought about this for quite some time, but haven't been able to begin working on it due to training, but I've always wanted to make a boardgame. Recently, I thought to use X-Wing's mechanics as a basis for an alternate rule set which would give people a new way to play an already spectacular game; So, would anyone be interested in an X-Wing miniature's RPG?

First and foremost, I believe that the basis for an RPG is already there. There is a "cost" system for practically everything in the game. There are skills, consumables to use, etc. What truly inspired me to pursue this idea is the X-Wing Mission Control. It's a fantastic way to build and share missions and stories that you can have in an RPG, in a space setting, and with the X-Wing mechanics. Now, I mentioned Elite a couple of times. Besides being one of my favorite games, it inspired the progression system that I would use in this "fan rule set." How the ships would scale in price, how their skills and modules would work, the missions, "random encounters" (such as the unidentified signal sources, for those who HAVE played Elite), reputation for faction progression, how non-player enemies would scale in "rank" and reward, buying back your ship if it is destroyed, etc.

Essentially, I'm describing a game that centers around core RPG tropes, using the X-Wing mechanics (and universe, I suppose, there isn't an E:D board game unfortunately), and the progression and feel of Elite: Dangerous. How does that sound? I understand there would be a lot of work to do, and I'm more than willing to do it. I think it would be a lot of fun... And I'll also have very little to do for the next couple of months until my next leg of training begins, hah...

Lastly, the most fun I've ever had in X-Wing was when 4 or 5 of my friends were playing at once. We each controlled a ship, argued and laughed as we blasted each other with little consequence... And once, I asked myself; what if I actually put work into getting this ship? What if I put blood sweat and tears into bounty hunting, trading in a dinky ship for months, to scrounge up enough dosh to get this NOT AS dinky ship that has 1 more shield strength than the old one? And because of that, I survived just a bit longer than I would have before!

I feel, just as it would in an RPG or D&D, you'd have a connection with your ship and the fake person sitting inside it going on a wonderful journey though the star(map)s accruing stories to each and every blast burn on your hull.

I'd appreciate any comments in regards to interest on this project.

-Thank you all.

I have never heard of Elite : Dangerous but I use the minis in the RPG setting FFG provides.

Sounds like potentially a LOT of fun OP.

As a huge fan of both the original X-Wing PC games and the Elite series, a mash up of both would in my opinion make for an INCREDIBLE game.

Start off with enough credits to buy a small ship - say a Z-95 Headhunter or an R-41 Starchaser, and have the freedom of the entire Star Wars universe to explore.

Become a trader, buying and selling exotic goods to make an honest living. Become a smuggler, shipping illegal tech, arms or spice. Become a bounty hunter, chasing down wanted criminals for a payday. Become a pirate, attacking convoys and seizing goods and valuables.

Imagine flying past orbiting space stations, dodging Imperial customs patrols, having your freighter dragged out of hyperspace by an Interdictor Cruiser. Imaging landing on Tatooine, or fighting off Black Sun pirates in the skies around Bespin. Join the Rebellion - or join the Imperial Navy. Undertake military operations for each, and take part in gigantic space battles.

DISNEY! ELECTRONIC ARTS!

WHY IS THIS NOT A THING???!

Edited by FTS Gecko

And I'm a Shuttle door gunner.

Yes, this could work.

I've just noticed the OP's username.

I like you.

You'll go far.

Thanks for the comments, fellas. I'm gonna do my best to get something squeezed out.

I found ED a bit too grindy personally, but always wanted an x-wing RPG... nearest we got was in 93 where we could choose which pilot was our wingman...

Elite suits me fine. I don't care for the grind. The fact it's in space with well designed mechanics and starships that take skill and not numbers to pilot and be good at, makes me pretty happy. I have 2 elite tattoos.

Ya know, lads... I've been working hard on the mechanics of the game for a couple days now, and I think it's coming along pretty well so far, even given the fact that I can't play test it at all at the moment. I've been as objective as I could, using the statistics and mechanics that are already provided to shape them into something new. I've more or less got the basis of how you can start the game (what your starting ship would be), what ship falls into what "class," what pilot cards actually mean in this setting (basically, the pilot cards are modified and upgraded versions of the same ship, being able to perform better and have different abilities because of the inherent modifications, not the pilot that's on the card... because you're the PIC lol. Like the difference between a BMW 740i and a 750i, same series, similar car, but there is still a difference in performance), and a general idea of how upgrade cards work. (For example, what kind of RPG would it be if you couldn't take some of your hard work with you, and not just leave all your upgrades attached to your ship? That being said, as you gain Elite skills in your journey, you keep them forever. You can't apply them all at the same time, but they are still in-fact at your disposal during the game)

But I'm kind of getting into the part of the rules where it would describe what happens outside of combat, as in travelling, and grabbing/signing up for ques---I mean missions and contracts, jump distances, mis-calculated jumps, interdiction, reputation, repairs, on-going damage from damage cards, critical damage, damage to upgrades, cargo and its effects, random encounters (if applicable), etc. Because I play Elite alone a lot, and I rarely am able to play X-Wing at all... I keep kind of defaulting to making a rule set for people who would play by themselves.

Please clarify for me, can I safely assume that people would rather play in a D&D-esque type setting, right? As in; there is a DM guiding the events of what's around you and your pals (party), not just you rolling dice to see if you smash into a star coming out of warp... I mean, I would rather do the former, but I just don't get the chance to.

I have never heard of Elite : Dangerous but I use the minis in the RPG setting FFG provides.

RPG setting? Care to clarify? Because if there is already an X-wing RPG... I might as well quit what I'm doing. Unless you're referring to the Age of Rebellion game, because though it may be similar... in a way, perhaps... It's not what I'm going for.

Edited by bacondeity

Yeah I'm referring to Age of Rebellion, Edge of the Empire, and Force and Destiny.

That's what I thought. My rule-set is more based on building up your ship and progressing through your journey as a space faring citizen using the x-wing battle mechanics at its core, where as those RPG's seem to have a card based system or something of the sort. Admittedly, I haven't done too much research into it, but it seems that I am actually building something different enough from those RPG's. Would you agree (at least with what I've talked about so far)?

No, the two are very similar in terms of game mecanics when it comes to dice, you count up the number of successes (or hits in X-Wing), rolled on a number of dice based on basic attributes, and they are negated by failures (or Evades in X-Wing) rolled based on difficulty, generally based on how fast and maneuverable the vessel you're attacking is. How the ships move is narrative, but can and has been set in stone by various GMs.

I had a feeling that was the case, but I was referring to everything else. To clarify, I wasn't going to change the mechanics of the core gameplay of the battles. I'm essentially changing/adding things to everything outside of the battles. Do you understand what I mean?

Edited by bacondeity

Would love to see what you have thus far.

I'll post something soon, but I don't want to post something that will have SO many holes that it'll attract negative criticism due to ignorance of further details rather than constructive support. :P

Cool. They're a good group of fellas and ladies here. I'd bet Lance Armstrong's last nut .. errr .. ella sandwich that you'll get constructive feedback over negative criticism here.

Right-o. I need to consolidate it to where people can read it without having to scratch their head.

Hi fellas, sorry it took me so long, but I spent more and more time writing up notes. The following is just some of the stuff I finished designing. Again, it's not even near completion. I have many missing parts obviously, and need to add more examples, figure out more balancing, and obviously fix up my poor, poor grammar and wording, but that can come last.

http://s000.tinyupload.com/index.php?file_id=68032389757470755253

I dunno if anyone has been takin' a look at these at all, but a close friend of mine has been keeping up with me on my progress and is liking what he see's so far. I'd really like feedback, if anyone is at all reading my rulebook.

I dunno if anyone has been takin' a look at these at all, but a close friend of mine has been keeping up with me on my progress and is liking what he see's so far. I'd really like feedback, if anyone is at all reading my rulebook.

Keep 'em coming, though I need to view it in a google drive format.

One of the reasons that Disney/EA isn't doing something like this is because Star Citizen is doing something like this. I imagine there will be a "b**** and moan legal thing" going on.

The other reason that I am able to see of is, that Disney/EA feel that they already have a semi X-Wing game going on with Star Wars Battle Front. I don't know why they believe this when it did not get a good review. Further more you have to realize it's EA. They enjoy making mistakes *cough* Mass Effect 3 *cough* *cough*

The last reason I can see of is Fans have made reboots or complete over hauls of the old X-Wings. Disney/EA immediately hammered them with "you got to buy the license for over a million". I imagine they want to avoid copying or doing something similar to them as well

Edited by RPLev

I literally have no idea what you're getting at.

I don't care what Disney or EA is or isn't doing. I am making a free rule book that is to be used in conjunction with the X-Wing Core rule book, which is available for everyone for free as well. I'm not making a profit off of this. I don't see why I'd need a license to do anything with this.

Also, Elite: Dangerous and Star Citizen ARE doing, essentially, the same thing, and the two competing companies are actually still very supportive of each other.

(Were you replying to FTS Gecko? You should have probably quoted them or something, because you make it seem like you're talking to me lol)

I dunno if anyone has been takin' a look at these at all, but a close friend of mine has been keeping up with me on my progress and is liking what he see's so far. I'd really like feedback, if anyone is at all reading my rulebook.

Keep 'em coming, though I need to view it in a google drive format.

copy. You can't open it through word or something? Although, I suppose, so long as you can read it, it doesn't matter where you do.

Edited by bacondeity

Wow, talk about bringing an old topic from the dead, huh? Since my last post, I've been very busy with flight school and all that jazz, so I had no time to work on E:X at all, if anyone even remembers what it is, lol.

Well, I worked on it some more, and currently, this is as close as I can get to a final release without play testing, lol. I can't think of anything else to add here (except for the ship sheet, which I need to figure out how to make... and make attractive too). Take a look, let me know what you think. Thanks!

http://s000.tinyupload.com/?file_id=05906409198560211224