What if we doubled all ship stats.

By TylerTT, in X-Wing

This game is great but I think they are having to work too hard to expand their design space. This leads to fiddly little rules that are quite annoying in my opinion.

Light weight frame was discribed by the devs as a 2.5 defense dice stat.

i see arguments for adding new types of dice to the game and I think it's mostly unneccisary what the game needs in my opinion is way more of the dice we already have.

So what would be the effect of doubling the base stat line of ships?

This would give designers a wider range of acceptable stat lines. Essentially 2.5 defense dice just becomes 5 dice.

more dice means a stronger curve of probability. So while the overall range of potential results is wider the overal varience is lower (compare totaling three D6 to totaling 2D6)

Attack dice are better than defense dice so doubling both makes attacks a bit stronger.

It would double the amount of hull on ships making it more likely for critical damage to effect ships for a longer period of the game.

What are your opinions on this stupid idea!

Er ... we'd have to buy more dice?

I think at a minimum doubling point costs to add more granularity to the game is smart. I'll have to think harder about the other stats.

5 minutes ago, Hawkstrike said:

Er ... we'd have to buy more dice?

I think at a minimum doubling point costs to add more granularity to the game is smart. I'll have to think harder about the other stats.

So you don't have 34 of each?

(10 core sets, 7 bought for school club, and sparkle regionals)

Bloody 40k players!!

No. It'll just shift the monsters around, if at all. high health turrets units just became gods thanks to rng and arcs.

It might have been a good idea from the start but this far into the game? NOPE!

2x zero agility is still 0 agility. Those ships will suffer.

3 minutes ago, weisguy119 said:

2x zero agility is still 0 agility. Those ships will suffer.

2x 16 is 32, that’s a lot of hp to chew thru, I think they will be fine.

Edited by GrimmyV
1 minute ago, GrimmyV said:

2x 16 is 32, that’s a lot of hp to chew thru, I think they will be fine.

But all other ships get double HP and double agility. Zero agility ships will suffer.

3 minutes ago, weisguy119 said:

But all other ships get double HP and double agility. Zero agility ships will suffer.

Brobots will be disgusting :(

This is actually the first thought I had when people started talking "2.0"

Poor HWK, 2 die primary vs 6 agi dice, still pitiful.

will range bonuses be doubled as well? Bomb damage? Obstacle effects? Ion tokens to ionize? Cloak tokens needed to cloak?

One things for sure, I’ve got more than enough shield tokens already.

1 hour ago, weisguy119 said:

But all other ships get double HP and double agility. Zero agility ships will suffer.

how does the ghost suffer again? It's still rolling 8 atk dice. 20 hull, 12 shields. Your average attacker is rolling 6 dice, and you can only fit 4 of those in a squad.

if I atk a ghost current stats now, with all 4 in range 1, 4x4=16. So if I focus fire and roll perfect i can one shot the ghost. If i attack at range 2 and roll perfect, 3x4=12. the ghost isn't dead, but it will be next turn. Of course dice can be fickle so this isn't guarenteed every time. so on average I think the ghost takes about 6-8 damage a turn this way.

With the doubling method, 4 at range one 7x4=28. So unless I roll perfect, and on top of rolling perfect get 2 crits out of those dice, and the opponent draws 2 direct hits, then I can one shot the ghost. on average here I think a normal roll it's about 12-14 hits a turn this way.

All you do when you double the stats is add variance to the game on another level. Which competitively speaking the game could use more of, and less auto damage from bombs, but overall no, the game does not need any more variance than it already has. (at least I think so) As soon as bombs (or the cards that cause the auto damage) are fixed properly the game should open back up a little.

Personally, I don't think it'd be the direction I'd go with the game, but I think it'd be an interesting experiment to see played out. I'd be really cool to run a league with rules like these in play.

In a "double-stats" world, the T-65 X-Wing probably becomes a 6/5/6/5 (half each an agility and shield; numerical pun intended), B-Wing becomes 7/2/5/11 (half an attack die, and another HP shifted to shields). Weaken the "doubled" Jumpmaster to a 3/3/10/7, with the Punishing One title granting 3 attack dice. TIE Fighters, Bombers, and Punishers remain 4 attack dice, but F/O and Advanced skip up to 5 dice. Twin Laser Turret of course becomes a pair of 5-dice attacks, instead of 6-dice (I feel they'd probably still need to do 2 damage). Maybe Ion Cannon and Turret deal one damage and one critical damage with a hit. Round down with Sabine and Bomblets: one damage from the crew, and 3 dice, while I'd double other bombs (maybe Proximity to 7 dice instead of 6). Proton Bombs and Advanced Homing Missiles are odd cases. On the one hand, it'll be a lot harder to one-shot some ships through shields, on the other, there'll be a much higher likelihood of a debilitating crit.

///

The ships which would suffer most aren't the 0 agility ones, it's the high agility/low shields ones. Green Dice (3 blanks) are less consistent than Red Dice (2 blanks), so a ship with 6 green dice defending against 6 red dice will suffer damage far more often, and likely suffer more frequent crits. Soontir Fel would be even more vulnerable than before.

The more dice you’re rolling, the more important modifiers are. Single-action generics slide further down the ladder and action-efficient monsters like Dengar become even worse. The concept itself is interesting, but it’s just too late in the game for something like that to be viable.

Evade tokens would double as well? If not, focus would be far better...

It makes evade tokens useless.

Ok, a bit drunk but you should get the jist of it. Anything that adds 1 die/die result or only affects 1 die becomes far less useful.

Evade tokens, crack shot, Norras pilot ability, Predator, autothrusters, Dengar crew, Sensor Jammer, and a lot more abilities/upgrades become next to useless.

That is still somewhat acceptable, if only for one exception. Range 1, 2 or 3 will not matter much since it only adds one die to your roll of 6 or whatever... So range control becomes somewhat irrelevant. That makes the game more boring.

Well dont forget to double Wedge's ability to lower evade double what it currently does! NOT that it will make the x-wing anymore playable.... ....... #*$^#*(@

In my mind anything that plays with a base stats would be doubled.

So evade tokens count for two

R2 D2 heals two shield

meranda would be exchanging two shield for two attack dice.

a crit that deals two damage would deal 4.

this is mostly a thought experiment.

I have thought of this before, but it would need adjusting. It would not work if implemented just as is.

...So, basically.

What's low is SUPER LOW and what's high is SUPER HIGH? I uh.

I would really rather not, dude.

Is PS doubled too? Would a 9 become like a natural 18 on 3d6 in D&D? What am I even talking about anymore?

We get the GUNBOAT soon, why am I talking about anything else?

The other one is that you will be far less likely to get the classic, and thematic, one hit kill of an X Wing on a TIE Fighter. For example, at range 2....

Presently (using simple maths - no crits) you need 3 hits from 3 dice while they need 0 evades from 3. Assuming no mods, for the sake of simplicity, the rest can be inferred... So, 3 Hits -> 1/8 probability, 3 failed evades -> 125/512 (about 1/4) giving about a 1/32 (0.03) chance of an outright kill.

With the stats doubled, you now need 6 hits followed by 6 failed evades.... 6 hits -> 1/64.... 6 failed evades -> 15625/262144 giving a chance of an outright kill of 0.0009 (now about 1/1000).

Therefore, basically, you will reduce the chance of an outright kill by a factor of 33. Adding more dice actually makes the dice results more centralized (reduces relative standard deviation), and cool extreme results become relatively unattainable in comparison....

EDIT: This is one for you, Fickle... Add more dice, and get a more predictable system. The irony... ;)

Edited by Larky Bobble
On 9/23/2017 at 8:48 AM, TylerTT said:

This game is great but I think they are having to work too hard to expand their design space. This leads to fiddly little rules that are quite annoying in my opinion.

Light weight frame was discribed by the devs as a 2.5 defense dice stat.

i see arguments for adding new types of dice to the game and I think it's mostly unneccisary what the game needs in my opinion is way more of the dice we already have.

So what would be the effect of doubling the base stat line of ships?

This would give designers a wider range of acceptable stat lines. Essentially 2.5 defense dice just becomes 5 dice.

more dice means a stronger curve of probability. So while the overall range of potential results is wider the overal varience is lower (compare totaling three D6 to totaling 2D6)

Attack dice are better than defense dice so doubling both makes attacks a bit stronger.

It would double the amount of hull on ships making it more likely for critical damage to effect ships for a longer period of the game.

What are your opinions on this stupid idea!

this is literally my x-wing 2.0 plan. double hull, shield, dice... more room to tweak without breaking ****. also means weaker aces could take damage without instantly dying

As long as actions and abilities don’t have double the effect, I’m in.

TLs might need to be changed to “reroll blanks”