Had to pop my nose back in to see what my once favorite game was doing lately. Also had to run the FLGS Store Championship so kinda had to come back. Sadly came back to a lot of the same disappointing changes that the game has gone through, but I will also say the meta appeared very healthy and diverse at least in our little corner. Fourteen players and no real repeat list or faction lopsidedness. Credit where due.
But before we had got down to buisness there was a chance to chat with players and inevitably X-wing 2.0 came up. And there were a ton of interesting ideas thrown around for changes along with things that players shared as being sticking points that they wanted to see fixed, and most importantly things that players wanted to see stay the same. Like, A LOT, of good thoughts.
I love game design. Not the designing of mathematical vehicles to represent the skill of one game piece over the other, that comes later and along with, but GAME design. The math is what you hammer out once you got the feeling of the game right and have assigned the rough formulas to the interaction points. (Okay, really there's a lot of back and forth between the two sides as you go through game creation, but math interaction follows almost every step but ever so rarely is a math component designed and then an aesthetic assigned to it) Game design is creating the vehicle of experience that the players will share. So when I heard how the folks at the tournament were EXPERIENCING X-wing and the conversation that followed, I realized how much folks had been pondering this notion. So I wanted to start a bit of a collection as it were.
So please share your thoughts on what you like, what you don't like. Mechanics (not individual cards effects per se mind you, unless you feel it warrants it) that you think are cool, ones that you can't stand. Overall feeling stuff. Mechanics you want to add. (again, not cards, full mechanics though concept cards are helpful to demonstrate your ideas) Mechanics you don't think do what they were intended to do. Mechanics you see as getting in the way of the game or just being non-functional and want removed. As some examples that I've heard over the past years, some buzz words really, things like higher point values, either to add 'granularity' or other wise. Changes to the boost mechanic on large ships. New dice types. This is a brainstorm/think tank so feel free to get carried away from this structure if you feel it will add to the conversation. The last thing we want is to be locked in the box.
Lastly for the OP, a reading comprehension challenge to see if you read this far: This is not a discussion of whether or not the powers that be will create a second edition X-wing or not. So if you write in something like 'I like the mechanics as they are', congrats you passed! If you write in 'FFG won't make a 2.0, stop talking about it'... Well... We'll know how far you read through the OP and have a pretty good laugh at your expense. So hey thanks for footing that bill. ?
Below is the list. The list has been 100% generated by ideas put forward in this thread. I provide some minor commentary, and at times identify the ones I've heard or share, but these are all forum users ideas. As much as possible I'm keeping it up to date and on order of mention. Edit: a numbering system has recently been added for ease of reference. Because I'm dumb and didn't originally plan one in ? Sub points to categories were not numbered. When reading through the thread you may want to check posters citation system in the first three pages as it may differ from the one below.
THE LIST:
1+Granularity gained by raising point cost
2+Models stay the same, base may change?
--+Guides on all sides of the ship.(somewhere I have sketches of a circular base concept that had this and achieved 8 slots that were all equally usable by having 8 nubs[nubs gets a mention later] at equidistant points all the way around. Abandoned for lack of firing arc clarity. Worth a second look)
--+Mention of medium bases. Curious notion. I like it. This one came up once in the local pod too.
--+Nubs have been brought up a few times now. Recessed slots for templates mentioned repeatedly. (Can't really disagree here with getting rid of them. They've not exactly helped with the clarity of what's a bump/overlap versus what is range measured from etc. I feel like they've also changed the rules on what they do a few times now which to me is always a bad indication of it's usability. It's a really common rules question and not exactly intuitive. If we're talking about new bases, definitely worth talking about
3+Maneuver tool instead of templates (Surprised how much I like this concept, good discussion point. Might just be the Armada talking.)
--+Base size to maneuver interaction appears to be a sticking point. (Should look at that. Rear to _____ common maneuvering is popular idea. Armada does a front corner to front corner and I feel like this was a response to lessons learned in X-wing. Might be worth a bit of dissection)
--+Modify the secondary positioning actions.
4+App software support system/mandatory system. (In my head I've been designing systems that use this, I feel like games will be moving more in this direction more and more. FFG has demonstrated as much with Descent and XCOM, soon Imperial Assault. Good discussion point)
5+Dice types (holy Qui-gon this is popular. I'm all for it but it opens up an opportunity to revamp a TON of stuff. Lots to explore. Seems to be nearly unanimous at this point, so happy.)
--+Accuracy versus damage and damage type.
6+Mobile firing arcs. (Huh. I didn't like that one but worth exploring, turrets have been a rough spot since introduction in wave TWO)
7+Pilots separate from ships (see also App system. This one gets a lot of love but has been a notoriously sticky area. Must dive deep.)
8+Core level mechanic that adds action economy to universal level. (Push the limit)
9+Bonus dice versus weapon types(see also dice types *Clarification edit:* it's been brought up that the bonus dice for range that is currently primary weapon only should be extended to include Canon and turret upgrade type weapons)
10+Alternating initiative. (In a group discussion locally we also once think tabled what the game would be like with alternate activation and removing pilot skill entirely. Seems like a low identify point, get the microscope. Seems to have been considered by many)
11+New defense mechanism that has no variance. (This one has also been around since nearly the beginning. Seems to have fallen out of Vogue discussions of late but still very much in the players mind simultaneously. Green dice are so very often thought to have 'failed' the player when in reality they were only ever intended to delay the destruction. Green dice were DESIGNED TO FAIL intentionally so the game would not likely stagnate in shoot outs. It's also the only built in advantage to tailing another fighter: it's my reds versus your greens and your greens are weaker one to one. I feel very strongly that the cinematic flavor and the 'this one time...' stories that are created from that should be kept. This will be a bit of a briar patch, but a successful 2.0 could hinge on being able to capture that action-cinematic feel that draws so many to the game particularly in casual players, while also satisfying the mathematical bent that many competitive players enjoy. Must dive deep here also, with the microscope in tow. Armada notably did this successfully but the scale difference of the game makes it seem more reasonable for the context. Notably in Armada fighters don't have any defensive damage mitigation unless they have a name, and even then it's pretty limited. Addendum: lots of discussion on this one)
12+More types of upgrades. (Ship titles versus refits kinda stuff. Totally agree. Easy open. *Clarification edit*: it's been mentioned that perhaps having only the one 'slot' for title cards is not enough. Especially since a title can overlap between a ships given name like 'Millennium Falcon' or like a model number 'BTL-a4' or whatever. I think that's a great point. This is a great topic I would love to throw down on.)
13+Objective Based Play (Oh my gawd yes. DO IT!)
14+Keywords being brought in as a common usage item. (Thank you! Since I started this game I've been scratching my head asking why there were not keywords. One of the most ubiquitous mechanics of modern games is bizarrely not in X-wing. I mean, unless we count "Attack(Target lock:".)
15+An additional type of stress mechanic to differentiate between a pilots stress and the vehicles stress. 'Anxiety' was the mention. (Fascinating notion. I am certainly curious. I mean it really makes sense thematically. Good discussion point)
16+Plan more turns in advance. A two dial system was recommended. As well as...
17+Action planning. Setting a dial for what action you well perform ahead of time.
18+Core level Bullseye arc.
19+Time restriction mechanic. Specifically this was "first to put dials down chooses initiative". (Highly opposed to this sadly.)
20+Altitude tracking mechanics
21+ Shield regen as inherent qualities of ships (like an action or something)
22+ Three dimensional support
23+ All arcs printed on every ship (allows for referencing of mechanics to rear arc, potential enables all ships to have a mobile arc)
24+ Better ion system
25+ Ships having native qualities like 'bomber' and 'interceptor' (see also keywords. My own notes on a2.0 have this included.
26+ Force power abilities.
27+ Lessen the penalty for bumping.( Meh. I like them as is, BUT, now that you mention it...I know a ton of the demos I gave left that as a sore spot for players)
28+ Additional maneuvers for things like speed 4-bank (6-straight was mentioned too)
29+ Ship creation Formula
30+ Damaged state that effects your ships performance.
Edited by ForceSensitive
List added. List updated 5.0. List preface added. List numbered.