1 minute ago, Marinealver said:I don't think making damage more complicated to get a better feel for location and ships would make for better game play. The old Wizzards of the coast had that with their Star Wars starship miniatures game and we all know how that went.
I think if you were going to design a new "X-wing" game or mainly a new engine or game system for X-wing I think you really need to focus on abstraction for simplicity sake instead of simulation sake. There is no shortage of GMT/classic AH that uses the whole number algorithm hex system for attacks and damage. After all X-wing has taken a 3d concept and projected it on the XY plane.
That's merely a matter of opinion. Personally i've found games that simulate very indepth damage and weapons systems to be very enthralling and interesting. The problem is that they rarely allow for a significant amount of advantage to be gained from positioning, whereas X-Wing does. I found it thusly prudent to attempt to combine the two things i greatly enjoy into one system.
