Supremacy: Alternate dogfighting, Ver.1.3 is game-ready and LIVE

By Autosketch, in X-Wing

2 hours ago, nexttwelveexits said:

I really like what you're doing here. And I know I'm late to the party but I wanted to make the argument that there is a pilot missing from this list. If Wedge is a rarefied-air PS10 ace, then the Baron should be too.

This would balance the aces for the factions with two PS10 guys each, and it can also be one of the things that help make (and keep) the Interceptor unique and relevant. And in the other direction, I think that the Interceptor does (and should) feel like a ship that needs a truly great pilot at the controls to really shine. I know he's an expanded universe personality, but really so is Wedge to a large degree, because he wasn't built up as a legendary pilot in the movies. That status really comes from the EU. And in that universe, Fel is Wedge's counterpoint, the best the Empire ever had.

Anyway that's my unsolicited two cents, keep up the great work!

Fel is coming. I mentioned it elsewhere, but yes, he is in our list of ps10 aces. There won't be very many, but he is one of them. We're going to run with the changes to turrets, so we've got some flex to change him a bit. Fel will be not be based around token stacking, but if we nail it right, will feel like both the toughest ship to master but with a really high skill ceiling.

7 hours ago, citruscannon said:

Fel is coming. I mentioned it elsewhere, but yes, he is in our list of ps10 aces. There won't be very many, but he is one of them. We're going to run with the changes to turrets, so we've got some flex to change him a bit. Fel will be not be based around token stacking, but if we nail it right, will feel like both the toughest ship to master but with a really high skill ceiling.

Sounds great. Can't wait to see it!

okay a bit of a teaser here, but here's the new cover for version 1.2, coming soon!
(Edition is left blank for the remainder of version 1 covers. I do the documents in indesign and it makes it easier.

Edited by citruscannon

and a view of one of the new internal page layouts:

It's a repurposed map of costa rica with a few extra lines thrown on there to look like hoth. I might have missed a name or two elsewhere when scrubbing the map so i'll doublecheck again when updating it for the document, but this and a second map will form the backdrop for each page. trying to find a balance between visually interesting but not distracting from text overtop.

Edited by citruscannon

Some updates to version 1.2 The document is about 9 pages in to a 20 page document. I've attached a link to the folder below:

https://imgur.com/a/DMnEf

With a few key additions,

ALL upgrade cards and pilot cards are now being redone. Often only with small tweaks to cost, but I'd like to make it such that you can simply send the deck off to somewhere like MPC and just get the game printed for you. Will make it a lot nicer to play with in person I think.

Not a lot of major gameplay changes, but there is one exception:

"Ethos" cards, with apologies to @Odanan for shamelessly ripping off one of his ideas. The major idea here is to provide a "flavour" card that isn't super powerful but allows you to slightly tweak your list before a match. Maybe you're worried about stress, or maybe you're worried about improving your offense. These won'tturn the tide of the battle but will let me incorporate some of the EPTs that will never make it into the game. "Adrenaline Rush" and "Cool Hand" for example are in use here, as they will not be cards the game uses. These cards are faction specific, and I may expand it to three per faction, but to reinforce feelings of playing a themed list. Balance on these are tricky, but basically if one ethos card is getting used more than others, it will be scaled back, or the others improved. I want it to be a genuine choice.

The "cost" of the card should approach something around 1pt, and should in theory be down to personal preference on how you choose to plan around using it. I haven't designed the art for the cards yet but they will be included along with the other cards.

yP2Oua1.jpg

as well as new cannons are coming :)
wgL9w4V.jpg

Edited by citruscannon
On 1/24/2018 at 5:56 PM, nexttwelveexits said:

I really like what you're doing here. And I know I'm late to the party but I wanted to make the argument that there is a pilot missing from this list. If Wedge is a rarefied-air PS10 ace, then the Baron should be too.

This would balance the aces for the factions with two PS10 guys each, and it can also be one of the things that help make (and keep) the Interceptor unique and relevant. And in the other direction, I think that the Interceptor does (and should) feel like a ship that needs a truly great pilot at the controls to really shine. I know he's an expanded universe personality, but really so is Wedge to a large degree, because he wasn't built up as a legendary pilot in the movies. That status really comes from the EU. And in that universe, Fel is Wedge's counterpoint, the best the Empire ever had.

Anyway that's my unsolicited two cents, keep up the great work!

On 1/24/2018 at 8:51 PM, citruscannon said:

Fel is coming. I mentioned it elsewhere, but yes, he is in our list of ps10 aces. There won't be very many, but he is one of them. We're going to run with the changes to turrets, so we've got some flex to change him a bit. Fel will be not be based around token stacking, but if we nail it right, will feel like both the toughest ship to master but with a really high skill ceiling.

I do believe Vader, as "the best Star pilot in the galaxy" also warrants inclusion in the PS10 corps. I can't think of anyone else to include that has not already been mentioned; the rest of the PS9s are probably fine where they are (excepting PERHAPS Talonbane Cobra.)

Edited by Yakostovian
spelling

It would be an interesting take to make Scum a faction without a True Ace, but give them other strengths to compensate.

alright folks, it's here!

V1.2

https://imgur.com/a/14SWd


I'd write a changelog but so much has been altered for this edition is honestly just better to read the manual. I promise I'll start keeping a clear changelog on future releases.
Now, there's one very important thing missing, which is the print sheets for all the altered cards, and I'll keep working on that to release soon.
As soon as those files are all set-up, we'll release as version 1.3 along with any edits, and the game will be officially playable at home in a convenient manner.

All you need is a printer to print out the cards you want, and some scissors to cut them out, slip them overtop of a card in a sleeve, and you're good to go.

As soon as I get the print pages done, I'll set up a server with a high-res 300DPI print quality PDF

Edited by citruscannon
1 hour ago, Yakostovian said:

I do believe Vader, as "the best Star pilot in the galaxy" also warrants inclusion in the PS10 corps. I can't think of anyone else to include that has not already been mentioned; the rest of the PS9s are probably fine where they are (excepting PERHAPS Talonbane Cobra.)

Vader and Wedge are currently the only PS10 pilots. Future releases will see a few more added to this list: Han and Fel.

1 hour ago, nexttwelveexits said:

It would be an interesting take to make Scum a faction without a True Ace, but give them other strengths to compensate.

Currently there aren't actually any ps10 aces for scum planned. Boba and Fenn Rau are all planned at PS9. I know S and V had a lot of "dirty tricks" up their sleeve in X-Wing but S and V in Supremacy will be less about stealing tokens, forcing dice rerolls, or stacking tokens and more about banned weaponry and illegal modifications. Things like cannons that sap your own shields to do more damage, lots of ion weaponry, big, slow but powerful area of effect weapons.

Edited by citruscannon

I can't wait to try this! So much work has been put into this thank you thank you thank you!

Can't wait to see what the new Interceptors going to be like.

here are the faction ethos cards in colour. Basically, I'm using this area to bleed off some of the under-used cheap EPTs that really just won't get used in the game. We're going to keep the EPTs down and divvy up some of their abilities elsewhere such that a bit more variation is possible with squads. There will always be, simply put, slightly better EPTs, no matter how hard we try to balance them, so to keep some of these cool effects in the game, I'm shifting them elsewhere, and to keep card bloat down.

N0jg8Nu.jpg

and here's the first card sheet, containing EPTs and Ethos cards. On to torps, cannons, missiles next.

KxpRFzB.jpg

and secondary weapons:
f2oSc5Z.jpg

ok, astros are up next.

The core set astros have been modified from 1.2, to garven's, biggs', wedge's and luke's astros respectively.
(regarding wedge's astro, expertise will not be an EPT available in this game)

VS9Fqqa.jpg?1

and we're finally here!

we're live!

A full game experience for you to try at home. All you do is print out some paper cards to slot over your regular cards, and you're in business with Wave 1 of X-Wing Supremacy.

What is this? A complete dogfighting conversion kit/expansion for X-Wing. Recosted rules, redrawn abilities, and deeper augmentation of your individual machines and squadrons with Chassis and Ethos upgrades. The game rolls everything right back to wave 1, so in this build we are back to TIE fighters, TIE/x1s vs. Y-wings and X-wings.

Why should I try it? Well, it should hopefully be pretty fun. X-wings are powerful all-around fighters, Vader is a terror, Y-wings are bruising line-breakers, and there's more variations on a TIE fighter than you can shake a stick at. It's a hindsight creative take on X-wing, and the more people I get feedback from, the more polished I can make the game! :)

Is it balanced? Well, I've done my best, feeding in meta-data with some rudimentary statistical analysis, so in theory, yes. But please do submit error reports and balance fixes either here, or to the log on r/xwingsupremacy , very much obliged!

ok, that's it for now, hope you like it! -Peter

X-wing Supremacy Version 1.3 - LIVE:

R4wCnlA.jpg

Click here to download the PDF

+++Version 1.3, What's New+++

  • The first fully playable version of the game
  • All ships have their required cards, the manual is complete, some last minute balance changes were made, but for now, we'll let the costs settle out of the next few weeks, unless some totally egregious set of builds start popping up
  • Playtesters would be strongly appreciated, it's easy, just print out the pages with the ships you want, I've stacked them up in sheets so you can get everything you need in one go. cut them out and slip them in front of your regular cards, and away you go!
Edited by citruscannon

I'm pretty sure I can playtest this @citruscannon , it looks pretty cool.

Are there any sample squads to start playing with?

Edited by AwesomeJedi

Still not a fan of having to spend an extra point for the basic TIE Fighter chassis (especially compared to what the rebels get), but overall I like the direction you're headed.

2 hours ago, HolySorcerer said:

Still not a fan of having to spend an extra point for the basic TIE Fighter chassis (especially compared to what the rebels get), but overall I like the direction you're headed.

So sadly, I did have this change incorporated, but at some point between when I marked it in and when I did the cards, all the TIEs somehow ended up with the higher cost. It's planned errata change for Version 1.4, where we will drop every TIE LN by 1 pt.

14 hours ago, AwesomeJedi said:

I'm pretty sure I can playtest this @citruscannon , it looks pretty cool.

Are there any sample squads to start playing with?

Hm, nothing made off the top of my head, but some archetypes to play with:

4 stock defensive TIE Advanceds with the x1 chassis are really powerful.
5 X-wings feel almost like 5 strikers
Souped-up vader is terrifying with any support wingmen
TIE swarm going at high speed with a cheap MK2 with an ion cannon (or two) is an interesting one as you can hide it at the back as bait
Corona aces (swarm leader vader and stele) arc-dodge like crazy
Ion Ys are solid rocks when used in groups

a few ideas to play with!

So we'll do 1.4 at the end of this week. At that point we're going to get this set up on TTS, which is sorted out.

I would like to release this on vassal as well, since it's purely a card mod, I'm not sure how tricky this would be, does anyone have any experience with mods and Vassal?

The third thing to think about is Fly Casual. @Sandrem , I know you are ultra busy, but if I've got a set of well formatted cards to upload, is this something that you might be interested in allowing and might be easy for me to do with your software? If you aren't too interested in mod cardsets I do understand, but I thought I would ask!

This is amazing. I love it!

18 minutes ago, citruscannon said:

The third thing to think about is Fly Casual.

If you want to add mod - I can help you with information, PM me.

But main goal of my simulator - automation of ALL rules. So if your content changes the rules, then these changes must be programmed too.

One more suggestion would be to double the point values and make it a 200 point game. This would give you a lot more flexibility in pricing cards.

29 minutes ago, Sandrem said:

If you want to add mod - I can help you with information, PM me.

But main goal of my simulator - automation of ALL rules. So if your content changes the rules, then these changes must be programmed too.

Awesome! Main goal of this is just a card substitute. The only rule change (the way turrets behave) isn't really vital to code in until wave 3, when the falcon comes out. And that's quite a long way away at the minute. I'll get in touch!

27 minutes ago, HolySorcerer said:

One more suggestion would be to double the point values and make it a 200 point game. This would give you a lot more flexibility in pricing cards.

Yep, it would, but being able to flex wordings and point costs is sufficent for my purposes for now, I'm not sure I need the improved granularity. If I were doing extensive computational analysis, then yes. but instead I'm focusing a lot of the tweaks on the splitting of the upgrade bar from the pilot. A lot of the 'power' of cards is situational, e.g. a heavy laser cannon on a B-wing with an appropriate chassis and mods is a much more powerful heavy laser cannon than one strapped to a Mk2 TIE fighter. With Chassis variants I can get around finding the "perfect" balance point for a card because I can inherently make a cannon on one ship (with multiple pilots) better than another. E.g. a chassis variant that lets you have the option to also spend a target lock to turn a blank to a hit insteaad of rerolling dice, is a very subtle boost the cannons on those ships. So it ends up that I don't ahve to have the 'best balance' of a particular cannon, just a very good approximation and the rest can be smoothed out by focusing on what the chassis does for the upgrades instead. So a lot of the 'smoothing' of the rough edges, especially in this mod, will be down to the wordings used, more than the points. Given that I'm playing with wordings, I would also like the points costings to be really intuitive to players of X-wing, plus or minus a few points. Moving to 200pts is a leap in that regard. Hope this explains the position

Edited by citruscannon

Besides every imaginable compliment, all of which you deserve:

you might want to go over some language again. The two main problems I noticed are:

- „Firing Arc“ when you most likely mean „primary firing arc“

- „Discard“ and other imperative instructions where you most likely intended a „may discard“

But it looks amazing and I can‘t wait to try that!