Scum and Villainy 63: HOLONET MAILBAG!

By Kelvan, in X-Wing

Some early thoughts:

Rosters & Pilots:

GENERIC SHIPS: Each player starts with access to two ship types (i.e. X-wings and Y-wings). They can take any generic pilots in their faction that fly those ship types. Certain missions will allow players to add ship types to their squadron. Players can have a maximum of 4 ship types.

GENERIC UPGRADES: Each player starts with access to 5 generic upgrades. These include the non-named unique upgrades, such as lone wolf, experimental interface, etc. Players can equip as many ships with as many of these upgrades as would normally be legal, on a per-mission basis. Certain missions will allow players to add upgrades to their squadron. Players can have a maximum of 10 upgrades.

UNIQUES: Unique pilots and upgrades can be drafted. Players will be able to draft X cards when they join the campaign. Players can also draft from hardened veterans.

VETERAN PILOTS: Generic pilots that destroy an enemy ship and survive a mission can be added to your roster as Veteran pilots. Veteran pilots gain the Adaptability EPT, which does not occupy or require an EPT slot.

Veterans that destroy an enemy ship and survive a mission become Hardened Veterans. Hardened Veterans may either be traded in to draft a unique pilot, or increase in PS by 1, gain an EPT slot in their upgrade bar, and increase in squad point cost by 1 point.


CAMPAIGN ARC:

Tier 1 missions: 80-120 point symmetrically balanced missions, including several ‘deathmatch’ type missions. Variable terrain elements.

Tier 2 missions: 100-150 points, asymmetric missions with strong theming. Imperial and Rebel teams will have access to different missions (Imperials are hunting for Rebel base; Rebels are preparing to assault the Imperial garrison. Missions correspond to discrete locations on a system map (i.e. Imperials can recon an asteroid belt for the rebel base, and Rebels can attack a communications relay orbiting a moon). Victories at some locations may open up access to other locations. Access moderately restricted; need to win some or lose a lot of tier 1 missions before accessing tier 2 missions.

Tier 3 missions: 150-200 point missions. Strong theme - base attack. X Tier 2 victories required to access a Tier 3 mission. X Tier 3 victories will end the campaign.

Economic missions: 100-150 points, asymmetric missions with strong theming. Access moderately restricted; need to win some or lose a lot of tier 1 missions before accessing economic missions. Victories can affect accessibility of certain upgrades/ships.

Matchmaking:

Model A: Ranked matchmaking, in weekly or biweekly rounds. Mission selection is determined during matchmaking.

Model B: Free-form. Players find games using a slack channel, and players roll off to decide who chooses the mission.