X-wing 1.0 Balance Mod

By MajorJuggler, in X-Wing

Sheathipeade


Overview

  • The Rebel Sheathipeade just gets some cost tweaks.
  • Fenn Rau in particular has been cost-nerfed quite a bit, to bring his jousting efficiency back in line with reality. Also note that VI and Adaptability cost more on ships that get to PS9, 10, and 11 now, so VI on Fenn costs 5 points, up from 2 points in stock.

Pilot Tiers

  • AP-5 and Zeb are tier 3.
  • Ezra Bridger and Fenn Rau are tier 2.

Pilot Costs and Ability Changes

  • AP-5 (PS1): cost remains 30.
  • Zeb Orrelios (PS3): cost remains 32.
  • Ezra Bridger (PS5): cost increased from 34 to 35.
  • Fenn Rau (PS9): cost increased from 40 to 47.

Key Card Changes

None

Sample Loadouts

  • AP5 + Hot Shot Copilot (37 points)
  • Zeb + Hot Shot Copilot (39 points)
  • Ezra + Snap Shot + R3-A2 + Hera crew (48 points)
  • Fenn Rau + (open EPT) + Hotshot Copilot (55 points)
  • Fenn Rau + Veteran Instincts + Hotshot Copilot (60 points)
  • Fenn Rau + Veteran Instincts + Hotshot Copilot + Flight Assist Astromech (65 points)

VCX-100 Ghost


Overview

  • The VCX-100 when equipped with the "Ghost" title and a docked Attack Shuttle has not been directly altered, but it has received significant indirect nerfs (see Key Card Changes below).
  • If anything, the ghost may actually be slightly underpowered now, despite some slightly favorable cost changes. I don't want to allow 3 Ghosts on the table, so 67 points is the minimum price for the Lothal Rebel.
  • Some playtesting is needed to determine the new best combos with updated turrets and various crew cards.

Pilot Tiers

  • Kanan Jarrus is tier 1.
  • All other Ghost pilots are tier 2.

Pilot Costs and Ability Changes

  • Lothal Rebel (PS3): cost reduced from 70 to 67.
  • Chopper (PS4): cost reduced from 74 to 70.
  • Kanan Jarrus (PS5): cost reduced from 76 to 72.
  • Hera Syndulla (PS7) : cost reduced from 80 to 75.

Key Card Changes

  • Engine Upgrade now gives large base ships a stress after they perform a boost action. (See YT-1300 post.)
  • Twin Laser Turret only grants the 2nd TLT shot if the target is either in-arc or at range 2. (See Turret post).
  • Ezra crew: cost reduced from 6 to 2 / 4 / 5, and card text changed to: " Once per round, when attacking, if you are stressed, you may change 1 of your focus results to a crit result."

Sample Loadouts

  • Lothal Rebel + Fire Control System + Autoblaster turret (76 points)
  • Kanan Jarrus + Recon Specialist + Twin Laser Turret + Ghost title (90 points, plus 30 for Zeb + Phantom title)
  • Others: TBD based on playtesting.

Edited by MajorJuggler

TIE Silencer


Overview

  • TIE Silencers just get cost tweaks across the board. The base costs are lower on all ships, but some key upgrades (Advanced Optics, Autothrusters, Fire Control System) are all individually slightly more expensive (especially on Kylo), but the net effect is still for all loadouts to be less expensive, especially for the PS4, PS6, and Blackout.
  • The "I'll Show You the Dark Side" condition card has been changed so it takes effect the round after it is applied; see the VT-49 post for the exact condition card text. Kylo Ren's pilot ability text has been made optional to fit with this change.

Pilot Tiers

  • Kylo Ren is tier 1.
  • All other TIE Silencers are tier 2.

Pilot Cost and Ability Changes

  • Sienar-Jaemus Analyst (PS4): cost decreased from 52 to 47.
  • First Order Test Pilot (PS6): cost decreased from 58 to 52.
  • Test Pilot "Blackout": cost decreased from 62 to 55.
  • Kylo Ren: cost decreased from 70 to 58, and card text changed to: "The first time you are hit by an attack each round, you may assign the "I'll Show You The Dark Side" Condition card to the attacker."

Key Card Changes

Advanced Optics
cost changed from 4 to 4 / 5 / 6

Autothrusters
cost changed from 4 to 4 / 5 / 6

First Order Vanguard
cost changed from 4 to 5 / 5 / 6

Fire Control System
cost changed from 4 to 4 / 6 / 8

Advanced Sensors
cost changed from 6 to 4 / 5 / 6

Sample Loadouts

  • PS4 + Autothrusters + Advanced Optics (57 points)
  • PS4 + Autothrusters + Advanced Optics + FCS (63 points)
  • PS6 + Autothrusters + Advanced Optics + Adaptability (62 points)
  • PS6 + Autothrusters + Advanced Optics + Adaptability + FCS (68 points)
  • PS6 + Autothrusters + PtL (63 points)
  • PS6 + Autothrusters + PtL + Advanced Optics (68 points)
  • PS6 + Autothrusters + PtL + Advanced Optics + FCS (74 points)
  • Blackout + Autothrusters + PtL (66 points)
  • Blackout + Autothrusters + PtL + Advanced Optics (71 points)
  • Blackout + Autothrusters + PtL + Advanced Optics + FCS (77 points)
  • Kylo + Autothrusters + PtL (71 points)
  • Kylo + Autothrusters + PtL + Advanced Optics (77 points)
  • Kylo + Autothrusters + PtL + Advanced Optics + Advanced Sensors (83 points)
  • Kylo + Autothrusters + PtL + Advanced Optics + Advanced Sensors + First Order Vanguard (89 points)
Edited by MajorJuggler

Alpha-class star Wing (Assault Gunboat)


Overview

  • Assault Gunboats already have unique capabilities and just get some cost tweaks across the board.
  • In the stock game, missile versions (i.e. Harpoons) are more competitive than the cannon versions. This is fixed in part by adjusting the missiles directly (i.e. nerfing harpoons, see Missiles post), and also by reducing the net cost of the cannons by making all the pilots "tier 3" for upgrade cost purposes.
  • Some upgrades that are particularly useful for missiles and torpedoes have had their cost tweaked, see Missiles, Torpedoes, and related upgrades post.

Pilot Tiers

  • All Alpha-class Star Wing pilots are tier 3.

Pilot Cost and Ability Changes

  • Nu Squadron Pilot (PS2): cost decreased from 36 to 35.
  • Rho Squadron Veteran (PS4): cost decreased from 42 to 40.
  • Lieutenant Karsabi (PS5): cost decreased from 48 to 47.
  • Major Vynder (PS7): cost decreased from 52 to 50.

Key Card Changes

XG-1 Assault Configuration
cost reduced from 4 to 0 / 0 / 0

Linked Battery
cost increased from 4 to to 6 / 7 / 8

Sample Loadouts

  • PS2 + XG-1 + HLC (46 points)
  • PS2 + XG-1 + HLC + Linked Battery (52 points)
  • PS2 + XG-1 + HLC + Linked Battery + Long Range Scanners (53 points)
  • PS4 + Adaptability + XG-1 + HLC (50 points)
  • PS4 + Adaptability + XG-1 + HLC + Linked Battery (56 points)
  • PS4 + Adaptability + XG-1 + HLC + Linked Battery + Long Range Scanners (57 points)
  • PS2 + Harpoon Missiles + Long Range Scanners (46 points)
  • PS4 + Deadeye + Harpoon Missiles + Guidance Chips (54 points)

Edited by MajorJuggler

Upsilon Shuttle


Overview

  • The Upsilon Shuttle is already quite unique, so just gets some cost changes. The costs here may still be a hair conservative, but will still be much more competitive and make a good starting point for testing.
  • All of the Upsilon's except for Kylo are tier 3, encouraging them to be loaded out with a variety of upgrades.
  • Dormitz's pilot ability has been tweaked to explicitly prevent the interpretation that he can be placed anywhere on the game board during deployment.
  • Kylo Ren's pilot ability has been made optional, to go along with the one-turn delay added to the "I'll Show You The Dark Side" condition card (see VT-49 post ).

Pilot Tiers

  • Starkiller Base Pilot (PS2), Lieutenant Dormitz (PS3), and Major Striden (PS4) are tier 3.
  • Kylo Ren (PS6) is tier 2.

Pilot Cost and Ability Changes

  • Starkiller Base Pilot (PS2): cost reduced from 60 to 53.
  • Lieutenant Dormitz (PS3): cost reduced from 62 to 56, and ability changed to: "During setup, other friendly ships may be placed anywhere in the play area at Range 1-2 of you."
  • Major Striden (PS4): cost reduced from 64 to 58.
  • Kylo Ren (PS6): cost reduced from 68 to 63, and pilot ability changed to: "The first time you are hit by an attack each round, you may assign the "I'll Show You The Dark Side" Condition card to the attacker."

Key Card Changes

Kylo Ren's Shuttle

Cost remains 4 / 4 / 4

Sample Loadouts

  • Starkiller Base Pilot + Palpatine (69 points)
  • Starkiller Base Pilot + Fire Control System (57 points)
  • Starkiller Base Pilot + Fire Control System + Advanced Optics + Fleet Officer (66 points)
  • Starkiller Base Pilot + General Hux + Advanced Optics + Fire Control System (70 points)
  • Starkiller Base Pilot + Sensor Jammer + Rebel Captive + Kylo Ren's Shuttle (67 points)

B/SF-17 Bomber


Overview

  • Crimson Specialist's ability can now only be used when not stressed, and it gives a stress after use.
  • Ordnance Silos has been significantly buffed, allowing the B/SF-17 Bomber to drop two copies of a bomb at once (with two corresponding discards) when dropping a bomb with the 1 straight template.
  • The Rebel B/SF-17 Bomber and its upgrades get some cost tweaks across the board.

Pilot Tiers

  • "Crimson Specialist" (PS4) is tier 2.
  • All other B/SF-17 Bomber pilots are tier 3.

Pilot Cost and Ability Changes

  • Crimson Squadron Pilot (PS1): cost decreased from 50 to 45.
  • "Crimson Specialist" (PS4): cost decreased from 54 to 50, and ability changed to: "When placing a bomb token you dropped after revealing your maneuver dial, if you are unstressed you may receive one stress token to place the bomb token anywhere in the play area touching your ship."
  • "Cobalt Leader" (PS6): cost decreased from 56 to 53.
  • "Crimson Leader" (PS7): cost decreased from 58 to 54.

Key Card Changes

See Bombs .

Global rule change : When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead. Note : this text no longer needs to appear on the "Extra Munition" and "Ordnance Silos" Upgrade cards.

Crossfire Formation

  • cost reduced from 4 to 2 / 3 / 3

Deflective Plating

  • modification
  • B/SF-17 only
  • cost reduced from 2 to 0 / 0 / 0.
  • When a friendly bomb detonates, you may choose not to suffer its effects. If you do, roll an attack die. On a <hit> result, discard this card.

Minefield Mapper

  • No longer discards a copy of the bomb on use, see Bombs .

Ordnance Silos

  • bomb
  • B/SF-17 Bomber only
  • cost reduced from 4 to 0 / 0 / 0.
  • Card text changed to:

    When you equip this card, place 3 ordnance tokens on each other equipped <bomb> Upgrade card.

    When dropping a bomb using a 1 <straight> template, you may discard that bomb's Upgrade card to drop an additional copy of that bomb in the same position.

    Increase the cost of this card by the total cost of all <bomb> Upgrade cards that have an ordnance token placed on them.

    FAQ : If a bomb Upgrade card has zero ordnance tokens on it before dropping any bombs that turn, Ordnance Silos cannot be used to drop a second copy of that bomb.

Sample Loadouts

Note: All B/SF-17 Bombers have Deflective Plating equipped.

  • Crimson Squadron Pilot (PS1) + Ordnance Silos + Seismic Charges + Accuracy Corrector (55 points)
  • Crimson Squadron Pilot (PS1) + Ordnance Silos + Proton Bombs + Trajectory Simulator (61 points)
  • Crimson Specialist (PS4) + Ordnance Silos + Cluster Mines + Accuracy Corrector (67 points)
  • Crimson Specialist (PS4) + Ordnance Silos + Cluster Mines + Minefield Mapper (65 points)
Edited by MajorJuggler

T-65 X-wings have now been updated with the new FFG fixes. "Renegade Refit" goes right into the trash, but "Servomotors S-foils" is used verbatim. X-wings in this mod still have +1 hull and get to reroll a blank on offense.

Astromechs are recosted so FAA isn't the braindead auto-include droid.

We'll have to keep an eye on the 5x PS1 x-wings with their increased durability and firepower.

On 11/27/2017 at 11:02 PM, MajorJuggler said:

T-65 X-wing


Overview

X-wings are now the Rebel's pure jousting equivalent of the empire's TIE Fighter and get more firepower and more durability than in the stock game. FFG's new "S-foils" card will help generic X-wings keep their guns on target, and make them deadly when they do so. The cost efficiency of all the X-wings across the board is designed so they should be competitive jousters at all pilot skills.

The T-65 X-wings are slightly different in this Mod than in the stock game.

  • FFG's new S-foils card is used verbatim with zero changes.
  • FFG's new "Renegade Refit" torpedo has been completely removed from this Mod.
  • A new modification has been added, "X-wing Refit", that increases the X-wing's firepower, and also allows one additional modification to be equipped.
  • Integrated Astromech now also grants +1 hull, and allows one additional modification to be equipped.
  • Astromech costs have been tweaked so a broader variety of options are now viable. For example, R5 is now the cheapest option at only 1 point (at a 200 point scale), and Flight Assist Astromech has had its cost increased. (see below).

Pilot Tiers

  • Tier 2 X-wings: Biggs Darklighter, Luke Skywalker, Wes Janson, Wedge Antilles.
  • Tier 3 X-wings: everyone else.

Pilot Costs and Ability Changes

  • PS1 Pilot: cost changed from 40(?) to 39.
  • Rookie Pilot: cost decreased from 42 to 40.
  • Tarn Mison: cost decreased from 46 to 44.
  • Red Squadron Pilot: cost decreased from 46 to 45, and gains an EPT.
  • "Hobbie" Klivian: cost decreased from 50 to 48.
  • Biggs Darklighter: cost increased from 50 to 52.
  • Garven Dreis: cost reduced from 52 to 51, and gains an EPT.
  • Jek Porkins: cost decreased from 52 to 48.
  • Luke Skywalker: cost decreased from 56 to 53. Ability changed to: "When defending, you may change any number of your <eye> results to <evade> results."
  • Wes Janson: cost decreased from 58 to 54. Ability changed to: "After you perform an attack, you may remove 1 focus, evade, reinforce , or blue target lock token from the defender."
  • Wedge Antilles: cost remains 58.

Key Card Changes

Integrated Astromech
0 / 0 / 0
Modification. X-wing only. Limited.
Increase your hull value by one. You may equip one additional modification. When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card (without resolving its effect).

Servomotors S-foils
No changes.

X-wing Refit
0 / 0 / 0
Modification. X-wing only. Limited.
You may equip one additional modification. If you are unstressed when attacking with a primary weapon, you may either reroll one blank attack die, or, if you have a target lock on the defender you may change all <eye> results to <hit> results.

Custom X-wing upgrades FAQ:

All X-wings can simultaneously equip Integrated Astromech, X-wing Refit, and one other modification (assumed to be Servomotors S-foils).

Flight-Assist Astromech
Cost increased from 2 to 3 / 4 / 5

R5-D8
2 / 3 / 3
Astromech
Once per round, after you remove a stress token, you may discard 1 of your facedown Damage cards.

R2-D2
5 / 6 / 6
Astromech
After you execute a green maneuver, you may remove 1 shield token from this card to recover one shield (up to your shield value). After you execute any maneuver and you do not recover a shield, you may place 1 shield token on this card if it does not already have a shield token on it.

R4-D6
3 / 4 / 5
Astromech
When you are unstressed and hit by an attack with at least 3 uncancelled hit results, you may choose and cancel those results until there are 2 remaining. For each result cancelled in this way, receive 1 stress token.

R5
Cost reduced from 2 to 1 / 1 / 1

Card Comments

  • All X-wings can simultaneously equip Integrated Astromech, X-wing Refit, and and one other modification (Servomotors S-foils). This is the same card count as in the stock game, with a focus on making the X-wing more powerful instead of just making it cheaper.
  • Integrated Astromech effectively no longer consumes the modification slot, and by itself also increases the hull value by one, giving T-65 X-wings a 3/2/4/2 statline even before ejecting their droid.
  • X-wing Refit helps X-wings achieve the “powerful” description that the FFG Core set labels them as, although it only works while the ship is unstressed. Like the change to Integrated Astromech, it is another modification that effectively does not consume a modification slot.
  • R2-D2 gets nerfed so he only works every other round, which was more of an issue with Corran Horn, but also affects X-wings. Luke with R2-D2 is still pretty good late game if he gets into a cadence of alternating sloops and green moves, especially with his defensively stronger ability.
  • R5-D8 was Porkins’ droid, and has been totally rewritten to synergize with him as a form of regen.
  • R4-D6 gets hit with a significant nerf hammer since it now only works when unstressed and has had a cost increase, but the cost can get rolled back if needed.


Sample Loadouts
Note: all include Integrated Astromech, Servomotors S-foils, and X-wing Refit.

  • Rookie Pilot + R5 (41 points)
  • Tarn Mison + M9-G8 (49 points)
  • Red Squadron Pilot + R5 + Crackshot (48 points)
  • Hobbie + Targeting Astromech (50 points)
  • Jek Porkins + Push the Limit + R5-D8 (55 points)
  • Luke + Adaptability + R2-D2 (60 points)
  • Wedge + Push the Limit + BB-8 (68 points)
Edited by MajorJuggler

With T-65 X-wings getting access to barrel roll via "Servomotors S-foils" I wanted to keep the TIE Fighters slightly ahead of X-wings positionally, so I updated "Evasive Thrusters" so they get a free barrel roll action if they didn't overlap (same wording as x7). Evasive Thrusters can still be ditched to reroll green dice, so TIEs still see a boost to both durability and damage output (Attack Formation, which remains unchanged). Full TIE Fighter post is here .

On 11/27/2017 at 11:04 PM, MajorJuggler said:

TIE Fighter


Key Cards

Attack Formation
0 / 0 / 0
TIE Fighter, Z-95, or M3-A Interceptor only . Title.
When attacking with a primary weapon, if the defender is in arc of another friendly ship with "Attack Formation" equipped, you may add one <hit> result. If you do and this attack hits, the defender suffers one damage, and then cancel all dice results.

Evasive Thrusters
0 / 0 / 0
Modification. TIE Fighter only.
Your agility value must be "3" to equip this card. After executing a maneuver, if you did not overlap an obstacle or ship, you may perform a free barrel roll action.

When defending, you may discard this card to reroll any number of defense dice.

Edited by MajorJuggler

Worried about TIE Interceptors getting left behind while the basic TIE Fighter gets access to free barrel rolls? Not going to be a problem!

I went ahead and gave the TIE Interceptors access to "Evasive Thrusters" as well, since it doesn't make sense to give the basic TIE Fighter free barrel rolls without letting the more maneuverable TIE Interceptors do the same. Interceptors also get +1 hull straight up, at no cost and without consuming a modification slot. This has an interesting ripple effect of making Evasive Thrusters and Autothrusters the two most desirable upgrades. Stealth Device and Autothrusters can still be taken, but I'm predicting that for the cost Evasive Thrusters and Autothrusters will be better. This gentle indirect nerf to Stealth Device is intentional, as shooting at AGI4 targets turtled up with focus and evade is not healthy for a positional game.

I made some cost adjustments, which are erring on the slightly undercosted side. Full post requoted here:

On 12/1/2017 at 1:47 AM, MajorJuggler said:

TIE Interceptors


Overview

  • TIE Interceptors get +1 hull for free without consuming an upgrade slot, via a new title.
  • TIE Interceptors can also equip the new Evasive Thrusters modification, which should generally be an auto-include at 0 points. () Evasive Thrusters lets the TIE Interceptors perform a free barrel roll after maneuvering (but before taking their normal action), and can also be discarded to reroll any number of defense dice.
  • Autothrusters will generally be the second modification to take. The Royal Guard TIE cost has been increased, since the second modification is a massive boost to a 3/3/4/0 statline with focus + evade every round.
  • It's still possible to take Autothrusters and Stealth Device without taking Evasive Thrusters, but the combination of Evasive Thrusters and Autothrusters should serve as a gentle nudge away from stacking tons of tokens on 4 agility.
  • Both PS5 pilot abilities have been reworded, and Kir Kanos gains an EPT slot.
  • The Interceptor pilots are fairly aggressively costed across the board considering their new free positional capability with Evasive Thrusters, so some playtesting will be helpful in fine-tuning their costs.

Pilot Tiers

  • Soontir Fel is tier 1.
  • Carnor Jax is tier 2.
  • All other TIE Interceptors are tier 3.

Pilot Cost and Ability Changes

  • Alpha Squadron Pilot (PS1): cost decreased from 36 to 33.
  • Avenger Squadron Pilot (PS3): cost decreased from 40 to 35.
  • Saber Squadron Pilot (PS4): cost decreased from 42 to 40.
  • Fel's Wrath: cost decreased from 46 to 42, and ability changed to: " When the damage assigned to you equals or exceeds your hull value, you may assign one focus token to yourself and then perform an additional attack. "
  • Lieutenant Lorrir: cost reduced from 46 to 43, gains an EPT, and ability changed to: "When performing a barrel roll action, you may use the <1 bank left> or <1 bank right> template instead of the <1 straight> template."
  • Royal Guard Pilot (PS6): cost reduced from 44 to 43.
  • Kir Kanos: cost reduced from 48 to 44, and gains an EPT.
  • Tetran Cowell: cost reduced from 48 to 44.
  • Turr Phennir: cost reduced from 50 to 46.
  • Carnor Jax: cost reduced from 52 to 50.
  • Soontir Fel: cost reduced from 54 to 53.

Key Card Changes

Interceptor Plating
0 / 0 / 0
title. TIE Interceptor only.
Increase your hull value by 1. You may equip one additional title.

Evasive Thrusters
0 / 0 / 0
Modification. TIE Fighter or TIE Interceptor only.
Your agility value must be "3" to equip this card. After executing a maneuver, if you did not overlap an obstacle or ship, you may perform a free barrel roll action.

When defending, you may discard this card to reroll any number of defense dice.

Royal Guard TIE
cost changed from 0 to 3 / 3 / 3

Sample Loadouts

All TIE Interceptors have Interceptor Plating equipped.

  • Alpha Squadron Pilot (PS1) + Evasive Thrusters (33 points)
  • Avenger Squadron Pilot (PS3) + Evasive Thrusters (35 points)
  • Saber Squadron Pilot (PS4) + Evasive Thrusters + PtL (45 points)
  • Fel's Wrath + Evasive Thrusters (42 points)
  • Lt. Lorrir (PS5) + PtL + Evasive Thrusters (48 points)
  • Royal Guard (PS6) + PtL + Evasive Thrusters (48 points)
  • Royal Guard (PS6) + PtL + Evasive Thrusters + Autothrusters (55 points)
  • Kir Kanos (PS6) + PtL + Evasive Thrusters (49 points)
  • Kir Kanos (PS6) + PtL + Evasive Thrusters + Autothrusters (56 points)
  • Tetran Cowell (PS7) + PtL + Evasive Thrusters (49 points)
  • Tetran Cowell (PS7) + PtL + Evasive Thrusters + Autothrusters (56 points)
  • Turr Phennir (PS7) + PtL + Evasive Thrusters (51 points)
  • Turr Phennir (PS7) + PtL + Evasive Thrusters + Autothrusters (58 points)
  • Carnor Jax (PS8) + PtL + Evasive Thrusters (56 points)
  • Carnor Jax (PS7) + PtL + Evasive Thrusters + Autothrusters (64 points)
  • Soontir Fel + PtL + Evasive Thrusters (60 points)
  • Soontir Fel + PtL + Evasive Thrusters + Autothrusters (69 points)
  • Soontir Fel + PtL + Stealth Device + Autothrusters (73 points)
Edited by MajorJuggler

I‘m just here to point out that they might have gotten some inspiration:

Why are there no point costs or upgrade slots printed on cards?

The X-Wing squad-builder app will track the point value of all ships and upgrades, allowing for fast and accurate squad-building. Points will adjust based on the type of game that you are playing, and the cost of a card could vary under very specific criteria. For example, an upgrade card may cost more for one ship to equip than another ship. The X-Wing squad builder app will also track which upgrades a ship is allowed to equip at any given time.

9 hours ago, GreenDragoon said:

I‘m just here to point out that they might have gotten some inspiration:

Why are there no point costs or upgrade slots printed on cards?

The X-Wing squad-builder app will track the point value of all ships and upgrades, allowing for fast and accurate squad-building. Points will adjust based on the type of game that you are playing, and the cost of a card could vary under very specific criteria. For example, an upgrade card may cost more for one ship to equip than another ship. The X-Wing squad builder app will also track which upgrades a ship is allowed to equip at any given time.

In their interviews since the 2.0 announcement, Max and Alex have both said, in multiple ways, that the design focus is on making the game "feel right" and "fun", but the balance portion is not really done during design. It gets vetted by playtesting, and can be tweaked in the future via cost changes. They could REALLY benefit from having a technical balance director that knows how to get the costs right before release.

11 hours ago, GreenDragoon said:

Why are there no point costs or upgrade slots printed on cards?

Because then you never actually own the game!!!

You just have a pile of junky cardboard and plastic that means jack **** without the corporation!

9 minutes ago, Darth Meanie said:

Because then you never actually own the game!!!

You just have a pile of junky cardboard and plastic that means jack **** without the corporation!

Are you now turning into the new Marinealver? ?

On 5/1/2018 at 7:02 PM, GreenDragoon said:

I‘m just here to point out that they might have gotten some inspiration:

Why are there no point costs or upgrade slots printed on cards?

The X-Wing squad-builder app will track the point value of all ships and upgrades, allowing for fast and accurate squad-building. Points will adjust based on the type of game that you are playing, and the cost of a card could vary under very specific criteria. For example, an upgrade card may cost more for one ship to equip than another ship. The X-Wing squad builder app will also track which upgrades a ship is allowed to equip at any given time. 

Yeah I spotted that one too.
In fact I've noticed a LOT of ideas I've seen here in the forums in what we've seen so far of 2.0
Some of them my own.

FFG I am happy to accept payment in cash, cheque or bank transfer. :P

12 minutes ago, Stevey86 said:

Yeah I spotted that one too.
In fact I've noticed a LOT of ideas I've seen here in the forums in what we've seen so far of 2.0
Some of them my own.

FFG I am happy to accept payment in cash, cheque or bank transfer. :P

Yeah me too.

FFG I am happy to accept payment in the form of a sensible, well-designed, and thoroughly fun-to-play second edition to this game that I already love so much. Thank you.

On 5/2/2018 at 6:15 AM, Darth Meanie said:

Because then you never actually own the game!!!

You just have a pile of junky cardboard and plastic that means jack **** without the corporation!

I don't think you ever owned the game. Otherwise you could sue FFG for selling it without your permission.

As for point costs, grab the PDF, print it, keep it. You then get the same 1.0 experience of point costs set on release that never change.

I do plan on still finishing this Mod for all the ships, as the gent building the squad builder is still committed to it, and I'm almost done all the ships anyway.

It'll be a fun legacy "what if" type scenario, "what would X-wing 1.0 have looked like at the end of its life if it was balanced better?".

Who knows, it might still see some replay value. I might re-brand it as "X-wing 1.0 Balance Mod".

When you are done with everything can I put a link to the website I am going to be trying to put together, or even put it up there?

6 hours ago, Jadotch said:

When you are done with everything can I put a link to the website I am going to be trying to put together, or even put it up there?

Sure, sounds good.

I formally renamed this to "X-wing 1.0 Balance Mod", at least for now. If it gets a squadbuilder + traction and we want to change the name later, then these are good problems to have.

Edited by MajorJuggler
13 hours ago, MajorJuggler said:

Sure, sounds good.

I formally renamed this to "X-wing 1.0 Balance Mod", at least for now. If it gets a squadbuilder + traction and we want to change the name later, then these are good problems to have.

Cool, I will give you the credit! and make sure your name is there.

(Again, I am NOT 100% sure I have the time to pursue this. But it could happen.)