Mario Kart X-wing

By heychadwick, in X-Wing

Yes, I think making the tracks a bit nastier will make it more effective.

I've also had an idea that I can't recall if I posted here. Build in short cuts that only get opened once the first player gets past a certain point. It only really helps those that are rather far behind, but it's a great way to keep them in the game.

Tracks are the real key to keeping things from getting out of hand.

We allow shooting through walls (it is obstructed) and a snakey course keeps guys in range a lot of the time, especially for turrets. I have also had a lot of success with a TLT Y-wing and with a title only on the JM5K.

Turrets only on the second half of the course also rein in ships that are too far ahead.

Ive played about 20 games at this point and I found a few general rules for designing tracks that make competitive and still fun races.

1. Add mines to the course. This helps to slow down the frontrunners only since they should be gone after someone passes them.

2. Add switchbacks or double backs which forces the racers to pass each other going opposite directions.

3. Try to have some obstacles, turrets or boxes about every two turns. Long straightaways allow for the leader to keep pulling ahead.

4. Place mystery item boxes right after checkpoints.

5.Add a shortcut with a risk/reward element. If you take the shortcut you miss a checkpoint, boxes or face turrets etc.

A mandatory boost pad in a corner forces either slow flying or a smash into a wall. The guy racing ahead has to dial back a bit.

i updated it to just assign tractor beam token since thats really what youre doing

I've yet to post my ideas for the cards, but this is exactly what I did.

I drew up a new "qualifier" track today. Meant for small # of ships and multiple laps. Ran an awing and then a shuttle through it. Interesting...

I really want more track ideas, too. I have one that's for a long based track, but has a lot of side to side...sluicing? So, a long track, but have a wall blocking half of it from different directions each time. Making you serpentine through instead of just going straight. I think it would reward more Barrel Rolling than Boost, which would be unique.

The only concern I have for a short cut is I don't think the leader would get to take it. I think it forces the leader to take longer and give everyone else a chance to catch up. Also, make it so that it only really helps those that are behind, so those right behind the leader won't get to use it, but those that are way behind can take it. Does that make sense? Maybe have it reset after each lap? The idea should be for those that are really far behind can catch up to still make it a game.

There is one thing about this card:

4Gmne15.jpg

In the game, it was only useful when you were behind. It caught you up in the race so that you were near the front, but then stopped. I kind of like the idea of it doing that for ships that are way behind in the race. So....I would want to have it do something really powerful, like let you Boost 5 times with any template up until you are at least tied for 2nd place. Does that make sense? It also forces a Tractor Beam token on whomever gets hit.

Another question about the negative cards. In Mario Kart, it only affects those in front of you. So, the Squid would only hit those that are ahead and beating you. The way the card reads, it would affect everyone, including yourself! I like the idea of it only hurting those ahead and not those behind. Once again, it's a mechanic to stop those that break away from staying too far ahead.

There is one thing about this card:

4Gmne15.jpg

In the game, it was only useful when you were behind. It caught you up in the race so that you were near the front, but then stopped. I kind of like the idea of it doing that for ships that are way behind in the race. So....I would want to have it do something really powerful, like let you Boost 5 times with any template up until you are at least tied for 2nd place. Does that make sense? It also forces a Tractor Beam token on whomever gets hit.

Another question about the negative cards. In Mario Kart, it only affects those in front of you. So, the Squid would only hit those that are ahead and beating you. The way the card reads, it would affect everyone, including yourself! I like the idea of it only hurting those ahead and not those behind. Once again, it's a mechanic to stop those that break away from staying too far ahead.

I like that idea. It could be something like "boost the number of times equal to the amount of ships currently ahead of you in the race"

Also I've toyed with the idea of having a separate item deck for first place that mostly only contains bananas and backwards firing green shells, but no one else at my flgs liked that idea so I killed it

Also I've toyed with the idea of having a separate item deck for first place that mostly only contains bananas and backwards firing green shells, but no one else at my flgs liked that idea so I killed it

Oooh! I like it. Hmmm....maybe something worded differently. If things like the Squid or Lightning only work for those in front of you....if you are the first place guy, you can trade them for a Banana or Green Shell card? The discarded card then gets reshuffled back into the deck, instead of the discard pile. This way, the guy in front still gets something useful, but the guys in the rear still get the good stuff.

HeyChadwick - re your idea for the short cut & limiting it to only those that are behind the leader and those close to it:

Establish the shortcut with a gate that is triggered to open after the first "gap" is detected following the lead ship passing the gate. So, how do you detect the "gap" you ask? My idea is to draw a line across the race line, slightly down-track from the shortcut entrance. The distance down-track from the shortcut would be dependent on the geometry of the track. The gate's lock would be released as soon as the leader's ship or maneuver template crosses the trigger line. The gate would then open during the End phase of any future turn where no ship or maneuver template crosses the trigger line.

Waiting for this "gap" in the moving mass of racing fighters should address the concern about giving those hugging the tail of the leader an undesirable advantage. If by chance all the fighters are clumped sufficiently together, the gate doesn't open until all of them pass it. If by chance a long string of fighters is the norm, you could add a turn limit to the conditions above (e.g., after the leader passes, the gate will open no later than x turns later).

If the races are multiple laps, you could reset the gate to close x + y turns after the leader passes the trigger line. Counters could be used to track the number of turns that have passed to keep everyone honest. I know I wouldn't be able to keep that straight while trying to race.

Edited by Biff

I don't think it needs to be complicated. Just placement would be worth it. Have it something like this where the squiggle is the short cut that gets released once a ship passes the check point.

20161207_093118_zpsqr7xzyko.jpg

it clearly only helps those that are really far behind. This shows a really substantial short cut, but it can be different based on the track, but you get the idea, right?

The idea behind it is if one ship gets so far ahead of some of the ships, that the way behind ships can then catch up. So....it doesn't have to be half or anything. What if there is one guy who is WAAAAY ahead of the pack? Then he opens the shortcut for all of them. That's OK.

Edited by heychadwick

I'm getting super hype for the hunger games/mario kart tourney I'm planning to attend in January now =)

That certainly works, it does not need to be complicated. Both the simple and complicated triggers bring new strategies into play. Would #3 slow down a bit one or two turns prior knowing the gate would open for him or does he contiue to press hard and try to cut the corner close to make up some distance

I love to get feedback like this as it helps me who can't do enough games to get enough practice myself. We might try it out this Thursday night.

To piggy back off of your shortcuts idea, we ran a race on a figure 8 course recently. No turrets, but since we were constantly crossing paths, the race leaders would get smoked back to a checkpoint on a regular basis.

I was just designing one of those!!!

FASA's old Renegade Legion Circus Imperium had exactly this as well, crossing pathes.

I don't think it needs to be complicated. Just placement would be worth it. Have it something like this where the squiggle is the short cut that gets released once a ship passes the check point.

20161207_093118_zpsqr7xzyko.jpg

it clearly only helps those that are really far behind. This shows a really substantial short cut, but it can be different based on the track, but you get the idea, right?

The idea behind it is if one ship gets so far ahead of some of the ships, that the way behind ships can then catch up. So....it doesn't have to be half or anything. What if there is one guy who is WAAAAY ahead of the pack? Then he opens the shortcut for all of them. That's OK.

You could also make it that when you pass by the shortcut, you take X face-up cards where X is equal to the amount of players behind you.

Shortcuts are a key part of mario kart anyway. Make the shortcuts a risk, not a gimme - put a marker down that if your base overlaps it, you die. Like a jump between track sections. A black hole! If you can judge your move correctly and jump the black hole in a single manouevre, you make it past onto the other half of the track. If not, boom.

If someone gets through early... that's just incentive for everyone else to try the trick. Or to put mines in front of the opening.

Howdy all! I had the honor of getting obliterated in our first match, but had a blast. This week I'm going to be running a game with the basic rules as originally shown, with the changes below. It's a bit of a stark change, but this is merely a test of a "stock" class race.

ALL participants are given a PS1 Scum Z95 Headhunter AND 5 points to spend on any upgrades and modification following the normal rules excepted for EPTs.
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Here's the kicker, EPTs are not only allowed despite not having the slot on the PS1 Z95, but ALL faction restrictions are removed from them AND you can have as many EPTs as you want(but only 1 zero point one). So, for instance, any of the below is perfectly legal(assuming I can add this late at night)

-- Z95 with Adaptability, Wired, Lone Wolf, and Stay On Target
-- Z95 with Score to Settle, Vectored Thrusters, Veteran Instincts and Snap Shot
-- Z95 with Burnout Slam, Expert Handling, Wired, Cool Hand, Adaptability

Here's the reasoning behind this. Again, this is a Stock race so the ships are all identical save for small modifications to 'suit the pilot' if you will. The allowance for EPTs is to emphasize the pilot side of the race and give players a chance to be creative with their builds. 5 points isn't enough for PTL and EU so that will prevent those sorts of shenanigans.

Other rule changes in the plan mainly involve set up, early race, and walls.

Set up

- 4 ships max with set starting positions 1 through 4 (1, 2 front and 3, 4 back)

- players roll for initiative and choice of starting block

- starting block position determines move order for the rest of the game IF pilot skills are tied. So if people are using adaptability or VI they'll move/fire like normal, but the starting spot breaks ties.

Early Race

- Primary weapons are offline for the first 2 turns. Ordinance, if you took it, is hot at the start should you choose to use it.

Walls

- Corners can be 'cut' so long as the movement template doesn't cross one. Basically you can run part of the ship over a wall with no effect so long as you don't end your move on one.

- Templates can touch a wall but treat it an asteroid/debris field. IE, no action, stress, roll 1 red die and crits/hits do 1 point of damage, no firing etc. (aka stay on the track dummy :P )

- Should your ship end it's turn on the wall it rolls as above. Then, after all moves are complete, the ship is returned to the track with its base touching the wall as close to where it stopped as possible. In addition to the above the ship is also ionized.

- If your ship completely crosses a wall it is destroyed and you respawn at the last passed check point.

- In ALL respects, walls are considered obstacles, including how they are treated by Tractor Beams. In other words, barrel rolling/boosting opponents onto or over walls is completely allowed.

The last thing I plan to tweak is the general track design. To help with clustering early, the first turn will be an uncluttered 90 degree turn. My plan is to have at least 2 good straights to allow for lots of movement that lead into tight corners covered by turrets. We shall see if it all works or fall apart tomorrow. I'll let Heychadwick do the pictures. :P

Well, I did it. I made a quick track. My daughter declared that it be done withXwings so out came three T65s. I jumped to an early, and brief, lead. My wife shot me in the back.

Next turn my daughter blasts her, takes the lead and never loses it. Never turned a dial in her life. I'm trying to explain to her why a certain maneuver would be bad. She returns, 'I know. That's why I did this.' Keeps her on the track after cutting a corner and bypasses all the dangers. Dang it!

I think next time something with pop guns. This way I don't hear such cruel laughter coming from a five year old.

Sounds like a lot of fun!

My wife shot me in the back.

Isn't this always the case? My wife picks on me mercilessly in games.

Two Tracks I'm working on.

XwMktrack1_zps41keykly.jpg

IMG_4923%201_zpsi8smgtmn.jpg

Both are smaller (only 3-4 ships and small ships only).

figure 8 still needs checkpoints and turrets. I think in the orange space (the "overpass"" you can drop bombs and attack either track.

Edited by Rakky Wistol

Fixed links.

Two Tracks I'm working on.

XwMktrack1_zps41keykly.jpg

IMG_4923%201_zpsi8smgtmn.jpg

Both are smaller (only 3-4 ships and small ships only).

figure 8 still needs checkpoints and turrets. I think in the orange space (the "overpass"" you can drop bombs and attack either track.

Was wondering about effects off bridges/passages as well. There might be problems with the bases if several ships are on and under the bridge in the same phase.

My plan is to have them take the ship off the base if you're "under" the overpass. Probably would have them bump but no damage and no loss of action. Just keeps it clean and easy and allows for some blocking if you're way behind (or ahead I guess).

Besides, since it's a space race and not a ground race I'm ok with them even firing on each other. My hashed up black parts are impassible but nothing restricts shots on this current map. It's not done yet.

My plan is to have them take the ship off the base if you're "under" the overpass. Probably would have them bump but no damage and no loss of action. Just keeps it clean and easy and allows for some blocking if you're way behind (or ahead I guess).

Besides, since it's a space race and not a ground race I'm ok with them even firing on each other. My hashed up black parts are impassible but nothing restricts shots on this current map. It's not done yet.

Just don't worry about the over/underpass. If the ships hit while crossing, so be it.

Real figure 8 courses exist for auto racing.

http://enquirer.com/editions/2002/08/18/sportsdrome_zoom.jpg

It also helps with the leader getting too far ahead. We took turns ioning a guy onto the wrong path and he had a devil of time getting back on the lead lap.

Rules update:

After a few more races, we have slightly changed our bonus box system.

When crossing a bonus box, you draw from a deck that has cards for focus, boost/barrel roll, evade, shield and ion cards.

You keep this card until spent, and can only have one card at a time. If you run over a second bonus box, you have to choose to keep or discard your current card. If you discard, draw another.

These cards can be spent at any time.

Boost/barrel roll, focus and evade should be self-explanatory. Boost/barrel roll can only be used at any time outside of combat (yes, you can barrel roll out of arc when it isn't your turn. Once combat is started, you can't use it). Shield gives you a shield token and must be spent before attack dice are rolled for combat and collision effects. Ion only appears half as much, but gives every ship except yours 2 ion tokens.

I like that take on "X-Wing-ifying" the items. Would like to see it expanded with tractor beams, stress, maybe picking up ordnance, or even a self-inflicted weapons disabled token for a "fake" box.

Great ideas. We have played with stress, but never thought about weapons disabled. We are running a tourney next week and these ideas will get played, assuming we don't get to it tomorrow.

Report back immediately!