In hind sight I wish X-wing had objectives as a core mechanic. I've been playing Armada and some Imperial Assault since leaving X-wing and the objective style play is so good for those games it really makes me wonder why it isn't in X-wing.
Now I have always held to the notion that for any game that has expanding content, power creep is a natural occurrence. When you make the games goal kill all the other guys, you kinda dictate which way that creep will go. The objective play concept opens up a relief valve for a games design space in that instead of making something that competes with a particularly strong component, they can just give the new component some quality that allows another approach to become available.
Like in Armada, the direction I take to combat a particularly strong list that is doing well is usually first approached by designing a fleet to simply get on even footing with its combat stats, then design an objective set that is wildly to my favor with a bid. Alternatively knowing what objectives they have, I could assemble a fleet that preys on their objectives, and succeed because I get first activation.
In Imperial assault, for tournaments you know your going to have to play a certain set of objective games that each round will be randomly picked from, so you plan your team around that. You may plan to just kill stuff in mission A with most of your units and have that smuggler you brought act as a diversion and extra activation. But you have that smuggler snag the box in mission B, and in mission C you really want that flying unit on your team to grab that good position. And your opponent is planning a team to take those three missions in a different way.
For X-wing I'd say it's more than doable, even now this late in the design, to implement SOME kind of objective system. It would go a long way to getting me back in the game.
Edited by ForceSensitive
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