6 hours ago, BadMotivator said:I'm afraid I cannot fathom how that is the case? How does the game not function if we added 2 more factions?
primary factions, lets take a look at scum. When it first came out it had 7 ship (4 of those borrowed from the other 3 factions) Still the lowest ship count as Rebels and Imperials both had 9 ships. Still a manageable difference given for each Wave. Now fast forward to TFA and Wave 8. two new factions but with only 1 ship each but by then all the factions had 11 ships. Solution was just to add them into the existing 3.
Now if you were going to try and make a faction (without 2.0) you would either have to put them in the primary faction or some how figure out how a release of several ships per faction will catch up with the dozens of ships in the other factions. It just doesn't work at a balance standpoint unless those factions come up with a version of a top meta build but ends up only better (think Jumpmaster 8000 for the points of a jumpmaster 40000). Not with out some major innovation.
So my question to you is not how will 2 extra factions won't work (because I already answered it) but how would you put in two more factions into X-wing? A little hint, just making two new factions is not a valid answer. Considering a wave can have no more than 4 new ships or reuse more than 4 ship, and that you have to simultaneously release 2 new factions for the same wave. Under any other model it would take at least 2 waves before they are playable and having 2 waves of unplayable ships would not be a good business choice.
So tell me how you would add it in and carefully consider your constraints along with your goals. Then we may figure out how it could be done. But for now, it is simply impractical.