The plight of the mid PS generics

By Kdubb, in X-Wing

8 minutes ago, Darth Meanie said:

Unless, of course, this game ever gets around to the idea that Gold and Gray have something else to differentiate themselves besides card title and PS value. Ergo, squad mechanics.

If you start making squad mechanics, it's likely going to end up with the same thing. The Gold Squad bonus is inferior (from a point efficiency) to the Gray Squad. Ergo you only see Gray Squadron Y Wings. Obviously all of these discussions are only for competitive play. Epic has a legit reason to play the higher PS generics so you don't get PS killed by the epic ships before you shoot. Furthermore, it emphasizes generics in general since you can erase a single ship easily, so why bother paying extra for Aces.

35 minutes ago, Khyros said:

If you start making squad mechanics, it's likely going to end up with the same thing. The Gold Squad bonus is inferior (from a point efficiency) to the Gray Squad. Ergo you only see Gray Squadron Y Wings. Obviously all of these discussions are only for competitive play. Epic has a legit reason to play the higher PS generics so you don't get PS killed by the epic ships before you shoot. Furthermore, it emphasizes generics in general since you can erase a single ship easily, so why bother paying extra for Aces.

Why? Give Gold Squad a bonus when they use bombs, and Gray squad a bonus when they use turrets less than 3 points. Bam, insta-difference and now each pilot has a UNIT IDENTITY.

Pricing aside, I think FFG missed a key design point. The best pilot abilities should come at middle PS. Force a real choice: low PS for cost and blocking; mid OS for mid cost and a great ability; high PS for reaction and PS kill but only a moderate ability.

Ryad is an example of that done right; Fenn and Soontir are examples done wrong.

1 hour ago, Hawkstrike said:

Pricing aside, I think FFG missed a key design point. The best pilot abilities should come at middle PS. Force a real choice: low PS for cost and blocking; mid OS for mid cost and a great ability; high PS for reaction and PS kill but only a moderate ability.

Ryad is an example of that done right; Fenn and Soontir are examples done wrong.

This is a good point. While this discussion is focused specifically on the generics, mid/low PS named pilots need to have the best pilot abilities, no doubt. When the high PS pilots have the best ability to go on top of their superior PS, there becomes little reason to take the other pilots.

6 hours ago, Khyros said:

TL:DR, there's always an optimal pilot. Changing what the mid-PS generics have may/may not change the optimal pilot, but it will NOT add an additional viable pilot.

Which is why my suggested Ewing fix is basically Arvel's pilot ability as a Ewing Title. That puts the PS1 Ewing as a blocker that can safely shoot what it's blocking, (thus making it worth dumping 30+ points into a blocker) without significantly boosting the high end corran arcdodger builds. Etan, of course, is a monster in epic because his ability scales off number of allies.

The high PS intercepter ace is an arcdodger, but the Alpha is an agile blocker/jouster, with enough punch to get through most defence when ignored, and usually able to survive 1 good attack while it has a token, then be massively overkilled by the second good attack in the same round- which can be a better trade than it sounds. Really, Carnor should have been PS5 or 6, since his pilot ability gives him a role all his own. (swap Lt Lorir's and Carnor's abilities, and I think both would have places, barring scum domination of the meta)

I think it would be worth going down the line, going over the entire roster of pilots and finding which ones could have independant roles, and what those roles would be. In nothing else, it may be interesting for a fanmade "Xwing 3.0" module.

If I were to design the game, I'd make a few changes for sure about PS.

First of all, add this to the text of VI and Adaptability:
"You may not equip this card if your pilot skill is 7 or higher"

This would make native high PS more valuable.

Then, as Hawkstrike suggested, strong abilities should have a lower PS to incentify playing lower PS Uniques. A notable exception could be native 9-s, since there is few of them and they are (usually) powerful pilots in the lore as well.

Introduce hard "tiers" in PS.

PS 1-3. Generics
Cadets, Trainees, Rookies, and what have you nots. Lowest generic pilots. All ships have them (with exception of All unique ships like the ARC)

PS 4-6. Generics and Uniques
The Squadron pilots, the main guys. The elite, yet nameless fighting pilots. The bulk of any force should be made up of these guys in the lore. They'd have an EPT slot. The Uniques are strong, but not necessarily notable in the lore. Strong offensive, or action economy abilities should be here. Maybe the best abilities are found here.

PS 7-8. Uniques
These are your traditional "aces". Second highest pilot skill, and decent abilities, but not the best abilities in the game. All have EPT-s of course.

PS 9.
The PS9 Ace. One of the best pilots in the galaxy. They are always meaningful in a list, and they possess something that is otherwise unattainable or have serious drawbacks. They all have EPT-s, naturally.