Looking for help designing a player-run public FAQ/Errata

By Kaptin Krunch, in X-Wing

Kylo could be fixed by reducing his duty cycle so that it's not possible to assign 2 blinded pilots in a row.

Best way to do that is as a double sided card à la Arc Caster.

1 hour ago, Sparklelord said:

Kylo could be fixed by reducing his duty cycle so that it's not possible to assign 2 blinded pilots in a row.

Best way to do that is as a double sided card à la Arc Caster.

That's also a good idea, I have changed some cards to be dual sided to allow for duty cycles.

The real question is, what's the mechanism for flipping it back? I would probably try a version where you can flip it back at the end of the round if you didn't assign a Kylo token this round. A second action to clear would probably be way too brutal.

You cold still potentially hand out stress to activate it on the first side. Hmm.... going to have to get some versions playtested.

1 hour ago, MajorJuggler said:

The real question is, what's the mechanism for flipping it back? I would probably try a version where you can flip it back at the end of the round if you didn't assign a Kylo token this round. A second action to clear would probably be way too brutal.

I was thinking an action, actually. I don't see him locally, so I've actually not ever experienced him, but it seems the optimal build is on a Dauntless VI RAC. In this case, I'd say an action to flip isn't a steep cost; you can't be stopped by blocking and your offense isn't any worse than on turns when you use him. Worst case is you decide not to flip him because you're boosting out of arc instead and then you have another turn of not being able to use him #pwtproblems

EDIT: Although I don't know what your rules have done to PWTs and large base boosts so hey maybe not so much

Anywhere else, I guess you've got to plan its use a little more carefully. Which, for something as potentially powerful as "you can't shoot this turn" or "you're going to be PS 0 so that I can arc dodge you", seems like it should require a little bit more thoughtful usage, beyond spending one action.

Edited by Sparklelord
7 hours ago, Radarman5 said:

The game needs a major overhaul, and I doubt we'll see FFG do it anytime soon. I've been hashing out ideas in my local group for a v2.0, and they're been well received, some of us might try to expand on it.

Honestly I think that the best you can hope for, trying to do something like that via these forums will be a nightmare, just look at where how scattered and augmentative the posts get for the custom card league, prequel-era vassal mod, and other homebrew. HotAC is one of the few that was successful and that was worked out in a local x-wing group long enough that when the rest of us saw it, it was already up to version 6.

I think the easiest way for FFG to improve the busted state of X-wing now is to up the match to somewhere between 120 -150 (this should have several effects that I don't feel like typing up right now), and/or adopt Infinity's use of an official squad builder where FFG can adjust the cost of ships and upgrades as the game expands in order to regain and maintain balance. These only help tournament players,not kitchen tablers.

Unfortunately, I don't think that upping the point size actually fixes problems without opening problems on its own. I'd prefer to balance at 100 points, and epic will fall into line on its own.

6 hours ago, LordFajubi said:

@Kaptin Krunch I think you are missing the problem on Kylo when trying to rain him in and you said yourself his issue in your opinion is the npe of blinded pilot and damaged cockpit. The problem therefore is the damage deck not kylo, since these 2 options are what people are gonna do with kylo then make his ability one of these 2 effects but not place a damage card on the ship. You get hit with isytd and the attacker picks pilot skill 0 for one turn or weapons disabled for one turn but no damage assigned. He's still useful but not causing damage.

Regen I believe could be fixed with a simple rewording of (outside gonk because he has his own limiter) when you regen a shield you also receive and ion token. It makes shield regen predictible and eliminates running around the board evade regening to time. It also demonstrates a rerouting of engine power to gain shield strength. I don't really like assigning an ion token but it was the only way I could achieve the effect I intended within the current rules. Perhaps make a special ion token that allows the boost manuever instead of just one straight to remove it but then you are getting into rules variants instead of faq land even though I find it a more fair solution.

While the Mynock squadron podcast (whom i guess were 1/3rd Krayt this week) said this much better than I can this week, i don't think re-printing damage cards is possible. It would be an elegant solution though

8 hours ago, clanofwolves said:

Keep up the good thoughts and work @Kaptain Krunch ; ignore the outlier info as that stuff is so common on forums from people who have no life. I think you're doing great in plowing this field, as @MajorJuggler is....I applaud this!!

Rebel Regen just needs a cap; akin to rebuild shields to the limit of your original shields (effectively doubling your shield value).

Kylo, IDK, he's not seen locally.

Shalom

Thanks for the advice, I'd probably come into some sort of limit for shields that can be regenned per game- One of the larger oddities is coming up with a way to implement this in a re-print, as Miranda's rules text box is already almost full.

I think any regen should start with tokens and have only as many tokens as the shield value of the ship (except Gonk of course).

Edited by Kdubb

I'm looking into action economy cards, from a first principle standpoint. Might have something to post by the end of the week.

Random question to those willing to answer.

What 100 point builds (or just ship builds) would you give as an example of (near) perfectly balanced?

I don't get it. Why are you focusing on Kylo and Regen after acknowledging they aren't issues yet but might be later? Shouldn't you try fix the current problems now, and if and when Kylo and regen becomes a problem then address it?

1 minute ago, Gibbilo said:

I don't get it. Why are you focusing on Kylo and Regen after acknowledging they aren't issues yet but might be later? Shouldn't you try fix the current problems now, and if and when Kylo and regen becomes a problem then address it?

If you do that all you ever do is chase the tail of the game. You need to have confidence in your ability to jump ahead and fix problems that don't exist yet before they happen because you understand the game well enough to know that the other changes you're making will create other problems.

13 minutes ago, Gibbilo said:

I don't get it. Why are you focusing on Kylo and Regen after acknowledging they aren't issues yet but might be later? Shouldn't you try fix the current problems now, and if and when Kylo and regen becomes a problem then address it?

I should be more clear- i already have nerfs for the rest of the stuff, Kylo and Regen were the 2 things on the list that I couldn't find a fix that I liked for.

1 minute ago, SOTL said:

If you do that all you ever do is chase the tail of the game. You need to have confidence in your ability to jump ahead and fix problems that don't exist yet before they happen because you understand the game well enough to know that the other changes you're making will create other problems.

Sure but then when do you actually fix the game if all your doing is fixing non-existent-but-possible-problems?

Mostly what I'm point out here is that it seems like it would make much more sense to come up with an actual roadmap of changes now and a rationale as to how how they will also lead to other changes needed in the future--with plans to address those too--as opposed to what is happening now (a black box blanket statement about flattening power levels with no real specifics, and then picking controversial "npe" topics as points of "balance" and placing them on the chopping block.

Just now, Kaptin Krunch said:

I should be more clear- i already have nerfs for the rest of the stuff, Kylo and Regen were the 2 things on the list that I couldn't find a fix that I liked for.

okay that makes far more sense

3 minutes ago, Gibbilo said:

Mostly what I'm point out here is that it seems like it would make much more sense to come up with an actual roadmap of changes now and a rationale as to how how they will also lead to other changes needed in the future

Agreed.

If it was my project I'd have a mission statement of design goals that you would refer back to continually.

My reasoning for increasing the point limit is that I find you begin to run into diminishing returns when loading up a ship with upgrades. Enough focus fire will overcome most of the OP defensive combos, which allows swarms and mini swarms to return. Many of the nerfed upgrades and combos would've been less of an issue here. You'd have to implement the ship type limits from Escalation and add in something like the "limited" keyword, so that certain upgrades (TLT, Attanni, etc) could be limited to 2 or 3 per 150 points (or what ever).

On 8/9/2017 at 9:39 PM, Radarman5 said:

My reasoning for increasing the point limit is that I find you begin to run into diminishing returns when loading up a ship with upgrades. Enough focus fire will overcome most of the OP defensive combos, which allows swarms and mini swarms to return. Many of the nerfed upgrades and combos would've been less of an issue here. You'd have to implement the ship type limits from Escalation and add in something like the "limited" keyword, so that certain upgrades (TLT, Attanni, etc) could be limited to 2 or 3 per 150 points (or what ever).

While that would remove the current problems, it would make the game much more jousting and synergy focused, which opens up its own can of worms.

It may change the meta, but it will change it to something with its own set of problems.

Also, mindlink at 150 as it stands is insane. 4 ship Paratanni loaded with upgrades, etc.

Edited by Kaptin Krunch
spacing

As I said, there needs to be a new keyword added to the game, similar to "Limited" and "unique" that can limit the number of uses within a standard squad. such as Limited 2 (only two of this upgrade per 100 points).