Concept for a rotating Initiative

By CerseisAdvocate, in X-Wing

During the discussion about hard capping the ps at 9 phild0 brought up the point of lists loosing the end game because of the ini isn't so much fun.
Now on the one hand I think that bidding isn't a bad System and if you wan't to influence the ini there should be a system that makes that possible.
On the other hand I think that loosing with an ini-dependent list cause you lost one dice roll at the start of the game is a NPE.

So this is my attempt at a rotating initiative system which gives you influence over the initiative (if you invest in it).

1. At the end of the Round Initiative goes to the other player.

2. If players have equal point lists the first player to have initiative is determined by consensus or a dice roll.

3. If players have non equal point lists the player with less points determines which player starts with initiative.

4. If players have non equal point lists the player with less points gets a number of initiative-tokens equal to the point difference

5. At the end of the round a player may spend an initative-token if he or she does that initiative doesn't change that round

Edited by Hannes Solo

1-3 are good, 4-5 are unnecessary complications.

Why not roll the dice for initiative and play full 100p matches? Problem solved.

should go to player who is at other players "6" as that player can see and react to what the person is doing in-front of him or her.. Also player with initiative should be able to choose to use it or not.(or have this only apply to a higher ps pilot at 6 o'clock position) (Just the choice aspect) Would Nerf High PS pilots though.. Although in head on or all other engagements PS skill could still be used... Also if stressed your PS skill is Zero.. although that would and could be used as a blocking advantage..

1 hour ago, Pretty Green said:

Why not roll the dice for initiative and play full 100p matches? Problem solved.

Wouldn't solve the problem that an ini dependand list is saved or doomed by one single dice roll at the beginning of the game.

@Swedge I do not think that is practical.

2 hours ago, Stay On The Leader said:

1-3 are good, 4-5 are unnecessary complications.

I think it would be good to keep a mechanic that one can invest in having better controll over ini when he or she thinks their list is overly dependent on ini

Of all the things that needs fixing in the game, Initiative is not one of them. It's fine as is.

17 hours ago, Hannes Solo said:

Wouldn't solve the problem that an ini dependand list is saved or doomed by one single dice roll at the beginning of the game.

But it´s the same for everyone. I have been forced to try new strategies with initiative dependent lists and it´s been ok.

The only time I would like initiative to be different is really the time you have same points. Because then both players invested the same points but one gets lucky advantage by dice.

So the player now the player who "wins a bid" for initiative gets to decide who will go first (and if you do/don't need it first round you know what you need to do) and then after that could "lock" initiative between rounds for a number of points. With all of this you've basically just made initiative far more complex without really doing anything if a bid wins and wants initiative for a couple rounds in a row.

On 9/6/2017 at 6:19 AM, Swedge said:

should go to player who is at other players "6" as that player can see and react to what the person is doing in-front of him or her.. Also player with initiative should be able to choose to use it or not.(or have this only apply to a higher ps pilot at 6 o'clock position) (Just the choice aspect) Would Nerf High PS pilots though.. Although in head on or all other engagements PS skill could still be used... Also if stressed your PS skill is Zero.. although that would and could be used as a blocking advantage..

Now this is a bit interesting although it would only matter in PS equivalent ships unless you're just going to trash how order normally runs. Although it's more ammo for you turret haters if a ship can fire at you then you really don't have much of an advantage being in a trailing position so then you're back to standard initiative.