I've acquired the four easy-to-find squadron blister packs for the 2003 WizKids Crimson Skies game. Now I'm developing a FlightPath style game to play with them because it's a perfect fit. I just snapped off the click bases, magnetized my Crimson Skies models and it's pretty much ready to go. All I need are rules, a card list, terrain, maybe some scenarios.
It's an opportunity to explore some X-Wing 2.0 rules ideas, along with some rules that are tailored just for the Crimson Skies look and feel. So I'm asking for any ideas you have for moving this project forward. I don't need motivation (I've already written a playable version of the first draft and the first playtest was mostly without problems), I'm mostly looking for ideas for interesting mechanics.
Some of the notable changes I've made:
Pilot skill ranges from 1 (rookies) to 5 (aces). Initiative switches players at the end of each round. Pilot skill conflicts are likely, and making the most of the ebb and flow of initiative is a fun dynamic. (Worked well in playtest.)
All elite upgrades are free (0 points) and they are all discarded after use (one-time-only effects). Most pilots have 1 or 2 (or even 3) elite upgrade slots. Upgrade cards are placed facedown during play, and are not revealed until they are used. (And then they are discarded.) You can have multiple copies of the same elite upgrade card on a ship, but you can't play the same elite upgrade twice on the same ship on the same turn. Most of the elite upgrades are adapted from ones we already have in X-Wing.
Range bonuses apply to all non-bomb attacks (bombs are for scenario use only anyway). In playtesting, this worked better than I hoped, and it's one less rule to remember.
There are no 360 turrets (yet). Rear gunner turrets can fire in a 180 degree arc to the rear (or maybe a narrower arc depending on the ship). Single-engine interceptor-type planes have somewhat narrower firing arcs than the standard. You have to fly those guys more carefully in order to line up shots.
Every ship should have some kind of action to make additional movement after maneuvering. So expect every ship to have at least one of boost, barrel roll and slam.
Target locks are uncommon as standard equipment. That's a fancy gadget you got there. You pay extra for that.
Rocket ordnance is powerful, usually Range 1-2 (appropriate for the period I think), and requires a focus token but you usually don't have to spend it. Most of them cost 1 point. Worked well in playtest.
I'll post a text dump here soon with all the work I've done so far. Until then, do you have any ideas?
Edited by DagobahDave
