Suppose there was an X-Wing 2.0

By JoeyBriefcase, in X-Wing

I'm all for x wing 2.0 and I'd bet the vast majority of people who said they would quit wouldn't.

That all depends on what's involved. I'd be willing to pay upto $25-30 or so per faction to convert what I own to 2.0. That means a 2.0 version for every card I own.

Much more than that and I wouldn't bother. I wouldn't likely sell all my stuff but I don't think I'd bother buying anything new.

Ok i didn't read all of this, but i have 2 main points:

First, pilots are balanced according to the ships they fly, Vader in a Phantom would never work. Of course, you could make categories, but to make it lore-accurate, you would have so many categories it wouldn't really make much of a difference.

Second, the beauty of this game is its (relative) simplicity. No exceedingly complicated rules and whatnot, and easy to learn and play. Adding more elements to the game would not help much.

One thing i am in favour of is a FAQ box, with updated versions of cards. For example, Heavy Scyk, Deadeye, a new Lt. Lorrir, Fel's Wrath, and updated cards and costs. And maybe some new cards. Only cardboard, no new rules or anything like that. And i want a campaign box, although sadly it won't be with the people from the X-Wing book series. (I should start a homebrew that replicates the novels).

Fantastic suggestions :D! Love it ^_^!!!

As for pilots being separate from ships... I was working on an upgrade card named Reassigned Pilot. Problem is Biggs, Biggs in a B-wing, or anything with lots of shields. There are ways around Biggs, but it takes some work. There is just a lot more room for overpowered combos.

One thing i am in favour of is a FAQ box, with updated versions of cards. For example, Heavy Scyk, Deadeye, a new Lt. Lorrir, Fel's Wrath, and updated cards and costs. And maybe some new cards. Only cardboard, no new rules or anything like that. And i want a campaign box, although sadly it won't be with the people from the X-Wing book series. (I should start a homebrew that replicates the novels).

Attack Wing is doing just that. They're releasing card-only packs that reference which existing ships they're for, and are doing "fleet packs" which consist of three or four ships from the same faction priced somewhat less than buying the ships individually. Kind of a faction starter for those who want to fly a certain side.

4 years is more than enough to warrant a major rules overhaul.

Especially for a game that was not intended or balanced as a tournament-format competitive game.

The designers have done well, given the origins of the game, but they are constrained by some major factors (e.g., no keyword usage). Given the same designers as Wave 2 through, say, Wave 9, X-Wing 2.0 would be a significantly improved game.

It's just like all the people moving to Canada when trump was elected. People will grumble, cry, and moan but they'll buy it and keep playing.

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Edited by SlaveofChrist

Just a quick note to the homebrew folks here. As a brewer myself, one trap I fall into and have to catch myself on, and I see happen all the time in others as well, is rules bloat. It's when you are adding rules that seem like they will make a contribution to the game in ways that we describe like 'more accurately represent ____', or 'make a distinction between X and Y', or (the real devilish one) 'allow MORE variation/customization' but in actuality just make more work or trouble for both designer and player.

Like the discussion of having sepperate pilot cards. Sounds cool right? I agree! Why wouldn't I? As gamers, we like to control things, combine unattached components to get what we want, it's why we play most of the games we do. But that doesn't make a good game. Let's just look at one easy paperwork issue: how many cards will I have? Each expansion will now require an extra card, instead of four cards for ships and pilots, I'll have five. Over some thirty odd plus ships, that's alot of cards! Not to mention the balancing act the designer has to pull off to prevent busted interactions, even adding only a single pilot each wave and two ships to a faction at this point means I need to test essentially TWENTY ships! Yikes! Next wave will be TWENTY-TWO! Yowza!

Now some have pointed out that pilots will only be available on specific ships. That would certainly help right? Well to do that, I'll need to know EVERY SHIP I EVER INTEND TO MAKE! What do I do when some comic comes out that adds a new ship to the pilots repertoire? We just shot ourselves in the foot. I go into that design knowing I need to errata or rerelease the card. No bueno!

So we're actually better off with the restrictions we have now. Testing is done with concrete ships, component count is down since instead of a pilot card AND two ship cards, I just have two pilot cards on their own ship. Everyone's happy. To solve the issue we release new boxes with alternate paints and fill in the pilot rosters as we go.

Same thing with adding phases to the round. Would it be more representative? You bet. Would it as distinction between things. Hell yeah! Would it take longer to resolve and require more rules knowledge? Well, sadly yes and yes. Which cuts into the fast action feel of the game that attracts so many to it. Done threw the baby out with the bath water.

I'm not saying no to the ideas. As home brew content, do whatever makes you feel good. But if we're seriously talking about a 2.0, which I would be all down for, might get me playing again, we have to smooth out the games wrinkles. Not add fancy embroidery and sequins. Just my two cents

Did you have to with any of the however many in GW games? Descent 2.0? Mansions of Madness 2.0?

I stopped playing GW games after they released the third edition of Wh40k and rebuilt all rules from scratch completely, removed psionic powers, dumped entire armies like the Harlequins, split up Chaos into the diffferent gods, got rid of the special characters and their equipment that were so important before, and essentially invalidated all my armies.

Descent 2.0 allows you to use old monsters, in a somewhat inconsequential way. None of the old rules made it into 2.0. Descent 2.0 is a good game in its own right, but it only shares tangential similarity with the first. I sold Descent 1 and didn't buy 2 when 2 came out.

Mansions of Madness 2.0 allows the use of old monsters and old floor tiles. Whether you have those or not is of little importance for the play experience, and swaths of content from the first MoM (all the story bits and cards, all the scenarios, puzzle bits etc.) aren't used any more, and the rules are entirely different. I own everything there is for MoM 1 including all POD expansions, nothing for MoM 2.

Yes, I'm certain it would be exactly like that if there was an X-Wing 2.0. If you say "conversion kit", I say "for over 200 ships, sure" and walk out of there.

I'm all for x wing 2.0 and I'd bet the vast majority of people who said they would quit wouldn't. It's just like all the people moving to Canada when trump was elected. People will grumble, cry, and moan but they'll buy it and keep playing.

I don't know about anybody else, but I did exactly that with other games before. I'm certain that I'd quit.

Edited by haslo

As home brew content, do whatever makes you feel good. But if we're seriously talking about a 2.0, which I would be all down for, might get me playing again, we have to smooth out the games wrinkles. Not add fancy embroidery and sequins. Just my two cents

Oh yes, very much this. As any good creative person cam tell you, there is a huge difference between a "good idea", and "an idea that is good and works".

For instance: one of the reasons I've not made a formal example of my armor proposal is that it's _hard_ to balance for! One point of armor + 2 agility dice (which I am thinking might be good on Defenders) means that there isn't a 2 die ship that can reliably hit it. That's a huge problem! It's not one I know how to solve while still leaving the design space open.

And yes: one of my design goals is that a pair of 2 attack ships (at range 2) can reliably get at least 1 damage on any ship they both fire on.

The other problem I keep having: every keyword and symbol I add makes cards even more cluttered and janky. That's a problem. The more information you present to a player, the harder it can be to convey even the best ideas.

With all the fixes being requested for the game's main ship, it made me wonder if now would be the time for a so-called X-Wing 2.0. I think there are many advantages to a cardboard expansion, especially now that the devs can assess the balance in one Fel swoop now that everything's on the table. The waves are running out of ships, and every new ship doesn't seem to add much more variety with the sheer number ships there are now. Your B-wing and G1-A seem very much alike, your TIE/fos and A-Wings, and every ship is supposed to point and shoot very much the same. If such an expansion was released, I think there could be many benefits in regards to clearing "fix" clutter. We have dozens of cards that change how one specific ship is to behave and in some cases you have to buy the cards that make them better (Imperial and Rebel Aces, Integrated Astromech, Most Wanted Firespray). I'm not saying they shouldn't have done it, but I think now would be a great time to streamline all of the unique ship abilities, tweak point costs, revitalize ships archetypes, and maybe introduce new widespread mechanics. I would gladly pay for $30 bucks of cardboard as long as its a one time deal, and the game has changed for the better.

Here are some things that I hope to see if X-Wing 2.0 comes to fruition.

1. Pilots cards independent of the ship.

Tycho Celchu flew X-Wings and A-Wings, so why not have 2 listed point costs depending on what he's flying? This promotes your list building to really consider not just what, but who you are using in your squad since there can only be one Tycho Celchu.

2. Unique Squadron Titles

These are titles like Rogue Squadron or Phoenix Squadron that can only be applied to a squad that follows a certain formula. Your 3 X-Wings consisting of Luke, Biggs, and Porkins could be granted the Red Squadron title, giving them a unique buff since you went through the trouble of bringing them all together in a 100 point list.

3.Increased weight for ship states

I love the constant internal math associated with considering your moves and actions. Am I in arc or out? Am I in range 1 and stressed? Or am I facing down 2-3 ships clustered together? Ion and Stress are good limiters, but I feel like there should be one more element more common than a crit but less devastating.

Now that you've hear my case, what would you like to see in a supposed X-Wing 2.0 cardboard expansion?

god no @pilot cards independent of ships

i dont want wedge flying the death star

First, pilots are balanced according to the ships they fly, Vader in a Phantom would never work.

Vader flying a TIE Interceptor would be terrifying. Frees up the elite pilot talent since you won't need Push the Limit taking it up.

Vader's pilot ability on a lot of Imperial fighters is a scary thought. Interceptor, Phantom, Prototype, Defender, ect. Even if his pilot ability was for a TIE Bomber, giving it a focus and target lock so long as it doesn't bump, is powerful. This is why his pilot ability remains eternally trapped on a mediocre ship.

With all the fixes being requested for the game's main ship, it made me wonder if now would be the time for a so-called X-Wing 2.0. I think there are many advantages to a cardboard expansion, especially now that the devs can assess the balance in one Fel swoop now that everything's on the table. The waves are running out of ships, and every new ship doesn't seem to add much more variety with the sheer number ships there are now. Your B-wing and G1-A seem very much alike, your TIE/fos and A-Wings, and every ship is supposed to point and shoot very much the same. If such an expansion was released, I think there could be many benefits in regards to clearing "fix" clutter. We have dozens of cards that change how one specific ship is to behave and in some cases you have to buy the cards that make them better (Imperial and Rebel Aces, Integrated Astromech, Most Wanted Firespray). I'm not saying they shouldn't have done it, but I think now would be a great time to streamline all of the unique ship abilities, tweak point costs, revitalize ships archetypes, and maybe introduce new widespread mechanics. I would gladly pay for $30 bucks of cardboard as long as its a one time deal, and the game has changed for the better.

Here are some things that I hope to see if X-Wing 2.0 comes to fruition.

1. Pilots cards independent of the ship.

Tycho Celchu flew X-Wings and A-Wings, so why not have 2 listed point costs depending on what he's flying? This promotes your list building to really consider not just what, but who you are using in your squad since there can only be one Tycho Celchu.

2. Unique Squadron Titles

These are titles like Rogue Squadron or Phoenix Squadron that can only be applied to a squad that follows a certain formula. Your 3 X-Wings consisting of Luke, Biggs, and Porkins could be granted the Red Squadron title, giving them a unique buff since you went through the trouble of bringing them all together in a 100 point list.

3.Increased weight for ship states

I love the constant internal math associated with considering your moves and actions. Am I in arc or out? Am I in range 1 and stressed? Or am I facing down 2-3 ships clustered together? Ion and Stress are good limiters, but I feel like there should be one more element more common than a crit but less devastating.

Now that you've hear my case, what would you like to see in a supposed X-Wing 2.0 cardboard expansion?

god no @pilot cards independent of ships

i dont want wedge flying the death star

god no @pilot cards independent of ships

i dont want wedge flying the death star

Wedge Antilles (TIE Defender (38)

Expertise (4)

Tractor Beam (1)

TIE/D (0)

Total: 43

View in Yet Another Squad Builder

It's a little bit of a glass cannon, but it should cause a ton of pain to whoever ends up in his sights. And then the tractor cannon basically passes his ability along to whoever else is in the squad. Pricey? Oh yes. But maybe worth it...

What is the point of X-Wing 2.0 if first edition works perfectly fine?

What is the point of X-Wing 2.0 if first edition works perfectly fine?

Because it would be nice to rebalance and recost the ships...

What is the point of X-Wing 2.0 if first edition works perfectly fine?

Because it would be nice to rebalance and recost the ships...

Because it would be nice to rebalance and recost the ships...

Easy enough to do without a 2.0 release. There are usually enough upgrade slots to fit a buff in.

swx52-tie-x7.png tiex1.png royal-guard-tie.png

a-wing-test-pilot.png chardaan-refit.png

Honestly, xwing 2.0 would just be armadas colored offense dice

Really distinguishes ships nicely, ie the Gladiator is utter crap for its points compared to the Arty at long range but they just ZOOM to insane levels at close range

instead of stuff like just letting xwings be outclassed in every way by the defender

Also no green dice

Also no green dice

If green dice were removed from the game, would you have to change you name to just "fickledice"?

Edited by Derpzilla88

I would insist on green dice staying. Sorry Fickle. They are fully half the suspense of the game and they were, in the early days at least, the largest source of those climactic cinema like moments.