Mechanics you wished were in the game.

By Shenannigan, in X-Wing

What are some mechanics you wished were in the game?

Koyi Komad?

What a babe ;)

A U-turn maneuver that displaces to the side (like in ST:AW as opposed to the K-turn).

Literally the Tallon Roll.

Not quite. The talon roll still advances you forward. The U-turn changes your direction 180, moves you sideways, but does not advance you relative to original position.

http://www.litko.net/products/Space-Fighter,-U%252dTurn-Gauge-(1).html#.V7uJdMtTGUk

Edited by Darth Meanie

so it would be more like a b-roll that turns you 180 gameplay wise

so it would be more like a b-roll that turns you 180 gameplay wise

Right. Except that the template I've seems to move you about 2 b-rolls to the side, plus 180 about face

I would like to see something that make the subfactions stand apart from each other in the primary factions but I know right now there is not enough ships for the TFA era factions for full split across the subfactions.

Came up with a format for a partial split also Alowing Scum to act as mercenaries because they really don't have any sub factions.

You can find the format HERE.

A U-turn maneuver that displaces to the side (like in ST:AW as opposed to the K-turn).

Literally the Tallon Roll.

Not quite. The talon roll still advances you forward. The U-turn changes your direction 180, moves you sideways, but does not advance you relative to original position.

http://www.litko.net/products/Space-Fighter,-U%252dTurn-Gauge-(1).html#.V7uJdMtTGUk

Ah i see. Yeah, that could be an interesting manoeuvre to add at some point, particularly as it wouldn't need to use any additional templates.

Edited by thespaceinvader

It would be cool to have a ship with two dials. It flys like a bwing when the s foils are out but has 4 attack. Close the s foils and drop to 2 attack and fly like an awing. Costs an action to change the s foils. Or whatever mechanic you want to attribute to the tactile flight choices of multiple dials.

I would love to see a "cloak field generator" that is a Rebel-only upgrade for large-based ships that allows a large Rebel ship to spend an action to "extend a cloaking field" around all small-based friendly ships at range 1, but the large ship's primary attack is reduced by 2 (to a minimum of 0) and its agility is reduced by 1 (to a minimum of 0).

In addition to taking an action, reducing primary attack power and reducing agility, the large Rebel ship would NOT benefit from the cloak (no extra defense dice for the large ship) ... but any friendly small-based ship at range 1 would get a free cloak token AND those small ships can fire while cloaked since the large ship is the one generating the cloaking field.

This would essentially force enemies to destroy the large ship first or spend multiple attack rolls trying to get damage through to the cloaked smaller ships.

This would also give the Rebels a cloak without needing to add the illicit slot to a Rebel ship.

This would also give the Rebels a cloak without needing to add the illicit slot to a Rebel ship.

Ugh it's only just now that I've noticed you can but Sabine/Intel Agent/Cloaking Device in a TIE for a RIDICULOUSLY good blocker in wave 10.

What are some mechanics you wished were in the game?

Phil and Grant Mitchel.

I already have everything in the game that I want. House-Meta and such...

60SA.gif

Ships with rectangular bases. Be interesting to see how differently they moved.

Or a new square base size--like 1 1/2". Blow movement math out of the water. :lol:

I was really ready for 1x2 and 2x1 bases but they missed out on those for Kwing, Hwk, Firespray, arc

Gunboat

and

TIE Aggressor

Lets call them 'mechanics'

1. Moving Asteroids (like game Asteroids). My house rules are in another post.

2. Homing Missles that actually follow the ship. Like Silent Death.

3. Angle the Deflector Shields.

4. Actions or Maneuvers to Shake a Target Lock

Admiral's Orders

A Ordnance side deck. Reconfigure your Torpedo, Missile and Bomb-Slots on the fly based on your matchup.

A Ordnance side deck. Reconfigure your Torpedo, Missile and Bomb-Slots on the fly based on your matchup.

Missile Racks: 5 points, limited. Choose up to 3 [missile] upgrades. During the Place Forces step when this ship is placed, choose one of them to equip to this ship, replacing this card.

Overpay for your Concussion and Ion Pulse missiles in order to get the chance to use Assault Missiles when you face a swarm.

Doubt it's actually worth it though.

Mag Pulse

Strips action tokens? Or prevents them from firing? Something like that.

mag pulse would probably be something along the lines of "if this attack hits, the target suffers 1 damage and is assigned a Mag Pulse token, then cancel all dice results" - Mag Pulse token is treated like Blinded Pilot and does not stack

Great for high PS because of potential shot denial that round (Oh you have range 1 on my ship? Too bad you cant fire!) and great for low PS because it denies the following turn.

Lack of a shot for your next round does things to people...hilarious things. They either completely forget and end up in a bad spot where they cant trade shots, or attempt to leave and hit a rock/completely get called out and get blasted anyway.

Obviously this would never be allowed to be a turret or cannon. Huge ship perhaps, since theres plenty of ships to make up for the lack of 1 ship's attack, never nonhuge. You think the quad ion turret was bad? quat mag pulse...never ever ever even get a shot regardless of if you are in arc or have a turret

Edited by Vineheart01

I would really enjoy squadron build cards. Add these ships to your squadron, get bonus x ability or buff.

A Power Management Phase is the big thing I would like to see. Some means of allocating a set of "power tokens" between primary weapons, shields, and engines.

  • Re-allocate power from Primary Weapon, Shields, or Engines to recover (or overcharge, for one round only) another system
  • Adding Power to Primary Weapons/Shields - Ships roll one attack die and have one shield point per allocated token. A ship can have one more token than printed card value for one turn.
  • Adding Power to Engines (above printed card value) allows the ship to Boost for one turn.
  • Cannot perform red maneuvers if there are no power tokens allocated to engines
  • Red maneuvers remove one power token, green maneuvers regenerate one (up to max value on the card - to overcharge one you need to drain another).
This would add all kinds of extra design shenannigans - ship modifications that alter these rules, crit effects that disable some or all of it, pilot skills or EPTs that interact with them. All kinds of fun stuff could be done, here.


Varied Firing Arcs on ships - this could have opened up a new level in the design space - something with a very narrow field of fire that punches really hard vs. something with a wider field that doesn't do as much damage. (And Turrets have to declare where their current arc faces!)


Missles/Torps/Bombs doing fixed damage to targets. Proton Torps still roll four dice to hit, but if they hit they do four damage. Again, this could have really opened up the design space for these weapons - Maybe ProTorps do four face-down cards, but Adv. ProTorps do some of that face-up? etc.


Other minor quibbles that I think would be fun:

  • Having the maneuver template guides only on the front of a ship - let the ship slide around for micro-adjustments as it flies.
  • When attacking a ship with primary (non-turret) weapon, angle the attacking ship so the range ruler fits into the front pegs. Allows more micro-adjustments and could impact target selection.
  • Base Shenannigans - Medium Bases, 1x2 bases, 2x1 bases, or whatever else makes sense for the ship.
  • Missles/Torps being able to hit outside of arc if the attacker has a Target Lock on the defender

Some of these are easy enough to house-rule with my son, at home, but if we ever get to X-Wing 2.0, I really hope we see some of the great ideas in this thread.