Very nice, (soo much work!)
Hope to playtest next week,
The cost of howlrunner is 18 on the card, 19 in the book.
Are all tie fighter pilots -1 point, Or the variants?
R2-Q2=R2-F2?
Kind regards,
Erik
Edited by Erik3EVery nice, (soo much work!)
Hope to playtest next week,
The cost of howlrunner is 18 on the card, 19 in the book.
Are all tie fighter pilots -1 point, Or the variants?
R2-Q2=R2-F2?
Kind regards,
Erik
Edited by Erik3EOn 2/5/2018 at 12:11 PM, GreenDragoon said: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!
Ah good points, I'll not these down in the error log. I'm doing the edits to release v1.4 which should be out next week.
17 hours ago, Erik3E said:Very nice, (soo much work!)
Hope to playtest next week,
The cost of howlrunner is 18 on the card, 19 in the book.
Are all tie fighter pilots -1 point, Or the variants?
R2-Q2=R2-F2?
Kind regards,
Erik
Thanks!
Good catch on Howlrunner, HR should be 19, all TIE pilots were overcosted by 1, I'll get the rewrite out next week. , so technically 18.
R2-Q2 name changed to reflect biggs' droid
Played a game: 5 x-wings vs corona vader, howlrunner and 2 blacks in superties wiTh cannons.
Rebels won, we think vader may be overcosted.
Forgot my r5's.
Can we get these results uploaded somewhere?
(Had 3 x-wings left, one on one hull, one no shields an one fresh)
Edited by Erik3ECurrently all your ships consist of a base ship, a chassis variant and a pilot. Currently you combine the base ship and the pilot into one card and separate the variant. Might it work better if you combined the base ship and variant into one card (like Armada does) and separate the pilot instead?
This is way easier to show than to tell so I made a mockup. It's nowhere near as pretty as your alt-artwork but it gets the idea across.
f
Mechanically the end result is exactly the same - you've combined a pilot with a ship variant.
However, doing it this way around makes the cards much cleaner and gives you more options.
If you use this method you can also hugely reduce card clutter by removing all title cards from the game. Just incorporate them into ship variants.
For example:
That's a YT-1300 chassis with both Millenium Falcon titles, a mobile firing arc and illicit slot applied to it.
Thoughts?
Edited by Firespray-32On 2/17/2018 at 3:22 PM, Erik3E said:Played a game: 5 x-wings vs corona vader, howlrunner and 2 blacks in superties wiTh cannons.
Rebels won, we think vader may be overcosted.
Forgot my r5's.
Can we get these results uploaded somewhere?
(Had 3 x-wings left, one on one hull, one no shields an one fresh)
excellent to know. I've had a few results sent in where vader has mopped the floor, so he'll be a tricky one to balance. The Corona in 1.3 suffered from the underwhelming cannon options, which has been augmented by access to a new upgrade type in 1.4. I suspect you may have run into trouble as well because all of the TIE/Lns were overcosted in 1.3, and had substandard options for customization. TIEs have been significantly improved in 1.4, which is going up later today.
if you send me a message with your full results I'd be much obliged!
13 hours ago, Firespray-32 said:Currently all your ships consist of a base ship, a chassis variant and a pilot. Currently you combine the base ship and the pilot into one card and separate the variant. Might it work better if you combined the base ship and variant into one card (like Armada does) and separate the pilot instead?
This is way easier to show than to tell so I made a mockup. It's nowhere near as pretty as your alt-artwork but it gets the idea across.
fMechanically the end result is exactly the same - you've combined a pilot with a ship variant.
However, doing it this way around makes the cards much cleaner and gives you more options.
- Statlines are now on the ship card rather than on the pilot card. It's rare you'd change statline by pilot but it's definitely something you'd want to edit by variant.
- Action bars are on the ship card rather than on the pilot card. The TIE/M2 "Havoc" above works exactly like the one in the rules document but the target lock is added directly to the action bar. It's mechanically identical but the card has much less rules text on it and appears simpler.
- You can put the same pilot on multiple ships. Apart from the obvious applications this means far fewer cards to print : if you make Academy Pilot "TIE only" you don't need to print a PS1 generic for any other TIE.
- It's more intuitive - you have one card with everything about the ship on it and one card with just the pilot on it.
If you use this method you can also hugely reduce card clutter by removing all title cards from the game. Just incorporate them into ship variants.
For example:
That's a YT-1300 chassis with both Millenium Falcon titles, a mobile firing arc and illicit slot applied to it.
Thoughts?
Cleaner, yes. But we run into an enormous balance problem by dissociating pilots from their ships. I am able to rein in pilot abilities (whilst still maintaining some interesting diversity) by giving options for each ship type, with each pilot. But I don't have to worry about vader piloting an interceptor, for example.
Now a list of accessible vehicles could be done for each pilot, but then that gets cumbersome quickly.
In either method you have pilots and ships split across two cards, for the minute I'm fairly happy with the layout and it works pretty well once you get used to it. Title cards are currently removed from the game, and at the moment will fall under "unique chassis variant" similar to Vader's ship, so that problem is solved.
So from an aesthetic point of view, yes, it would be nicer. But to make pilots into moveable units between ships would be extremely difficult to balance, running into similar issues as Attack Wing, and would in my view stifle some of the possible creative options we currently have because of the risk of overpowered upgrades.
Things lik, for every variant of an A-wing I have to then keep track of "is this broken with biggs, is this broken with wedge, yes, ok, scale it back, etc. And past wave 1 that turns into a nightmare of organization.
hope that makes sense!
QuoteCleaner, yes. But we run into an enormous balance problem by dissociating pilots from their ships.
I'm not suggesting dissociating pilots from their ships. I got ahead of myself and confused things. I've thought up a better explanation of what I'm getting at.
What I'm suggesting is moving all the ship information from the pilot card to the chassis card.
The mechanical effect is exactly the same, but all the ship data is on the chassis card. This lets you edit statlines and action bars by ship variant with no additional rules text. A card like BTL-S3 which boosts stats wouldn't need any rules text at all.
That's the important bit.
The bit I made everything confusing over was the secondary advantage - the flexibility having the ship restriction (the
TIE/LN only
part) on the pilot cards grants. What I was getting at there is pilots that already have multiple ships, such as Maarek Steele, could be done as one card.
This also lets you be very efficient with generics. A PS1 using the format above with a TIE fighter, TIE interceptor and TIE defender icon could replace Academy Pilot, Alpha Squadron Pilot and Delta Squadron Pilot with a single card.
Edited by Firespray-32