hyperspace mechanic

By YariSamurai, in X-Wing Off-Topic

Hello fellow pilots,

I just created a new map which adds a new mechanic, the hyperspace mechanic, to X-Wing! I would appreciate it that you have fun with it, please give me feedback on the map and the mechanic.

https://tools.fantasyflightgames.com/xwing/home/6550/

Thank you,

YariSamurai

First....the mechanic for jumping in feels really good. nice work on that.

Second....HOW DID I NOT KNOW ABOUT THIS WHOLE MAKE YOUR OWN MISSIONS WEBSITE THING????????WTF?!?!??!?!

that is all.

nice work sir.

Que arguments about which ties are hyperspace capable :P

Looks awesome. Now you just need entering hyperspace rules for the ultimate in jammy hit and run games :P

Que arguments about which ties are hyperspace capable :P

Looks awesome. Now you just need entering hyperspace rules for the ultimate in jammy hit and run games :P

Not: Fighter, Bomber, Interceptor. Also canonically the K-wing isn't but... yeah.

Are: Advanced, Defender, Phantom

Uncertain: Punisher, V1, FO.

and go.

Also debatable: Z-95, Syck.

I'd treat all of the uncertains as hyperspace capable, and I'd also treat the K-wing as hyp capable if playing GCW era. If nothing else they'd modify it so it has one to make long range bombing for the B-17alike a thing.

I appreciate it that you like the mechanic. I thought it is better not to include jumps into hyperspace to prevent ships without a hyperdrive from being too weak against hyperspace-capable opponents. Besides that, the jump out of the map would make X-Wing a who-can-run-away-faster kind of game.