Lets brainstorm about additions instead of substractions.

By Thormind, in X-Wing

Edit: Some great comment so far, keep it up! PLEASE do not downgrade a suggestions made by another player, no matter how bad you think they are. It's a brainstorm, all ideas are welcomed. It will also keep the thread about creativity instead of turning into multiple arguments.

I'm seeing many nerf post and thread that complains about the complains. Lets make a creative topic where we talk about possible upgrades/abilities of fix that would bring the game to a more fun or balanced state. Any suggestion are welcomed and as a brainstorm session i would invite people to post only creative and positive comments. Some of my own:

1) An upgrade that would say something like "When you have 5 identical ships and pilots in play at the beginning of the game, each of your ships get +1 defense die (or attack die, or free evade/focus tokens) as long as there is another friendly ship at range 1-2"

2) Shared shield generator "each of your ships get +1 shield at the start of the game if your squad has at least 5 identical ships and pilots"

3) An ability similar to Omega leader but that would stop other pilot abilities. "As long as you have a target lock on a ship, it receives one stress token (or Ion, or tractor beam) everytime it's pilot ability triggers. Or "as long as you have a TL on a ship, it's pilot ability is disabled while it has a stress token (or Ion, or tractor beam)". That one is to help counter shield regen and also to help balance named/unamed pilots.

4) An ability that would disable some mechanical upgradse under sertain conditions. "When an attack or ability you use assign an Ion token to a ship, it's astromech or tech upgrades are disabled as long as the token isnt removed".

5) A bomb/mine that would disable some upgrades "when the bomb/mine detonate, 1 or more ships have all their upgrades and abilities disabled until the end of the next round"

6) A new game mechanic that involves "going into lightspeed" and "getting out of lightspeed". This is a combat strategy we see a lot in different Star Wars source. Like an unexpected ship or squad comming out of lightspeed to flank and save the day. Or a ship going into lightspeed to escape a bad situation. I'm thinking about something like: "at the beginning of the game this ship starts outside of the play area. Roll an attack die. On a miss/focus the ship enter play on the first turn. On a hit/crit it enters on the 2nd turn. The ship has to be put on the board at the beginning of the activation phase, anywhere outside of range 1-3 of an enemy ship. The round it is placed it cannot move but gets a regular action when it would activate."

7) another ability based on point #6: "That ship can get into lightspeed and be removed from the board. The next round, it has to be put back on the board at the beginning of the activation phase, anywhere outside of range 1-3 of an anemy ship. The round it is placed it cannot move but gets a regular action when it would activate."

8) An ability that would counter lightspeed maneuvers. It could be something existant like ion or tractor beam tokens but it could also be something new, like an "Interdictor" ship: When an enemy ship comes out of lightspeed, it has to be placed at range 1/2/3 of this ship."

Edited by Thormind

I really like this idea! so much negativity in the community recently. I think that also adding torpedoes/ missiles that you fire and move a certain speed and then explode a couple turns later would be a cool idea.

Also, just to get this out of the way.

I would like to see an ability that makes stress worse. There are several possibilities:
If an enemy ship is in your firing arc and/or range 1 and/or TL and/or ..., for each stress assigned exceeding 1/2/3, deal one damage instead.

And maybe it's time for some bomb-defense:
Durasteel plating, Modification, X Pt: If you recieve damage (dealt or assigned) from a bomb token, discard this upgrade to negate the damage without resolving it's effect.

I know there are so many "X-wing fix threads" but I came up with this one that I liked.

T-65B

title

-2 points

Increase your shield value by one.

I think this isn't extremly overpowered, but it would help. I think Luke with this title, and R2-D2 & Lone wolf would be fun. ^_^

Sabines for everyone:

  • For the Empire a missile or torpedoe-upgrade that allows the ship that carries it to add a control-effect to any bomb that it put out. That way both Deathfire and Deathrain can use Cluster Mines to do Conner-Net things. Maybe the time is ripe for dealing weapons disabled tokens?
  • For scum something that works with on-reveal bombs, since they already have some things in that direction, like Genius. Maybe an illicit that allows them to detonate them after executing a manouver.

So I put this into a group chat that I am part of and some really cool ideas came out that I wanted to share.

Quote

I wouldn't mind upgrades that affect all your genetics (or generics of a certain ship). Something like a title for your whole squad or like admirals in Armada

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Also considered cards that would remove face down damage cards

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Palp

^ thought that was entertaining

I had a couple of ideas to help 2-dice ships compete in the current meta. The first is a bit of insurance - you might not be able to hit every time, but as long as you get some paint you're guaranteed to at least take off a shield.

0Bn6RRg.jpg

The second is more like a reverse Swarm Leader - instead of your Swarm making the leader more efficient, he does the reverse and buffs up the attacks of weak ships around him, but only against very defensive targets.

nYPYHFt.jpg

Really like Precision Blasters It would even help Vader a bit. ^_^

23 minutes ago, Admiral Deathrain said:
  • For the Empire a missile or torpedoe-upgrade that allows the ship that carries it to add a control-effect to any bomb that it put out. That way both Deathfire and Deathrain can use Cluster Mines to do Conner-Net things. Maybe the time is ripe for dealing weapons disabled tokens?
  • For scum something that works with on-reveal bombs, since they already have some things in that direction, like Genius. Maybe an illicit that allows them to detonate them after executing a manouver.

databank_buzzdroid_01_169_e6c40327.jpeg?

Buzz droids maybe?

5 minutes ago, GreenDragoon said:

databank_buzzdroid_01_169_e6c40327.jpeg?

Buzz droids maybe?

StarViper only

Illicit (more on giving all SVs Illicit later)

If a manoeuvre causes you to overlap another ship, or another ship to overlap you, you may discard this card to roll one attack die. On a hit or crit result, deal one faceup damage card to your opponents ship.

25 minutes ago, Mangipan said:

.....you might not be able to hit every time, but as long as you get some paint you're guaranteed to at least take off a shield.

0Bn6RRg.jpg

This could really assist our beloved 2 dice attack ships; I dare say I love it!

A Couple of things I was toying around with to help out the E and X:

3 point generic astromech

Once per round when attacking, you may roll 1 fewer attack die to recover 1 shield (up to your shield value)

Lightweight Torpedo (1 point)

2 attack, range 1-3

Discard this card to perform this attack.

Your hit results cannot be cancelled by defence dice.

The defender may cancel critical results before hit results.

You cannot modify your attack dice.

I was thinking a bit more about buzz droids. They could go with both bombs and missiles:

Buzz bomb/missile: If this attack hits, assign the buzz droid condition card.

Buzz droid condition: Assign a weapons disabled token. This token is not removed during the end phase. If you perform a turn maneuver, remove the condition card.[1] If you overlap with another ship, assign that ship a weapons disabled token.[2] At the beginning of the combat phase, assign one stress token.[3]

[1]: Buzz droids are shaken off
[2]: Buzz droids walk over, but only few, so the token is removed during end phase. Also, it would potentially require too many condition cards.
[3]: Stress due to droids increases. Beginning of combat phase means that the target can potentially shake them off immediately and does not suffer (too many) effects, but he will have to do something eventually. I thought continuous damage would be too harsh. But then again, it's very easy to remove the condition, so maybe a DOT would be ok?

Edited by GreenDragoon
the maybe was wrong
6 minutes ago, Stevey86 said:

3 point generic astromech

Once per round when attacking, you may roll 1 fewer attack die to recover 1 shield (up to your shield value)

Miranda spam.....please, for the love of everything good on the mat. No.

6 minutes ago, clanofwolves said:

Miranda spam.....please, for the love of everything good on the mat. No.

At 3 points the only thing that could truly spam it are Rookie Xs. And 4 of those need all the help they can get.

1 minute ago, Stevey86 said:

At 3 points the only thing that could truly spam it are Rookie Xs. And 4 of those need all the help they can get.

But Red ace, Poe and another named T-70 ace would be soooo00 strong with three of those! :blink:

....but more Regen Stevey86? Oh man, really?

2 minutes ago, Sir Orrin said:

But Red ace, Poe and another named T-70 ace would be soooo00 strong with three of those! :blink:

They'd take reduced attacks over R2D2 and R5P9?

4 minutes ago, clanofwolves said:

....but more Regen Stevey86? Oh man, really?

Yeah really. Diverting laser power to the shields are what these ships are all about.

Did you never play X-Wing?

Edited by Stevey86
1 minute ago, Stevey86 said:

They'd take reduced attacks over R2D2 and R5P9?

If they are cheaper, you could take them, then maybe ordinance for an alpha strike. Depends on the price or your Generic astromech.

1 minute ago, Sir Orrin said:

If they are cheaper, you could take them, then maybe ordinance for an alpha strike. Depends on the price or your Generic astromech.

That's why I priced it at 3 points.

Yes. I get the Cannon Steve86, I'm just thinking game-play and how that will work with the balance between ships of the same cost. You might be right, it may not get abused, but I'm thinking......fearing......

I know it might be a phobia. Perhaps I was hit in the face with a Regen as a child.

Dual Card (3 points) ["Action"]

Side A: Increase your primary attack by "1" until the end of the round, then receive a stress token

Side B: Increase your agility value by "1" until the end of the round, then receive a stress token.

YOU cannot equip this card if your primary weapon value is "3" or more; you cannot perform THIS action if you already have a stress token.

Edited by Cgriffith
3 minutes ago, clanofwolves said:

Yes. I get the Cannon Steve86, I'm just thinking game-play and how that will work with the balance between ships of the same cost. You might be right, it may not get abused, but I'm thinking......fearing......

I know it might be a phobia. Perhaps I was hit in the face with a Regen as a child.

If anything it just means the 3rd regen ship in the list won't be Miranda.

Think of the positives. ;)

I think we all just aren't huge fans of Regen... sorry for jumping on you Stevey.