FFG is out of ship ideas ?

By Cubanboy, in X-Wing

4 hours ago, SOTL said:

They're not out of Star Wars ships to make, but they're pretty much out of design space.

I don't know about this ether, there is still a lot of ship ideas to base things on and space to play with.

I feel like there are so many creative people that even more ties can be fun and exciting. Wave 11 ships are things that existed prior but are new for other factions, (Scum Bomber, imp tlt, new support ship) which adds good spice. X- wing can hit a 2.0 or pull an Armada and give us objectives when we reach this point however before that I feel like there is so much unexplorered ideas and ships which can overlap to the other factions.

epic is going to get more love also which again if they want to really shake it up allow epic ships in standard play..... maybe.

Edited by Cubanboy
On ‎6‎/‎25‎/‎2017 at 10:44 AM, BadMotivator said:

They havent yet run out of ships, but they likely will eventually. FFG, despite their slow release pace, are making rules for ships faster then new ships are added to the star wars universe via the primary source(Disney).

There is a decent backlog of ships they have not used, but it will run out eventually.

In terms of actual rule design. That might be a corner they paint themselves into far sooner.

There are 4 basic stats for ships. Attack, agility, hull, and shields.

Attack is pretty much capped at 4, with 3 being more common. Before mods of course.

Agility seems to be capped at 3 as a baseline.

These two above stats seem to be where limitations are happening. With only a 3-4 dice possible variation, and as many ships as there are, it's pretty much impossible to not have some duplication. Which means in terms of game design, they are becoming limited.

In my opinion, they should probably take a clue from armada. Have multiple types of attack, and defense, dice for more variation.

When they feel they are painted into a corner with rules, that's when they will start working on X Wing 2nd Edition. I can see chance for hit and amount of damage being split into two separate dice rolls for example.

I don't know about that. I like their current system. I just think they should add more types of dice.

Like have a ''different attack dice'' and a ''different defense dice''

Like say instead of only green defense dice, you might have a mixture(depending on the ship) of green and blue dice. Blue dice would have a different ratio of faces. Maybe 1 evade, 1 double evade, 1 focus, 1 double focus, and 4 blanks. More chance of a blank, but potential for bigger payoff.

For attack dice, we could add a black dice. 1 hit+crit result, 1 double hit result, 2 single hit results, and 4 blanks. Bigger damage potential, but no focus results and 50% chance of blanking out.

Attack values would be listed like in armada, just showing a number of dots showing the type of dice. So a Tie fighter might roll 3 green die, but an interceptor would roll 2 green dice and 2 blue dice. A basic xwing might roll 2 red dice and a black dice. But something like a heavy laser cannon would roll 4 black dice for attacking.

5 minutes ago, BadMotivator said:

I don't know about that. I like their current system. I just think they should add more types of dice.

Like have a ''different attack dice'' and a ''different defense dice''

Like say instead of only green defense dice, you might have a mixture(depending on the ship) of green and blue dice. Blue dice would have a different ratio of faces. Maybe 1 evade, 1 double evade, 1 focus, 1 double focus, and 4 blanks. More chance of a blank, but potential for bigger payoff.

For attack dice, we could add a black dice. 1 hit+crit result, 1 double hit result, 2 single hit results, and 4 blanks. Bigger damage potential, but no focus results and 50% chance of blanking out.

Attack values would be listed like in armada, just showing a number of dots showing the type of dice. So a Tie fighter might roll 3 green die, but an interceptor would roll 2 green dice and 2 blue dice. A basic xwing might roll 2 red dice and a black dice. But something like a heavy laser cannon would roll 4 black dice for attacking.

Yeah Armada does this really well, where dice colors are tied to ranges, but X Wing could use different colors for different types of attack instead of range. Missiles for example could roll higher damage dice with some 2 hit faces but lack focus faces.

The only gunboat I wanna see is called an Arquitens cruiser. (the Vigil and Hammerhead corvettes are also acceptable)

Edited by BenderIsGreat
spelling
12 minutes ago, BenderIsGreat said:

The only gunboat I wanna see is called an Arquitens cruiser. (the Vigil and Hammerhead corvettes are also acceptable)

come to armada, we got cruisers and cookies

On 6/25/2017 at 8:15 PM, ficklegreendice said:

Top men.

I see.. and these would be?

Paul, Justin, Nand, Dallas ie, World Champions.

Or would it be top "imperial" playing men (Like the Howards).

If it's the latter (as I haven't heard any of the "top" winning players talking about a lack of ship ideas). The Imperial specific problem is ultimately George Lucas' fault. The Imperial (canon rather than table top) preference and tactics espousing large numbers of single seat fighters, with limited armament, high engagement speed and an essentially "disposable" feel to them is the fault of the story, not FFG. Whether the Bad Guys are the Seperatists, Empire or First Order the same cinematic and to a lesser extent literary problem exists:

The good guys are out numbered and out gunned, only through exceptional flying and having access to (for the most part, excluding the Post Endor EU, not Force Awakens) older, sturdier fighters or fast, agile, fighters with a high skill requirement (Jedi starfighters, A-Wing etc). Vs the bad guys, who have seemingly limitless numbers of ships all following a basic template, being easy to produce and train pilots to operate with the minimal of fuss and support.

Even breaking away from the canon EU doesn't get the Empire out of enough of a hole to cope with the fact their original concept (swarms or at the least, large numbers of ships) are more easily countered by things which also counter Aces (the other option) fairly well (mines for instance). Would the Imperial Players like to see some for of Imperial T-65? (imo you've got one it just costs more because it's better in a joust, the Defender).

I don't think it's the idea's that are drying up, it's the options to change how a faction was designed to play that seem to be the issue. The same is true for Rebels as well though, Z-95 swarms aren't a thing beyond being something interesting to throw down one weekend. But as you can't make a ship cheaper than cheap (Tie Fighter) and going more expensive isn't as productive either (Tie Punisher) the need seems to be for niche fighters which could cause some alternate thinking on list building.

46 minutes ago, boomaster said:

I see.. and these would be?

Paul, Justin, Nand, Dallas ie, World Champions.

Or would it be top "imperial" playing men (Like the Howards).

If it's the latter (as I haven't heard any of the "top" winning players talking about a lack of ship ideas). The Imperial specific problem is ultimately George Lucas' fault. The Imperial (canon rather than table top) preference and tactics espousing large numbers of single seat fighters, with limited armament, high engagement speed and an essentially "disposable" feel to them is the fault of the story, not FFG. Whether the Bad Guys are the Seperatists, Empire or First Order the same cinematic and to a lesser extent literary problem exists:

The good guys are out numbered and out gunned, only through exceptional flying and having access to (for the most part, excluding the Post Endor EU, not Force Awakens) older, sturdier fighters or fast, agile, fighters with a high skill requirement (Jedi starfighters, A-Wing etc). Vs the bad guys, who have seemingly limitless numbers of ships all following a basic template, being easy to produce and train pilots to operate with the minimal of fuss and support.

Even breaking away from the canon EU doesn't get the Empire out of enough of a hole to cope with the fact their original concept (swarms or at the least, large numbers of ships) are more easily countered by things which also counter Aces (the other option) fairly well (mines for instance). Would the Imperial Players like to see some for of Imperial T-65? (imo you've got one it just costs more because it's better in a joust, the Defender).

I don't think it's the idea's that are drying up, it's the options to change how a faction was designed to play that seem to be the issue. The same is true for Rebels as well though, Z-95 swarms aren't a thing beyond being something interesting to throw down one weekend. But as you can't make a ship cheaper than cheap (Tie Fighter) and going more expensive isn't as productive either (Tie Punisher) the need seems to be for niche fighters which could cause some alternate thinking on list building.

I think you missed the joke....

1 hour ago, boomaster said:

I see.. and these would be?

Paul, Justin, Nand, Dallas ie, World Champions.

Or would it be top "imperial" playing men (Like the Howards).

If it's the latter (as I haven't heard any of the "top" winning players talking about a lack of ship ideas). The Imperial specific problem is ultimately George Lucas' fault. The Imperial (canon rather than table top) preference and tactics espousing large numbers of single seat fighters, with limited armament, high engagement speed and an essentially "disposable" feel to them is the fault of the story, not FFG. Whether the Bad Guys are the Seperatists, Empire or First Order the same cinematic and to a lesser extent literary problem exists:

The good guys are out numbered and out gunned, only through exceptional flying and having access to (for the most part, excluding the Post Endor EU, not Force Awakens) older, sturdier fighters or fast, agile, fighters with a high skill requirement (Jedi starfighters, A-Wing etc). Vs the bad guys, who have seemingly limitless numbers of ships all following a basic template, being easy to produce and train pilots to operate with the minimal of fuss and support.

Even breaking away from the canon EU doesn't get the Empire out of enough of a hole to cope with the fact their original concept (swarms or at the least, large numbers of ships) are more easily countered by things which also counter Aces (the other option) fairly well (mines for instance). Would the Imperial Players like to see some for of Imperial T-65? (imo you've got one it just costs more because it's better in a joust, the Defender).

I don't think it's the idea's that are drying up, it's the options to change how a faction was designed to play that seem to be the issue. The same is true for Rebels as well though, Z-95 swarms aren't a thing beyond being something interesting to throw down one weekend. But as you can't make a ship cheaper than cheap (Tie Fighter) and going more expensive isn't as productive either (Tie Punisher) the need seems to be for niche fighters which could cause some alternate thinking on list building.

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