Fixing rarely used cards by making them favourized by ship/pilot?

By IG88E, in X-Wing

Hello! I am thinking of a "Reverse" fix to bring back cards never/rarely used (without the danger of changing the game balance)

Thinking of the possibility of making a dynamic pilot or ship ability like:

"Flight instructor/Leia Organa/Saboteur has a card cost of -2 when deployed on this ship/pilot"

I think it would be interesting for fine tuning and would not hurt the balance ;)

Thoughts?

Might work, but might be jawbreaking.

and impossible to easily implement unless FFG decides X-WINg 2.0 and re-prints each card with extra card space and extra text.

interesting idea but I doubt they'd ever make it that complicated

Given that it's already happened with some ships (e.g. the TIE Advanced /x1 title) I could potentially see it happening in future, but I doubt it would go to specific individually cards, more likely to be slots getting cheaper.

Well, TIE Adv /x1 is a Adv_only_title

it's not an "affinity" to a ship.

Warmahordes "affinity" seems to be the adequate term for what you imply.

If the card had more space, they MIGHT make gimmicky things work extra well, like Wedge getting x2 extra dice for Expose (being a huge fan of sucidal front attacks exposed)

Buuuuut it's even less likely than many types of dice :C

Everytime I see one of these "fix X" posts I'm reminded of an excellent podcast by Mark Rosewater of MtG fame titled "Why we make bad cards".

If everything in X-Wing is awesome than nothing is truly awesome. They also need to make cards/ships for a range of player types (Timmys, Johnnys and Spikes). While everything won't be viable for competition there is a market that doesn't care about that.

Note: I'm not picking on you OP. I think this is a clever idea. :) I was just reminded of this again after reading your post.

Edited by hardbap

"To make something awesome something must suck big deal" is the most warped, distorted and perverted variation of the Conservation of energy principle

the Conservation of awesome principle!

To make Poe good, many scyks must live in agony

To make Han great, outer rim smugglers must provide galons of tears

For every Fel there's Fel's Wrath...

Many, you're bloody genious!

Everytime I see one of these "fix X" posts I'm reminded of an excellent podcast by Mark Rosewater of MtG fame titled "Why we make bad cards".

If everything in X-Wing is awesome than nothing is truly awesome. They also need to make cards/ships for a range of player types (Timmys, Johnnys and Spikes). While everything won't be viable for competition there is a market that doesn't care about that.

Note: I'm not picking on you OP. I think this is a clever idea. :) I was just reminded of this again after reading your post.

I just couldn't see them doing something like this for individual cards. A few months back I had an idea where you get a "Squadron" card. The idea was you could only take one squadron card and if the specific conditions on the card were met you got whatever bonus was listed on the card.

For Example (And don't patronize this example as it is simply that, an example. Not suggesting this one specifically just again an example)

Rogue Squadron.

-You must have at least two T-65 X-wings in your list

-One of your ships must have "Expert Handling equipped

If you do all of your friendly ships gain the barrel roll action.

Inspired by Warmahordes but I think with a reference card (Squadron card) present it would alleviate the confusion.

I just imagine R5-P9 flying out of the bottom of a junk pile, leaving a sick dust trail, and combining with Poe like Voltron.

"...And I'll form the headache!"