Why no campaign for X-Wing?

By JediPartisan, in X-Wing

FF is putting out a campaign for Armada where up to six players can play fleets and each conflict's consequences carries on into the next conflict. Luke died in the last conflict? Well you can't use him any more. Your ship got damaged, well that damage didn't go away. It also holds new pilot cards and obstacles (dust clouds etc) and even a map with places and systems that have unique things like ship yards.

Now why can't X-Wing get that too? We sort of get that when we buy larger ships, but not fully. If they did release that, they could release pilot cards that cross factions like a scum Han Solo, or a rebel Katsu Onyo. Different obstacles like dust clouds also would be very much apriciated.

Lately it seems like FF is pumping things out without a real plan. Perhaps pushed by Disney to put out movie content. I hope they get back to roots and fix the skewed power balance. A campaign box could easily do that. Not only would it give competitive players new balanced content, but it would give lots of enjoyment for non-competitive or thematic players.

Feel free to chime in and sign this like a petition.

WE'RE TALKING TO YOU FANTASY FLIGHT! ;-)

And let us rewrite history by pairing first order ties with pre episode four tie strikers? Never!

All campaigns must be fan made! Death to corelia!

We already have Heroes of the Aturi Cluster :)

More likely Armada is a test bed for X-wing. If the Correlian Conflict sells well, we'll likely see an X-wing campaign. Aramada was likely chosen because it already had a pre-playtested mission system that could be folded into the campaign structure.

Edited by Squark

I want something that is new-player friendly. HotAC is great, but the multitude of upgrades available make it tough for newer players.

Lately it seems like FF is pumping things out without a real plan. Perhaps pushed by Disney to put out movie content. I hope they get back to roots and fix the skewed power balance. A campaign box could easily do that. Not only would it give competitive players new balanced content, but it would give lots of enjoyment for non-competitive or thematic players.

Just because they are releasing ships you don't know or don't like doesn't mean they don't have a plan. Wave IX and from what I've seen of Wave X has been some of their most creative work so far.

As for what you want, I suggest you be patient. If you have been paying attention to all FFG news, you might see that chances are good they have something creative in the works.

I want something that is new-player friendly. HotAC is great, but the multitude of upgrades available make it tough for newer players.

HotAC is also not Player vs. Player, which would be an element I would like to see from FFG.

I suspect because it'll be harder for X-Wing than Armada. Armada is a fundamentally objective based game, X-Wing is typically a dogfighting game, with some missions which add a few different things (and require various tokens to represent them) but in general, you're still mostly just moving ships and somebody is trying to blow the other guys up. Assuming you're not using a HotAC-style AI system, this means you'd be playing a lot of missions where one side could easily be just having to shoot down all the enemy fighters over and over again. You have to think about and work on all the scenarios to keep it fresh, otherwise you're just playing regular X-Wing only now you have to add some random junk to the table, why not just play regular 100/6? If there's enough interest for such a product (I/E, if the Armada campaign box does well) FFG would probably attempt a similar product, because it'd definitely add some spice to the game, some new variation, and be a great excuse to produce some new cards or bundle cards in new ways that would appeal to players.

While I know everybody just loves to complain about how FFG is out of ideas, or are being puppeted by Disney (even though they probably get marching orders from LFL), or don't playtest or balance, or just want to suck up all your money that's actually a crappy business model and it's not how they made one of the most popular miniatures games out right now. If they're gonna do a product like this, they'll want to do it right - with the right framework and options and stuff so it actually is it's own thing and not just something you buy for the latest cool upgrade, even though competitive players will just shell out the cash to get the hottest new cards. If they really wanted that kind of thing, XWM would be like Destiny, and you'd be getting your random card packs "guaranteed rare in every pack!".

I suspect because it'll be harder for X-Wing than Armada. Armada is a fundamentally objective based game, X-Wing is typically a dogfighting game, with some missions which add a few different things (and require various tokens to represent them) but in general, you're still mostly just moving ships and somebody is trying to blow the other guys up. Assuming you're not using a HotAC-style AI system, this means you'd be playing a lot of missions where one side could easily be just having to shoot down all the enemy fighters over and over again. You have to think about and work on all the scenarios to keep it fresh, otherwise you're just playing regular X-Wing only now you have to add some random junk to the table, why not just play regular 100/6? If there's enough interest for such a product (I/E, if the Armada campaign box does well) FFG would probably attempt a similar product, because it'd definitely add some spice to the game, some new variation, and be a great excuse to produce some new cards or bundle cards in new ways that would appeal to players.

While I know everybody just loves to complain about how FFG is out of ideas, or are being puppeted by Disney (even though they probably get marching orders from LFL), or don't playtest or balance, or just want to suck up all your money that's actually a crappy business model and it's not how they made one of the most popular miniatures games out right now. If they're gonna do a product like this, they'll want to do it right - with the right framework and options and stuff so it actually is it's own thing and not just something you buy for the latest cool upgrade, even though competitive players will just shell out the cash to get the hottest new cards. If they really wanted that kind of thing, XWM would be like Destiny, and you'd be getting your random card packs "guaranteed rare in every pack!".

It could be done if they wanted to. Just find some online references PDFs for the old FASA Crimson Skies. It was part Dog fighter and part board game. And the dog fight would lead you to the board game where the pilots where part of an objective or conflict. Once you did the board game portion, the campaign could take you back to your plan where you could be in another dog fight scenario or some other mission depending on the campaign objectives.

They could technically do the same.

I think it's in the pipe works farther on down the line... although the CR-90 did come with a mini campaign, so did the GR-75(sort of). Every big box comes with a mission secnario, and I'm sure allot of people have played those at one point or another, and overall those have seemed mostly alright.

Personally I'd love to see a battle for Lothal box, Could include ship cards and cardboard for Phoenix squadron, Maybe the big assault Shuttle, Thrawn, etc.

But I think allot of people would like something either geared toward Rogue one or towards the middle of GCW (Post hoth, pre-endor). Hnm... Shadows of the empire anyone? It'd have to be Nu-canon friendly, but we could get maybe Dash or Kyle/Jan as canon.

I suspect because it'll be harder for X-Wing than Armada. Armada is a fundamentally objective based game, X-Wing is typically a dogfighting game, with some missions which add a few different things (and require various tokens to represent them) but in general, you're still mostly just moving ships and somebody is trying to blow the other guys up. Assuming you're not using a HotAC-style AI system, this means you'd be playing a lot of missions where one side could easily be just having to shoot down all the enemy fighters over and over again. You have to think about and work on all the scenarios to keep it fresh, otherwise you're just playing regular X-Wing only now you have to add some random junk to the table, why not just play regular 100/6? If there's enough interest for such a product (I/E, if the Armada campaign box does well) FFG would probably attempt a similar product, because it'd definitely add some spice to the game, some new variation, and be a great excuse to produce some new cards or bundle cards in new ways that would appeal to players.

While I know everybody just loves to complain about how FFG is out of ideas, or are being puppeted by Disney (even though they probably get marching orders from LFL), or don't playtest or balance, or just want to suck up all your money that's actually a crappy business model and it's not how they made one of the most popular miniatures games out right now. If they're gonna do a product like this, they'll want to do it right - with the right framework and options and stuff so it actually is it's own thing and not just something you buy for the latest cool upgrade, even though competitive players will just shell out the cash to get the hottest new cards. If they really wanted that kind of thing, XWM would be like Destiny, and you'd be getting your random card packs "guaranteed rare in every pack!".

It could be done if they wanted to. Just find some online references PDFs for the old FASA Crimson Skies. It was part Dog fighter and part board game. And the dog fight would lead you to the board game where the pilots where part of an objective or conflict. Once you did the board game portion, the campaign could take you back to your plan where you could be in another dog fight scenario or some other mission depending on the campaign objectives.

They could technically do the same.

That makes me really want a wings of war 2.0 complete with a campaign for Stalingrad, English channel, Pearl Harbor, and Midway...

I'm guessing that they figure that X-Wing players are simply less interested in narrative play than the thrill of competition.

Alex Davy also said that X-Wing just wasn't suitable for campaign play.

X-Wing is too squad based to make an effective campaign on its own. Just as the msisions sort of pick up where a larger campaign is set (like in the GR box, it's an escape from Hoth), for the most part X-Wing becomes part of a larger game when it is in addition to Armada even Rebellion.

Fighters escorting transports, protecting their squad leader from a bounty hunter, Escorting a diplomat or important person... these are all missions inside the various boxed sets, and if FFG wanted to they could release the missions into a single pack, or something similar and have a narrative attached to it.

That would be as close as we get to a campaign in X-Wing.

I think it's in the pipe works farther on down the line... although the CR-90 did come with a mini campaign, so did the GR-75(sort of). Every big box comes with a mission secnario, and I'm sure allot of people have played those at one point or another, and overall those have seemed mostly alright.

Personally I'd love to see a battle for Lothal box, Could include ship cards and cardboard for Phoenix squadron, Maybe the big assault Shuttle, Thrawn, etc.

But I think allot of people would like something either geared toward Rogue one or towards the middle of GCW (Post hoth, pre-endor). Hnm... Shadows of the empire anyone? It'd have to be Nu-canon friendly, but we could get maybe Dash or Kyle/Jan as canon.

Given that it seems Rogue One has a lot of different planets and several different starfighter battles, this could easily make a campaign framework for mission series with various objectives or time limits which hopefully you could balance. Sometimes Rebels must live for so many turns, sometimes Empire, and have one possible conclusion to the whole thing be a variation on the end of ANH, the Trench Run scenario.

That said, others have made good points about the squad-building nature of the game, you would have to carefully write and balance scenarios and either require certain lists (which means people will have to buy certain other items unless they all are in the old core set) or you need to be able to carefully plan your scenarios to be compatible with a wide range of ships - and specific restrictions need to be fun in their own way. Like I said above, if FFG finds a good way to do it and has support, they'll do it - it's a good business move. If they can't find a way to do it well where it's worth the time to produce, they won't do it - this is also good business.

I would be hesitant to use The Corellian Conflict as a baseline. I suspect they are going to have something a bit more interesting.

SWX58.

Just saying.

Alex Davy also said that X-Wing just wasn't suitable for campaign play.

Then he doesn't know what he's talking about.

Even without the fan made campaigns, there are enough examples of similar dogfighting campaigns that are built within a narrative. Wing Commander and X-Wing video games for one, with especially the former and its branching structure.

One might think about the longevity of the game. It's only a few years old. The game mechanics and context are solid and could keep the interest of players, or attract new people, for a long time.

They may continue to issue new stuff at current pace, but this will make it more and more difficult to balance, with the possibility of nerfing some combo only under exceptional circumstances.

So campaign packs are a natural thing to do on the long run. There is potential for alternate game modes, not meta-centered. They could sell more plastic. From the game perspective, campaign packs allow for weird and broken pilots, upgrades, or mechanics, without any impact on the game as such, but good ideas could also enter the base game and keep it fresh.

One might think about the longevity of the game. It's only a few years old. The game mechanics and context are solid and could keep the interest of players, or attract new people, for a long time.

They may continue to issue new stuff at current pace, but this will make it more and more difficult to balance, with the possibility of nerfing some combo only under exceptional circumstances.

So campaign packs are a natural thing to do on the long run. There is potential for alternate game modes, not meta-centered. They could sell more plastic. From the game perspective, campaign packs allow for weird and broken pilots, upgrades, or mechanics, without any impact on the game as such, but good ideas could also enter the base game and keep it fresh.

Except that it will affect the standard game, because any such pack is going to have content for the standard game, just like the Epic ships.

Considering that even Netrunner is getting a narrative campaign then I expect we'll get something eventually.

But, you know, FFG have a lot of systems to support and only so many people to do it.

One might think about the longevity of the game. It's only a few years old. The game mechanics and context are solid and could keep the interest of players, or attract new people, for a long time.

They may continue to issue new stuff at current pace, but this will make it more and more difficult to balance, with the possibility of nerfing some combo only under exceptional circumstances.

So campaign packs are a natural thing to do on the long run. There is potential for alternate game modes, not meta-centered. They could sell more plastic. From the game perspective, campaign packs allow for weird and broken pilots, upgrades, or mechanics, without any impact on the game as such, but good ideas could also enter the base game and keep it fresh.

Except that it will affect the standard game, because any such pack is going to have content for the standard game, just like the Epic ships.

Not if a pilot/upgrade card is marked as campaign-only. A natural thing to do if its effect is part of a story. I don't mind if additional stuff duplicates existing content, since the new content is the story anyway - this is up to the designers, of course.

There WILL be new stuff for the regular game, though. That is just how they are going to sell it. Yes, there may be stuff that can only be used in the campaign, but there will be stuff that affects the regular game as well.

There WILL be new stuff for the regular game, though. That is just how they are going to sell it. Yes, there may be stuff that can only be used in the campaign, but there will be stuff that affects the regular game as well.

Hmm... We know the Correlian Campaign includes new objectives and squadrons for Armada, but does anyone know if the Terminal Directive cards are usable in normal Netrunner Games? I didn't see anything concrete in the announcement article, but I don't follow Netrunner closely.

In a way, they're dropping the ball from a marketing standpoint. An X-Wing campaign system ought to be an Epic format. In which case, it could help drive sales of the Huge ships, if done properly.

That said, I've said before I wouldn't mind a special mission pack that collected a series of connected missions, and included some new pilots and upgrade cards.

I suspect because it'll be harder for X-Wing than Armada. Armada is a fundamentally objective based game, X-Wing is typically a dogfighting game, with some missions which add a few different things (and require various tokens to represent them) but in general, you're still mostly just moving ships and somebody is trying to blow the other guys up. Assuming you're not using a HotAC-style AI system, this means you'd be playing a lot of missions where one side could easily be just having to shoot down all the enemy fighters over and over again. You have to think about and work on all the scenarios to keep it fresh, otherwise you're just playing regular X-Wing only now you have to add some random junk to the table, why not just play regular 100/6? If there's enough interest for such a product (I/E, if the Armada campaign box does well) FFG would probably attempt a similar product, because it'd definitely add some spice to the game, some new variation, and be a great excuse to produce some new cards or bundle cards in new ways that would appeal to players.

While I know everybody just loves to complain about how FFG is out of ideas, or are being puppeted by Disney (even though they probably get marching orders from LFL), or don't playtest or balance, or just want to suck up all your money that's actually a crappy business model and it's not how they made one of the most popular miniatures games out right now. If they're gonna do a product like this, they'll want to do it right - with the right framework and options and stuff so it actually is it's own thing and not just something you buy for the latest cool upgrade, even though competitive players will just shell out the cash to get the hottest new cards. If they really wanted that kind of thing, XWM would be like Destiny, and you'd be getting your random card packs "guaranteed rare in every pack!".

It could be done if they wanted to. Just find some online references PDFs for the old FASA Crimson Skies. It was part Dog fighter and part board game. And the dog fight would lead you to the board game where the pilots where part of an objective or conflict. Once you did the board game portion, the campaign could take you back to your plan where you could be in another dog fight scenario or some other mission depending on the campaign objectives.

They could technically do the same.

I would like to see something similar to the Descent: Journeys in the Dark Second Edition:

- a "map" where you choose the mission.

- XP (and possibly some upgrade cards) earned for winning a mission.

- "narrative story".

- "skill tree" - where your pilot can specialize the (many) elite upgrades he will get.

- comes with some ships (at least 1 X-Wing and 2 TIE Fighters for a 2 players game - but the ideal is support for at least 4 players out of the box), but planned to accept the X-Wing expansions (sure, for each Rebel player/ship added, some Imperial ships must be added too).

- there is an "Overlord" that controls the bad guys.

HotAC is amazing, but as good as AI can be, it does not replace a human player.