What if There Was an X-Wing 2.0 and it was The Clone Wars

By GILLIES291, in X-Wing

As the title says imagine if they "relaunched" but made it a separate game, same gameplay/style but corrected issues like balancing TLT/Bombs/super dice creep/all other broken cards, and similar to Destiny they had separate leagues, classic OT only, TCW era only and Mixed Legacy mode where all 5 factions could mix.

That way people that hate the prequels don't have their game "tainted" those that love the prequels and more so the Clone Wars TV can dip into the seas of unreleased ships from their show. And the people like me that love it all can finally see if a sea of vulture Droids can overwhelm a sea of TIE Fighters. Or if Jango or Boba is the better hunter in a super legacy format.

So thoughts, would FFG ever release it? Would Disney ever let them? Would you buy it?

I would be all over two starters in a heart beat and would love to see sets like:

Jedi Starfighter and two Vulture Droids

Republic Y-wing, Hyena Droid Bomber

Republic ARC, Tri-Droid

Separatist Gunship, Republic Gunship

The Twilight, Dooku's Solar Sailer

AoTC Jedi Starfighter, Asajj's Fighter

Obi-Wan's Jedi Starfighter, General Grievous's Starfighter

Slave 1 Jango edition, Hondo Ohnaka's Pirate ship (Enter the Fringe/scum of this era and make it like a most wanted pack with cards/bases/dials for Slave 1, Havok, etc

and so on...

Not interested, would not buy it.

Disney doesn't have any problems with the prequels, so that's not an issue.

The issue is someone high up in FFG who is a prequel hater, and who is most likely also responsible for Legion, which will fail with just two factions, especially considering how limited is GCW era ground combat.

Yes, I'd buy it, even without separate formats, (ie CIS and GAR added as extra factions), CIS vs Rebels wouldn't rustle my jimmies more than Resistance vs Rebels already does.

Edited by eMeM
4 hours ago, Suriel said:

Not interested, would not buy it.

Ditto.

And I like the movies (not love, just like) but not a real fan of the looks of the ships.

Edited by pickirk01

The entire reason I want a 2.0 is so they can reevaluate those game mechanics and, more importantly, update every existing ship in the game with rebalanced prices, maneuver dials, available actions, and pilot abilities.

If your proposed 2.0 brings that for every ship, then I'll update my fleet. If it doesn't, then absolutely not; I want nothing to do with prequel content.

1 hour ago, eMeM said:

Disney doesn't have any problems with the prequels, so that's not an issue.

The issue is someone high up in FFG who is a prequel hater, and who is most likely also responsible for Legion, which will fail with just two factions, especially considering how limited is GCW era ground combat.

Yes, I'd buy it, even without separate formats, (ie CIS and GAR added as extra factions), CIS vs Rebels wouldn't rustle my jimmies more than Resistance vs Rebels already does.

Yeah, Disney doesn´ t have any problems referencing the prequels. I can´ t say I´ ve seen them revisit the prequels in any meaningful financial way though.

The prequels don´ t evoke the same spending impulses as the original trilogy. That is why FFG, Disney, and all others have left it behind from a financial perspective.

I do like how Disney has incorporated the prequels into the things that they are producing though.

I think that the main problem for doing an "X-wing"-line set in the Clone Wars period it is that there is a severe lack of squadrons and aces to do a pool of fighters from that era.

The Republic faction has N-1 Starfighters, ARC-170, V-Wings, Y-wings and the two types of Jedi Interceptors. This seems like a good pool of fighters, but there is a severe lack of Squadrons and Ace Pilot names to do the different cards. All Jedi Interceptor's pilots are, well, named Jedis. There is no canonical "Generic Jedi Squadron". So you have a fighter-type limited to unique pilots. And I am quite sure that a lot of people would dislike that the Jedi Interceptor mini has not a customised paintjob for the Jedi Pilot that you want to use. And all ARC-170, V-Wings and Y-wing pilots are clones, whohave a very small pool of named Aces.

The Separatist faction it is even worse, because all his fighters are Vulture, Hyena and Tri-fighter droids. Yes, you can use fighters from non-Trade Federation elements (Techno Union, General Grievous fighter), but again, there are no named Squadrons and Ace Pilot for droid fighters, and there is almost no info about non-droid fighters.

So, I think that FFG sees the EP IV-IX settings as a much more easy place from which to develop units for the game. I don't see any Prequel-hate in FFG designers. The ARC-170 presence in the game is a good indication that they are not against using Prequel Trilogy fighters. They just require too much effort to implement it in the game.

Edited by Agrivar

I’d like to see it as a test bed for XWing proper’s 2nd edition. A beta with new models... then transfer lessons learned to a new edition of X-Wing and bring the Clone Wars ships with it.

Have three factions (Clones, Sepratists, Mercenaries/others) and do

-one fighter

-one bomber

-one interceptor

-one large base support

for each. I’d buy and I’m sure enough others would too.

@Agrivar

wait, what?! You do know there’s three movies and a cartoon series? There are far far more aces and characters than any other time period of canon to draw upon... a complete non-sequitur

Edited by Lobokai
16 minutes ago, Lobokai said:

@Agrivar

wait, what?! You do know there’s three movies and a cartoon series? There are far far more aces and characters than any other time period of canon to draw upon... a complete non-sequitur

Yes, I know there's three movies and two cartoon series. And comics and computer games. And I've seen the movies, both cartoons, and read a lot of the comics (and novels). And I still maintain that the canonical pool of characters it is quite reduced for the Republic faction, and almost nonexistent for the Separatist forces, even using non-Trade Federation forces. Do you know any Galactic Bank, Techno Union or Geonosian named pilot?

Meanwhile, EP IV, V, VI and VII (and Rogue One) have named pilots for almost any fighters which appeared in the movie (although many of them have been "uncanonized" because they came from the Expanded Universe). Just in the "Rogue One Visual Guide" you have more than a dozen pilot names for X-Wing and Y-wing pilots. And some days ago, I found an article published in Starwars.com focused on given the names for the Red and Blue Squadron pilots from "The Force Awakens" (http://www.starwars.com/news/its-the-resistance). There is nothing similar for the Clone Wars era.

A friend of mine loves the ARC-170 fighter design and always wanted to see it added to the "X-Wing" line, and before that happened, the main problem I'd always seen for adding that fighter was: "which pilots and squadrons can you use?" From "Revenge of the Sith", you have "Seven Squadron Pilot" as a generic pilot and "Odd Ball" as an unique pilot, and then you have to start diving in the cartoon and the comic books in search of some ARC-170 named squadron or pilot (good luck with that, because the cartoon uses mainly Y-wing, V-19 and Z-95 fighters). When they finallty added the ARC-170 to the game, they had to assign him unique pilots who fly mainly other types of fighters (Braylen Stramm flies B-wings, Shara Bey flies A-wings, Norra Wexley flies Y-wings and Thane Kyrell flies Y-wings)!

Edited by Agrivar

Absolutely not. I would never purchase such a game. I wouldnt have any problem saying good bye to the game if the focus turned to the prequel era or even put it on equal footing as the original trilogy in xwing.

It would save me a lot of money!

I'd get it, but it would really need some sort of conversion kit to bring the existing models over.

There is a lot of Clone Wars era content that could add nicely to the game.

1 hour ago, Agrivar said:

Yes, I know there's three movies and two cartoon series. And comics and computer games. And I've seen the movies, both cartoons, and read a lot of the comics (and novels). And I still maintain that the canonical pool of characters it is quite reduced for the Republic faction, and almost nonexistent for the Separatist forces, even using non-Trade Federation forces. Do you know any Galactic Bank, Techno Union or Geonosian named pilot?

Meanwhile, EP IV, V, VI and VII (and Rogue One) have named pilots for almost any fighters which appeared in the movie (although many of them have been "uncanonized" because they came from the Expanded Universe). Just in the "Rogue One Visual Guide" you have more than a dozen pilot names for X-Wing and Y-wing pilots. And some days ago, I found an article published in Starwars.com focused on given the names for the Red and Blue Squadron pilots from "The Force Awakens" (http://www.starwars.com/news/its-the-resistance). There is nothing similar for the Clone Wars era.

A friend of mine loves the ARC-170 fighter design and always wanted to see it added to the "X-Wing" line, and before that happened, the main problem I'd always seen for adding that fighter was: "which pilots and squadrons can you use?" From "Revenge of the Sith", you have "Seven Squadron Pilot" as a generic pilot and "Odd Ball" as an unique pilot, and then you have to start diving in the cartoon and the comic books in search of some ARC-170 named squadron or pilot (good luck with that, because the cartoon uses mainly Y-wing, V-19 and Z-95 fighters). When they finallty added the ARC-170 to the game, they had to assign him unique pilots who fly mainly other types of fighters (Braylen Stramm flies B-wings, Shara Bey flies A-wings, Norra Wexley flies Y-wings and Thane Kyrell flies Y-wings)!

The pool of canon Imperial pilots is laughably small. In the movies there is... one. Yet somehow the Empire manages.

Not even mentioning Scum, which have one... ship.

1 hour ago, Agrivar said:

I think that the main problem for doing an "X-wing"-line set in the Clone Wars period it is that there is a severe lack of squadrons and aces to do a pool of fighters from that era.

The Republic faction has N-1 Starfighters, ARC-170, V-Wings, Y-wings and the two types of Jedi Interceptors. This seems like a good pool of fighters, but there is a severe lack of Squadrons and Ace Pilot names to do the different cards. All Jedi Interceptor's pilots are, well, named Jedis. There is no canonical "Generic Jedi Squadron". So you have a fighter-type limited to unique pilots. And I am quite sure that a lot of people would dislike that the Jedi Interceptor mini has not a customised paintjob for the Jedi Pilot that you want to use. And all ARC-170, V-Wings and Y-wing pilots are clones, whohave a very small pool of named Aces.

The Separatist faction it is even worse, because all his fighters are Vulture, Hyena and Tri-fighter droids. Yes, you can use fighters from non-Trade Federation elements (Techno Union, General Grievous fighter), but again, there are no named Squadrons and Ace Pilot for droid fighters, and there is almost no info about non-droid fighters.

So, I think that FFG sees the EP IV-IX settings as a much more easy place from which to develop units for the game. I don't see any Prequel-hate in FFG designers. The ARC-170 presence in the game is a good indication that they are not against using Prequel Trilogy fighters. They just require too much effort to implement it in the game.

You didn't watch The Clone Wars TV series, right? There are plenty of aces and new ships there (including some for the antagonists).

The problem with the Prequels ships is the scale: some would look too small in X-Wing. Some are also too detailed for a mini of that size. Not to mention they don't have the rugged charm of the OT ships.

PS: there is another problem: many of us have no interest in buying ships for 2 new factions.

Terrible idea the prequels are not just terrible star wars films they are terrible movies and I want nothing to do with them.

I'm boycotting battlefield 2 because they added the clone wars I'd do the same with x-wing.

This game seriously needs more factions. Adding the CIS and Republic would make it much healthier as there would be more interfaction dynamics than the current three way. Every successful wargame has far more factions than 3.

1 minute ago, BadMotivator said:

This game seriously needs more factions.

Nope, it's doesn't.

Just now, Odanan said:

Nope, it doesnts

Yes it does. The main complaint i Get about star wars games is ''oh, theres only 2 factions? Not interested''

Wargames need more tham 2-3 factions to draw people in. Its an unwritten rule that 4 is the minimum.

4 minutes ago, BadMotivator said:

Yes it does. The main complaint i Get about star wars games is ''oh, theres only 2 factions? Not interested''

Wargames need more tham 2-3 factions to draw people in. Its an unwritten rule that 4 is the minimum.

Your wrong.

I'm wrong? All these people who told me they didn't like there being only a limited number of factions didn't say what I heard them say?

Well, good thing you are an omnipresent being who can tell me whatI did and didn't hear...

Too many fiddly restrictions do not a fun game make

Prequel stuff in destiny works because you don't have to give a **** about overlapping timelines limiting your ability to build decks. Rotation in destiny is purely gameplay focused, allowing for a fresh rotating competitive meta. They don't give a **** about using "hello there!" Obi wan with young Luke

Similarly, new trilogy works in Xwing for the exact same reason

There is no reason to artificially limit player choice outside the realm of game balance. There just isn't enough prequel stuff to merit separate factions as opposed to rolling ships into existing factions, such as the lovely ARC-170

Edited by ficklegreendice

@BadMotivator does have a point that without a number of factions, you are going to have issues with a game. With a cursory glance, people that like variety in their wargames are going to be right out before even buying the game, such as his previously mentioned conversations. Another issue you have is without multiple factions, an imbalance in the game can be destructive to the player base.

I would not recommend any living competitive game be developed without at least three separate factions due to what can occur when one faction becomes dominant versus the primary mechanics of the second faction due to initial implementation or additional game changes. You end up with a lopsided game that will quickly lose those players that are unwilling to switch to the dominant faction in the meantime while things are sorted out. In an persistent online game based on faction versus faction gameplay, this results in a failure of the game (see: Warhammer: The Age Of Reckoning and its Chaos vs Order sides). In a game like this which was Imperial vs. Rebel, it would result in most all matches being Faction 1 vs Faction 1, and die hard Faction 2 players quitting completely.

By introducing a third faction, you do not eliminate, but you can temporarily offset the collapse of a game when an imbalance occurs. If Faction 1 completely dominates Faction 2, but not Faction 3, then Faction 1 vs Faction 3 and Faction 2 vs Faction 3 games can be played and enjoyed by all. This allows die-hard Faction 2 players, who in the previous scenario would have quit the game completely, to still be able to play the game while the development team analyzes and implements changes to re-balance the game.

I honestly have worries about the long-term health of Star Wars: Legion due to this, but I am going to pick it up anyways because I am a consumer *****.

You can see the success of three and more armies in games like Starcraft, Warhammer 40k, Warmahordes and more. Having more than three factions is simply good to give more variety to gameplay style of armies, and encourage players to purchase more to try something "fresh" which is good for the continued development of the game and company success.

Edited by kris40k
3 hours ago, Lobokai said:

I’d like to see it as a test bed for XWing proper’s 2nd edition. A beta with new models... then transfer lessons learned to a new edition of X-Wing and bring the Clone Wars ships with it.

Yeah, this! A starter with, say, an N1 and a pair of vulture droids. And make it a 200 point game (but double all the point values) to make it easily distinguishable from X-Wing 1.0, as well as giving slightly more design space.

Successive Waves could introduce the Z-95, the Clone Wars era Y-Wing, etc.

Eventually we could have a second starter with two TIE l/n and an X-Wing. And then we'd see exactly how powerful those units are.

As new units are released for X-Wing 2.0, we should see conversation kits for those units, so that those of us with large collections don't need new plastic.

I'd recommend Wave by Wave rereleases, as it would be easy to mess up a several units if they tried to release 30 all at the same time! This would be a bit annoying for folks who would have to wait another several years for Gunboat 2.0, but... Eh.

There would be something tricky where we'd either stop having Republic/CIS releases altogether, or never have them at all, and just roll those ships into the 3 existing factions. I'm not sure which way works better, tbh.

To also put it in perspective, clone wars was mostly ground combat although there was some space fights. But majority of the action was on the ground (which makes me a bit worried for legion). Again with the clone wars ships best way of putting them into X-wing is what they already did with the ARC-170. Take what ever clone wars ship, figure out which subfaction to put them in be it Alliance, Empire, or Scum, and you are good.

As for 2.0 I think it would be best if they figure out a way to change the format but make it so players can still use the 1st edition models as they come back into play. There will need to be some sort of design around card rotation so the devs can better control accretion to reduce the amount of power-creep and OP combos that may come out from future expansions. As for clone war factions, I guess it could be done in making two ore factions but then 1st Order and Resistance will have to be their own factions too and there is not enough ships for them plus you will end up with 7 factions to balance out. I think 3 is the magic number of factions maybe you could have subfactions in which there is a soft split between the Rebels and Imperials and have scum as some sort of neutral mercenary faction. But again that is something the devs have to hammer out when they start work on 2.0. As much as I think the game is prime for 2.0 now I still don't see it happening for another couple of years.

I just want to get more clone war era ships in the game one way or another.

I WOULD prefer it if they got their own factions. As much as I love having the ships in the game, it's not as fun when they aren't with the pilots that used them.

I also think having 5 factions would be fun. Could even do 7 eventually if resistance and first order start getting more ships to use. Scum could be the only "multi-era" faction so to speak. The current 3 factions are all getting a bit bloated now. It's nice having choices of course, but I think we might be at the point now where I'm not even sure you could field one of every ship in a faction for a 300 point epic game.