I'm trying to come onboard to the S.S. " 2nd edition", but what does that look like?

By Velvetelvis, in X-Wing

They will continue with nerf patches until they feel they have exhausted all they can do with them. Though when looking at how they have backed themselves into a corner with the Jumpmaster, they may go the 2nd edition route sooner rather than later.

If they have decided to create an X Wing 2nd Edition that would explain the other thread where the distributor claims no more original core sets are ever going to come. In that case what they would do is continue selling the TFA core as long as needed, but rush development of the 2nd Edition, rather than produce more original core sets.

13 hours ago, mkevans80 said:

Anyway, I would do a few things differently the second time out for X-Wing 2nd ed:

  • All points values are doubled, to allow for more nuanced pricing, as discussed earlier in this thread.
  • Pilot skills have the opposite done to them. PS is reduced from from 1-9 to 1-5. Most generics will be PS1 and PS2. I don't think high granularity here is necessary. Then you can more easily assign pilots to a category: PS1=Recruit, PS2=Veteran, PS3=Ace, PS4=Elite, PS5=Legendary
  • All ships are separated from pilots. Pilots have their own cards, that allow them to fly a specific ship types, or in some cases, more than one ship type. I understand the folly of letting any pilot fly any ship, but flexibility in some cases will be ok. For example, Tycho and Corran should be able to fly X-Wings if they want.
  • The freed up space on the ship card now allows specific ships to have special abilities, rather than getting those abilities from titles. Examples: ARC/SF Titles, U-Wing pivot wing title.
  • Ship titles are unique, proper names only (Example, Millenium Falcon) Ships can now take ship-specific "Configuration" upgrades (X7/D Defender, all "Fix" type titles would be in this category). Theoretically you could have a ship that has a special ability, a configuration, and a unique title... all before you get into Pilot ability and upgrade cards.
  • All second-tier generic pilots and all unique pilots (with the exception of precious few) get an EPT.
  • I have more ideas but it's late and I'm tired

I like the Configuration idea and the EPT idea, but not as keen on the pilot + ship idea (although I can see the advantage), and am opposed to shrinking PS range (which adds less nuance to the game)

11 hours ago, Elrodthealbino said:

More than anything, I would like damage and chance to hit be separate things. This would deal with a lot of the power creep. A two dice a wing or tie fighter can still hit something, it just couldn't do much damage.

This would also make for a better difference between missiles (high hit/lower damage) and torpedoes (low hit/high damage).

I would think the easiest way to make this change would be:

Red Dice for guns

Orange Dice for Missiles

Yellow Dice for Torpedoes

with different probabilities for each die color.

Or, maybe change the polyhedron for missiles and torps to allow for the same effects.

I would also like to see accuracy and damage separated. Maybe more different dice (e.g. double damage on a tirpedie damage due).

Alternating activation will probably work badly in a dogfighter game: I played quite some Man o War back in the days (GW gross fantasy sail fleets ditching it out, have an extensive collection), this system used alternating, you pick 1 squad/independent/bigship from your side, move/shoot/board, then the other players moves one squad/ind/big and so forth, next round starts when everything has moved. This adds a tactical level, when to move which unit, to be able to retaliate or be free from retaliation. But its quite easy to exploit as soon as one side has more "activations" or units then the other side: you have more moves, move all your irrelevant or weak units first, thus forcing the opponent to commit moving his most worthy stuff, as (s)he has no more activations left, then you can at leisure move in with full knowledge of position with your heaviest hitters and obliterare at leisure.

57 minutes ago, Managarmr said:

I would also like to see accuracy and damage separated. Maybe more different dice (e.g. double damage on a tirpedie damage due).

Alternating activation will probably work badly in a dogfighter game: I played quite some Man o War back in the days (GW gross fantasy sail fleets ditching it out, have an extensive collection), this system used alternating, you pick 1 squad/independent/bigship from your side, move/shoot/board, then the other players moves one squad/ind/big and so forth, next round starts when everything has moved. This adds a tactical level, when to move which unit, to be able to retaliate or be free from retaliation. But its quite easy to exploit as soon as one side has more "activations" or units then the other side: you have more moves, move all your irrelevant or weak units first, thus forcing the opponent to commit moving his most worthy stuff, as (s)he has no more activations left, then you can at leisure move in with full knowledge of position with your heaviest hitters and obliterare at leisure.

...Which encourages both players to have a decent mix of forces - small units they can use as activation fodder, and a couple of high-quality activations. Kind of an improvement from the X-Wing's current state of "Aces, Aces, Aces, oh, and Aces" IMHO... X-Wing is HEAVILY weighted towards the top end of PS, with sub-PS8 pilots only taken if 1) they have a broken ability, or 2) you need filler. It isn't as bad as it was at the end of 2015, but it's still pretty bad. Star Wars Armada also uses alternating activations, and it seems to be settling in after the introduction of super-cheap units in Flotillas. Battletech has used it for decades, and their solution is a bit mathy (If you outnumber the enemy, you move x units to their one, where x is the amount you outnumber them by) and also, all damage is resolved at the END of the turn so it isn't a game-ender if a unit is destroyed because it will still shoot.

That said, I LIKE X-Wing's system, it makes great thematic sense for a dogfighting game. I'd kinda like if it pilots and ships were decoupled in some way (say as Upgrade cards that are limited to specific ships, like Corran in an X-Wing or E-Wing), but on the other hand it would make even more cardboard lying around on a table to get shuffled around and forgotten...

13 hours ago, Elrodthealbino said:

More than anything, I would like damage and chance to hit be separate things. This would deal with a lot of the power creep. A two dice a wing or tie fighter can still hit something, it just couldn't do much damage.

This would also make for a better difference between missiles (high hit/lower damage) and torpedoes (low hit/high damage).

I think this is important. Perhaps two separate attack dice rolls with different numbers of dice. One for hit/miss, and a separate damage roll. So a proton torp would say roll 3 dice to determine a hit, then 4 to determine damage, while a homing missile rolls 6 to determine a hit, but 2 to determine damage.

37 minutes ago, Joe Censored said:

I think this is important. Perhaps two separate attack dice rolls with different numbers of dice. One for hit/miss, and a separate damage roll. So a proton torp would say roll 3 dice to determine a hit, then 4 to determine damage, while a homing missile rolls 6 to determine a hit, but 2 to determine damage.

Well, I suppose this would be fairly easy to implement by keeping red dice as they are for "to hit" (except reworking the red numbers on all the cards) using Focus, etc., but then add a new type of follow-up die for damage with only blanks/hits/crits (because once you hit, you don't modify damage).

6 hours ago, Joe Censored said:

I think this is important. Perhaps two separate attack dice rolls with different numbers of dice. One for hit/miss, and a separate damage roll. So a proton torp would say roll 3 dice to determine a hit, then 4 to determine damage, while a homing missile rolls 6 to determine a hit, but 2 to determine damage.

You wouldn't need to complicate it that much:

Proton Torpedo:
2 Dice ; ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack. If this attack hits, the defender suffers 4 critical damage. Then cancel all dice results.
(General torpedo ability: can't use reinforce* to defend against missiles.)

Homing Missile:
4 Dice ; ATTACK (TARGET LOCK): Discard this card to perform this attack. If this attack hits, the defender suffers 2 damage. Then cancel all dice results.
(General missile ability: can't spend evades to defend against missiles.)

Torpedoes are hard to land, but do lots of damage when they do, and missiles are easy to land, but only do a little damage. You'd have to fiddle with the numbers, but it's fairly easy to implement, without adding new dice to the game or any other complicated mechanics.

*I'd make this change in addition to shifting low agility stuff towards a reinforce based defence, and nerf the **** out of big ship dials to compensate.

Edited by CRCL

I think the core game of x-wing is pretty great. There is component bloat. The number of cards I need on table to fly an a wing is crazy but aside from that I don't think we need 2.0.

We could use new play formats like draft and dog fight level campaign.

I'd like to see a 2nd edition address the early, poorly designed EPT's that are neat ideas but poorly executed/costed. Good examples would be Elusiveness, Daredevil, Decoy, Squad Leader and the like. For instance, Squad leader should be "After you perform a focus action, choose another friendly ship at range 1-2, that ship may perform a free action." Decoy should be zero points due to how situational it is etc.

I like the idea of giving every ship type a baked-in special ability (much like they are already doing with 0 point titles and fixes) on the ship card itself. And saving title cards for unique, specific named ships.

Also, giving primary weapon turrets an incentive to keep things in arc so we don't need auto-thrusters to exist any more

Also, fixing the HWK so that it has a 2 dice primary weapon turret and a better dial

Also, making ordnance good enough on its own so we don't need a whole suite of other upgrades to make them work

19 hours ago, Darth Meanie said:

I like the Configuration idea and the EPT idea, but not as keen on the pilot + ship idea (although I can see the advantage), and am opposed to shrinking PS range (which adds less nuance to the game)

I would think the easiest way to make this change would be:

Red Dice for guns

Orange Dice for Missiles

Yellow Dice for Torpedoes

with different probabilities for each die color.

Or, maybe change the polyhedron for missiles and torps to allow for the same effects.

I would simply leave it red and green dice but have the defender roll only green dice in excess of the attackers agility.

IE X-wing shoots Tie Fighter: 3 red dice vs 1 green dice, Tie shoots X-wing: 2 red dice vs 0 green dice

This would allow for ships like the A-wing and Interceptor to be fast and fragile but still put out real damage.

For missiles much like they ignore range bonuses I would have them ignore agility.

Then I would adjust all the red and green dice values of the ships and weapons accordingly to balance.