Imperial niche

By RufusDaMan, in X-Wing

11 minutes ago, Kingsguard said:

.....Tie Interceptors already have Royal Guard Tie which allows a second modification. That would mean Interceptors can equip two Elite Pilot Talents AND Two Modifications....

Great idea!!!

...but I think an Imperial only upgrade mod with an "upgrade" card that gives this slot at 0 points that can be added to any Imp ship. There could even be a few R2 type droids in there too, lots of design space.

....your double pilot talent was good, but another faction mod is truly a lovely idea.

2 minutes ago, clanofwolves said:

Great idea!!!

...but I think an Imperial only upgrade mod with an "upgrade" card that gives this slot at 0 points that can be added to any Imp ship. There could even be a few R2 type droids in there too, lots of design space.

....your double pilot talent was good, but another faction mod is truly a lovely idea.

What? I have no idea what you're talking about. None of that sounds like anything I said.

On 6/2/2017 at 8:20 AM, Stevey86 said:

FAQ:

Altered P ilot Skill
Some abilities alter the pilot skill value of a ship. If several game effects alter the pilot skill of a ship, only the most recent effect is applied .
For example, if a Green Squadron Pilot equips Veteran Instincts, it increases its pilot skill from 3 to 5.
However, if it later receives the “Damaged Cockpit” Damage card faceup, its pilot skill is reduced from 5 to 0 (rather than 2).

Admittedly it could be argued that that's not the intent, but unless an FAQ entry clearly states that they do/don't stack, this is the precedent.

My argument would go to the term "game effect" is that a definable term? Because otherwise I would conclude it would be an effect that occurred In game like damaged cockpit, not in the list building phase. I would consider the use of VI in the list building phase a game effect, in the example, I would consider the damaged cockpit the game effect.

Edited by Shenannigan

Perhaps a token based attack buff?

TIE only (maybe specific ties?)

When you declare the target of your attack, place a <token name> token on the target.

You may spend <token name> tokens on the target. For every 2 you spend, gain another attack die.

A little OP for ships that are already decent. maybe 6 and below ps only.

Or non-unique only

When you think of the Rebels you think more of "quality over quantity," "make one man fight like a hundred." Plus... they have to be. Rebels lore-wise are massively outnumbered. One thing that really bothers me that's missing from the Imperial side in terms of flavor is the sheer amount of resources at their disposal. The wealth, might, and power of the Empire is poorly translated into the game. Something like being able to call Academy Pilot reinforcements could function as an alternative to regeneration for Rebels. Regeneration makes sense for Rebels because they're trying to conserve what little they have. The Empire doesn't care. To the Empire, their pilots are expendable. They just get new ones! Plus, Imperial pilots are more single-minded about their cause, serving the Empire with "fanatical devotion" (which has been made into a card, but there could be more). The Empire also has money. Why can't the Empire have cards related to bribing or hiring Scum? I mean, even Vader does it in the movies.

What I'm trying to say is that there is EASILY design space for strongly thematic Imperial niches that are not yet explored.

Edited by f0rbiddenc00kie
On 6/2/2017 at 2:10 AM, RufusDaMan said:

Imperials lack an exclusive upgrade type, like illicit or the various astromechs, and it doesn't even fit for them to have one. Upgrade types are ship specific, and the imperial doctrine considered numbers a greater advantage.

What this results in however, is the lack of an imperial niche that is supported by upgrades, available ONLY to imperials.

Problem is, XI waves in, it is quite hard to retroactively give most imperial ships access to something like that, and even if they started doing it now, the majority of imperial ships would be without it.

Another issue is lore. Rebels had more capable craft generally.

BUT. There is one thing Imperials are consistently better than most rebels, and that is training. They are the ELITE. Even the lowly TIE pilot is a skilled ace if he survived a few missions. They don't have the luxury of shields and armor. They rely on their skills alone. They are better trained than the rebellion, or indeed scum, on the merit of them having actual training facilities and so on.

With that in mind, I present to you a Universal Title card.

Academy-training-Front-Face.jpg.aa5cb8baedd0456116dfb2d63d776276.jpg

What do you think?

First off, I don't love the idea of a universal title in the first place, ESPECIALLY one that can be equipped alongside any other title. So far titles are all limited to a specific ship type, and I'm all for it staying that way.

Second, giving EVERY SINGLE IMPERIAL SHIP a free EPT (in addition to any existing ones) would be horribly broken.

As for:
"Even the lowly TIE pilot is a skilled ace if he survived a few missions."

That's what higher PS pilots are for. The academy pilot isn't a skilled ace when he's still in the academy generally.

22 hours ago, f0rbiddenc00kie said:

So is close-knit formation flying.

Biggs would like a word with you. More rebels fly in formation than imperials lately.

Edited by VanderLegion
5 hours ago, f0rbiddenc00kie said:

When you think of the Rebels you think more of "quality over quantity," "make one man fight like a hundred." Plus... they have to be. Rebels lore-wise are massively outnumbered. One thing that really bothers me that's missing from the Imperial side in terms of flavor is the sheer amount of resources at their disposal. The wealth, might, and power of the Empire is poorly translated into the game. Something like being able to call Academy Pilot reinforcements could function as an alternative to regeneration for Rebels. Regeneration makes sense for Rebels because they're trying to conserve what little they have. The Empire doesn't care. To the Empire, their pilots are expendable. They just get new ones! Plus, Imperial pilots are more single-minded about their cause, serving the Empire with "fanatical devotion" (which has been made into a card, but there could be more). The Empire also has money. Why can't the Empire have cards related to bribing or hiring Scum? I mean, even Vader does it in the movies.

What I'm trying to say is that there is EASILY design space for strongly thematic Imperial niches that are not yet explored.

Rebels also have a reputation for working with third party types like smugglers or others who chafe under the Empire's oppression

10 hours ago, VanderLegion said:

Biggs would like a word with you. More rebels fly than imperials lately.

Fix it for you ?

11 minutes ago, clanofwolves said:

Fix it for you ?

Hey, I just won my store championship with imperial yesterday! Second and third place were imperial too :)

10 minutes ago, VanderLegion said:

Hey, I just won my store championship with imperial yesterday! Second and third place were imperial too :)

Nice!

Thats not the case around here; not sure how many I've seen lately even on game nights ☹️...what was your squad?

22 minutes ago, clanofwolves said:

Nice!

Thats not the case around here; not sure how many I've seen lately even on game nights ☹️...what was your squad?

Double SF - Copy (99)

"Quickdraw" (39) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2)

"Backdraft" (35) - TIE/SF Fighter
Veteran Instincts (1), Fire Control System (2), Targeting Synchronizer (3), Special Ops Training (0), Lightweight Frame (2)

"Pure Sabacc" (25) - TIE Striker
Veteran Instincts (1), Adaptive Ailerons (0), Lightweight Frame (2)

Glad done Imp pilots are fairing well ?

Im hoping the next FAQ gives actual balance to the meta's outliers that keep rising fairly easily to the top; because squads like yours are fun to watch.

Congrats @VanderLegion !

Edited by clanofwolves