Would PS be as important if there were action dials as well?

By Autosketch, in X-Wing

So if each ship came with two dials, one for movement, one for actions (e.g. An interceptor dial would be focus, evade, boost, upgrade action1, upgrade action2), where the 2 upgrade actions were effectively null slots unless they were used by adding, say, a targeting computer. (you'd have to 2 tokens I guess to put on the corresponding card).

What would the game look like? where you have to specify your action in the activation phase. And if you have an ability that grants you additional actions, you have to take two dials, etc. to reveal it if you choose to trigger that ability.
so let's ay you set focus and boost. You move fel, but the boost will overshoot your target, so you have to decide if you want to ptl-boost for that pilot ability focus and stress, but miss the shot. OR you want to have the shot but not have that extra action.

I'm just playing round with ideas here for something to think about for custom gametypes. Would this be more fun? less fun?

Edited by citruscannon

PS would still be important but you'd also be completely blowing up the game.

What happens if the action that is "dialled in" is illegal? As it is now you just roll back and can pick something new but here you probably wouldn't see that a being very fair as it completely ruins the idea of setting actions first.

You're also going to make the game logistics a big nightmare. An extra "dial" just for actions is a massive increase to the amount of plastic and cardboard that would need to be on the table. People can already have trouble with just ships, tokens, and dials on the board so what happens when you need to throw out another dial.

More fun or less fun? I pretty clearly think LESS FUN because it makes things so much more work and adds unneeded complexity. Of course some people like being tied up and tortured so I'm sure there are some who will think this would be GREAT idea to make their games more fun.

It would look like RuneWars. Go play runewars. It's great

Personally, I'd prefer to modify the PS-kill rules to help curb the PS arms race. Instead of a ship just being removed and unable to shoot, if you kill a lower PS ship, they still get to make an unmodified attack before being removed. This gives generics and low-PS uniques a much needed buff, without adding any components to the game.

It's utter wishful thinking, but I can dream.

2 hours ago, CRCL said:

Personally, I'd prefer to modify the PS-kill rules to help curb the PS arms race. Instead of a ship just being removed and unable to shoot, if you kill a lower PS ship, they still get to make an unmodified attack before being removed. This gives generics and low-PS uniques a much needed buff, without adding any components to the game.

It's utter wishful thinking, but I can dream.

But that completely voids Fel's Wrath's ability! How can you possibly make such an important pilot in this game obsolete?

I love the idea

And it‘s very unpractical I‘d wager, for all kinds of areas.

3 hours ago, StevenO said:

What happens if the action that is "dialled in" is illegal?

You just lost the action. That changes eg focus and evade. It also makes boost/roll more risky for high PS ships - and that looks like a good consequence. Currently it‘s too easy to dodge arcs, but that would add a nice twist

14 hours ago, StevenO said:

PS would still be important but you'd also be completely blowing up the game.

What happens if the action that is "dialled in" is illegal?

How do you managed to dial an illegal action? Your ship has an selection of actions, you dial it in and if you accidently picked the wrong one. Tough luck no action. Same applies when you get stressed. And in this regard we could be nice and add make taking the action optional so that boost and barrel roll are a little more forgiving. So you can choose to lose your action or make a boost action if you dialed in boost.

Double reposition just got more interesting. Advanced Sensors just got more powerful and Nymm is just as strong as before ;-)

It works with Armada - command dials - but Armada is a very different game. Ships in Armada have a 360 degree firing arc, for example. They also shoot first and move second. You don't dial in moves in Armada. And there is no PS-style mechanic at all - you activate in whatever order you choose. It works... as a representation of huge, ponderous ships engaging in wars of attrition.

X-Wing, however, represents high speed, highly responsive, seat-of-your-pants starfighter combat. Unlike Armada where orders are passed down the chain of command, actions in X-Wing represent pilots making snap decisions in the heat of battle, and reacting instantaneously to the ever-changing environment around them.

Both systems have their advantages, both also have flaws. But both also do an excellent job of representing the type of combat they're trying to represent.

Talked about this when Runewars was first announced. I'd say for house rules that an action that cannot be completed (like boost) should just default to focus. Honestly, for the highest level players it wouldn't make much difference most of the time. But it would make it possible for the mook player to gain an advantage by surprising a higher PS pilot with an unexpected move.

I think in the current meta, the issue is really the barrel roll action on Dengar and Nym. Native reposition on ships that don't need to arc-dodge is bound to make them too powerful.

I quite like the idea. It makes PS a lot less critical and have a lot more penalties, which is not bad for the game - but equally it makes low PS ordnance all the harder. And yeah, doubles the amount fo cardboard.

Wouldn’t work for the game as is, but I would like to see it in a future iteration.

I would love to see X Wing 2.0 use the twin dials from Runewars, and the scenario and terrain cards!

8 hours ago, SEApocalypse said:

How do you managed to dial an illegal action?

Target Lock would be the most likely scenario I think if you dial in a TL but nothing is in range because of the maneuvers