"focus" in TIE/x1 can be a symbol.
Your TIE Advanced is wicked! Good job as always.
"focus" in TIE/x1 can be a symbol.
Your TIE Advanced is wicked! Good job as always.
3 hours ago, Astech said:It's looking better with every iteration!
I think you might be underestimating the power of a double-tap. Engine upgrade is underpriced ( a little) at 4 points, so you're basically paying 3 points to give a PS 10, high action economy ace an extra attack every single turn. Combined with the systems slot (which I'm anticipating will be quite decent) and you've got another 50-point super-ace with Defender-level durability. I think, 'receive a stress token to perform this attack twice' would make more balance sense.
nice, I like it a lot. forces a bank the following turn, and prevents k-turns if you make the choice to fire twice, so it rewards lining up your attack runs well.
Of the major aces in the game, wedge and vader should be pretty much top of the heap, (paying the requisite points costs whichever they may be, but still versatile and potent.).
The nice thing about wave 1 is technically it should set the power levels for individual small base pilots. the TIE/LN should be just about the weakest, and Vader and Wedge should be just about the strongest, with vader having the edge over wedge but suffering larger cost for points. That's the aim anyways.
Have you thought about limiting Biggs' ability to small ships only or even T-65 X-Wings only?
20 minutes ago, DonDingo3000 said:Have you thought about limiting Biggs' ability to small ships only or even T-65 X-Wings only?
I really dislike how Biggs' ability works. He basically gets to dive into the incoming fire, yet also gets to dodge it.
I'd prefer it if he rolled his agility and intercepted a number of hits and crits equal to his total evades. Any left over damage can then be applied to the original target who still gets to evade as normal.
7 hours ago, Astech said:It's looking better with every iteration!
I think you might be underestimating the power of a double-tap. Engine upgrade is underpriced ( a little) at 4 points, so you're basically paying 3 points to give a PS 10, high action economy ace an extra attack every single turn. Combined with the systems slot (which I'm anticipating will be quite decent) and you've got another 50-point super-ace with Defender-level durability. I think, 'receive a stress token to perform this attack twice' would make more balance sense.
Yah, x1 prototype is INSANELY powerful.
29 minutes ago, thespaceinvader said:Yah, x1 prototype is INSANELY powerful.
Feels like that may have been costed as though Vader still threw two dice, but him being able to Corran over and over is pretty nuts.
Is there a reason Dutch has Lando's pilot ability?
27 minutes ago, Sparklelord said:Is there a reason Dutch has Lando's pilot ability?
It's a buff.
2 hours ago, Panzeh said:It's a buff.
Would argue that Winged Gundark is more deserving of a buff than Dutch
5 hours ago, DonDingo3000 said:Have you thought about limiting Biggs' ability to small ships only or even T-65 X-Wings only?
4 hours ago, Gilarius said:I really dislike how Biggs' ability works. He basically gets to dive into the incoming fire, yet also gets to dodge it.
I'd prefer it if he rolled his agility and intercepted a number of hits and crits equal to his total evades. Any left over damage can then be applied to the original target who still gets to evade as normal.
hm, not a bad idea at all. So a bit like a draw their fire but more powerful and with dice involved.
4 hours ago, thespaceinvader said:Yah, x1 prototype is INSANELY powerful.
3 hours ago, Panzeh said:Feels like that may have been costed as though Vader still threw two dice, but him being able to Corran over and over is pretty nuts.
yes, and yes, partially. It was originally, but I took the cost of a PTL FCS R2D2 EU Corran, which was 48pts. This vader, with a similar power level but higher Pilot skill is 43pts + 4-5 for something like a FCS, for around the same cost. So it's a bump, relative to corran. but there is no biggs to protect him and he's pretty easy to control with stress, especially with the ability change suggested to force stress for the second attack. As mentioned, for this ship I really wanted to be setting the absolute upper limit for power on an individual ship with vader. I can bump him down for sure, relative to the others, it just lowers the ceiling a bit. I don't know if vader and a miniswarm would outcompete 5 x-wings currently, but I feel as if it might be a fair (ish) fight.
3 hours ago, Sparklelord said:Is there a reason Dutch has Lando's pilot ability?
buff, then changed my mind, then changed it back by mistake. should have been his original ability but with a points loss.
58 minutes ago, Sparklelord said:Would argue that Winged Gundark is more deserving of a buff than Dutch
yea, WG is still struggling in this to be an attractive option over the other ties now that i'm looking back. will adjust accordingly
wrote you a pm.
12 minutes ago, DonDingo3000 said:wrote you a pm.
yep just got to it, thanks for the headsup!
ok, here's the current state of the PDF. Pages posted below.
https://imgur.com/a/Dh9Sy
+Changelog+
-
2 pages with the upgrades contained in the wave
, as well as their altered abilities and corresponding points costs have been added. -- Small points nerf for vader's TIE per recommendations
- Alteration to the flight school TIE for making it non-unique crew only
- Dutch Vander ability fixed
- changed "chassis" to "variant"
- R2 droid adjusted for interaction with T-65B title based on recommendations
- various points adjustments
The nice thing is this is technically playable at this point! Haven't ironed out all the kinks but it's plausible to have a go with pen and paper. Should get significantly easier with the squad builder though.
TO DO:
- full credits page
- print page with bleeds for unique variant cards
- squadron builder (I'm looking at an early release using battlescribe at the minute if the coding in java and coffee will take me too long for YASB)
- further balancing before general release of version 1
This looks cool! I've added it to the list of alternate formats in my big thread
9 minutes ago, gadwag said:This looks cool! I've added it to the list of alternate formats in my big thread
nice! thanks!
looks good and I'm interested.
the attack values of the Proton Torps and Concussions and how if they hit add a extra hit I don't like. Currently you need the 4 attack to hit all the 3 Agi. + Autothurster + Evade ship out there. Bombs may be holding them back now, but I have a feeling you will be fixing that also, but they will become very hard to hit again. I also feel like there is no real point adding them to X Wings like they are currently which I find disappointing. you will also have to change Nera with the way you have changed the defence dice.
Turrets, Canons and Astros look really good
Adding EPTs to Y wing makes you my Hero
Flight School TIE/LN makes me laugh
Ill have a chat to some in our group and we might film some batreps in a few weeks if they agree
Edited by X Wing Nut
6 minutes ago, X Wing Nut said:looks good and I'm interested.
the attack values of the Proton Torps and Concussions and how if they hit add a extra hit I don't like. Currently you need the 4 attack to hit all the 3 Agi. + Autothurster + Evade ship out there. Bombs may be holding them back now, but I have a feeling you will be fixing that also, but they will become very hard to hit again. I also feel like there is no real point adding them to X Wings like they are currently which I find disappointing. you will also have to change Nera with the way you have changed the defence dice.
Turrets, Canons and Astros look really good
Adding EPTs to Y wing makes you my Hero
Flight School TIE/LN makes me laugh
Ill have a chat to some in our group and we might fill some batreps in a few weeks if they agree
These particular torps and concussions in this build of the game are potent against everything but tokened up agi3 aces. PTL will exist, autothrusters will not. Since you aren't spending the target lock, and have at least one modifier, you're looking at a solid chance of putting three hits on the table at range. The idea was that you're forcing the target to burn tokens to miss the extra damage, which makes subsequent attacks from wingmates much stronger. It also was meant to make slower and HP-reliant ships much easier to damage. I'm not averse to dropping the cost again though on these if they prove to not be a useful mid-range damage boost as intended.
haha FS in a good way or bad? lays the ground work for the rebel TIE way later plus gets some chances to make use of some of the nifty reworked imperial non-unique crew coming in wave 2 and 3.
cool, let me know how it goes, and you can be assured I'll make good use of the data!
Is expert marksmanship an action like marksmanship or always on like expertise?
I really like the variant card idea. I think it's really well done.
Even if it make me a little sad that this isn't in the real game.
7 hours ago, Erik3E said:Is expert marksmanship an action like marksmanship or always on like expertise?
Always on, and priced to match. Marksmanship is the lesser of the two now and priced much more cheaply.
5 hours ago, the1hodgy said:I really like the variant card idea. I think it's really well done.
Even if it make me a little sad that this isn't in the real game.
It's an exciting and fun thing to work on! Sometimes hard to settle on what are the most appropriate variants to use, but it's a lot of fun.
Very impressed with the work so far. I would love to help, whether it be play testing or contributing to discussion -- let me know if you're looking for collaborators! Is your plan to go wave by wave with the associated cards?
19 hours ago, citruscannon said:
haha FS in a good way or bad? lays the ground work for the rebel TIE way later plus gets some chances to make use of some of the nifty reworked imperial non-unique crew coming in wave 2 and 3.
In a good way the thematic concept is spot on. makes me giggle every time I think about it
Also why no Extra for Missiles and Bombs?
Edited by X Wing NutGrey Sq + BTL-S3 + Ion + Determination + R5 + Proton + Extra = a Tank that (almost) wont take crits and hits hard. 31 points might take 3 of these little Chewe's in my first match
57 minutes ago, X Wing Nut said:In a good way the thematic concept is spot on. makes me giggle every time I think about it
Also why no Extra for Missiles and Bombs?
Good catch, that's a typo. I'll fix it up.
37 minutes ago, X Wing Nut said:Grey Sq + BTL-S3 + Ion + Determination + R5 + Proton + Extra = a Tank that (almost) wont take crits and hits hard. 31 points might take 3 of these little Chewe's in my first match
yea, Y-wings should take an absolute beating, but just don't let Vader get behind you.
ok, so a few more pages thrown in there, including a variant card explanation page, squad building page, and a flavour introduction image of the trench run, as that scene alone inspired a half the changes in this play format!
I've just shown the first half. I'm not 100% satisfied with the solution for how to play with your own components, especially since a lot of the text on upgrade cards have been adjusted, but this is the most elegant (and easy to cut out) way I can think of at the minute with minimal required components to print. A copy (with and without EPT) of each ship with its' upgraded statlines and action bar, as well as a few tokens with new PS numbers on them. Then, for physical purposes of flipping cards and so on, you have your original upgrade cards there, and just follow the rules off a printed out squad builder sheet.
This would make it critical to not change the names of any upgrade card, so I could ask people to just blanket ignore the text and number on their upgrade cards. I wouldn't be averse to making the lower half of the card in a reprinted form so people could slide it into a card case for example. Food for thought.