I think one of the things preventing a 2.0 reboot is what to do with all the consumers that have invested a TON of money into the game. If your new, improved version of X-Wing isn't compatible with the previous version there will be a huge backlash. Not thinking models but all the cardboard and cards.As I've said on the S&V Podcast , X-Wing 1.0 has gotten too big for its britches and consequently I think we've reached the spot where we need a second edition to cleanup the cruft.
The addition of the Autothrusters Expansion Pack caused the designers to start adding more and more red dice, the addition of more red dice caused the need for more tanky ships, queue x7 title; we've now got 100+ unique game mechanics that create emergent behavior resulting in game breaking combinations like Dengaroo winning the World Championship.
We detailed the process of fixing it on the last podcast; frankly it isn't that hard. FFG is dragging their feet on the issue, maybe they are worried about killing the golden goose, and are content to keep bandaiding things with tactical FAQ patches. I can't wait for the FAQ to break 50 pages in length :-)
I agree there needs to be a X-Wing 2.0 at some point. Though I hope this version will be good until Movie 9 release. The game is getting cumbersome with card/upgrade combos and the cost for getting new players in it. Plus they can re-balance ships/pilots or start with the Clone Wars era. If they do one then they should also sell the Wave upgrade cards in a separate pack rather packaging them in the ships. It'll make it easier for new players to get access to the upgrade cards rather than buying into individual ships.
That being said. If they do an X-Wing 2.0 then I'm personally out because of the money invested in it unless they sell separate upgrade packs for pilots/card/etc to update V1.0 to 2.0. However, if its better for the longevity of the game then FFG is not afraid of doing this. They've already done this for AGOT LCG 1st edition.
I agree here. The design mentality has shifted so heavily between waves that certain things released early on hold no bearing to the newer wave's designs. A lot of the game is irrelevant at a tournament level, and that's pretty lame. Primary Weapon Turrets (PWT) should have been designed as a Mobile Arc from the get go.
Everyone points to Dengar issue, but I place the blame on the Jumpmaster 5000 - it's PWT, insanely maneuverable with its ridiculous dial, incredibly cheap for the generic, one too many agility, etc, etc. Then, Manaroo has no range restriction. JM5k has to be the worst balanced expansion in this game.
Regen, PWT, stress, dials, and attack/agility values need to be reanalyzed for every ship, and the cost should be better set. If/When they make a 2.0, I'd absolutely hope they take all the bloated mechanics and distill them into a smaller number of balanced abilities, and release transition packs to bring all of the current miniatures into the fold.
The problem is that FFG really doesn't think through their releases at all. They have no intention of releasing a balanced game, that's beginning to show through in Armada as well. I'm not sure if its intentional or through ignorance, but looking back, it almost feels as though they have a distinct moneymaking scheme: Never release a balanced product when you can charge for balance later.I guess some people just want to play more thematic lists and well they don't get what they expect. Maybe a campaign could help like Armada, but I don't know how they will add objectives without shoving in them.
Whaaa? Armada is in a fantastic place. Every single ship can viable in a build!
I must say I agree with you on several things. I also agree that we didn't need the Scum Faction (even though I play some Scum too but mostly because Boba Fett). But the most important is that I don't think the power creep is the major problém. I think it's the BLOAT!
Every wave we got new abilities, new - potentially game changing - upgrades and new powerful pilot abilities. I often like the new stuff but in certain amounts, I think it's just stepping sideways. Did we really needed "mobile arc"? Did we needed Tractor beam? Do we need abilities which mess with the deployment?
And I also agree with you on seeing way too much ships on the tables, which were never seen in any of the movies. Especially on the Scum side.
Mobile arcs are fantastic! If you ask me, they're not the problem. The problem is that they're coming after primary weapon turret mechanics. PWTs should have been mobile arcs from the get go.