Reload on Large ships standard, OP?

By GrimmyV, in X-Wing

So what do y’all think of all Large based ships getting a native Reload action via FAQ? What about a Large only mod that allows a second mod? Would this break certain ships? Would it help the U-wing?

what about allowing Bombs to be reloaded too but only in Large ships? Would this break the Resistence Bomber? Would anything live long enough to shoot off more than a standard load?

Yeah a hit would probably not be a good strategy to carry and reload Missiles on a Falcon or torp on a Decimator since the PWT would be not firing during that turn but there’s a few cases for Large ships benefiting from more ordnance shots.

just some thoughts. Reload on the GUNBOAT just got me thinking and wondering.

Yeah, no. Maybe certain ships it would make sense, but universal access is a no no.

Edited by BadMotivator

Reload needs to be restricted. I'm not even sure why the Kimo has it tbh it kinda doesnt care since its not a super cheap ordnance carrier or have ways to abuse it.

There are several frames that if given the Reload action would be a real problem.

Even if the Firespray got reload it probably wouldn’t matter since it still lacks action economy. Oh well

In the era of torp boats, this would have been a firm "Heck No!". Now...I still don't think this is a good idea, but there isn't the obvious problem ship to point that I can think of. Am I missing somebody?

Maybe if it was offered as a generic title for Large ships with less than two torp slots, since obviously those ships would not be able to use EM to double up on torps. Like the U-wing.

Personally I think the reload action was late and haphazardly put together. You have a Scyk with that action as a pilot ability yet a Punisher with so many missile pods that does not have the same ability.

Sometimes I wish we could start over and give TIE Interceptors and A-wings t-rolls and s-loops and dials for all the ships. 2nd edition anyone? New Dials, and pilot abilities better costed upgrades but keep the same models and pilots.

To be fair, the Scyk version is better.

His simply happens at the start of combat, thus it doesnt eat his action.

I mean, reload wouldn't really help Punishers at all anyway. There's very few ships it would help. Even the Scyk pilot, with a better version of reload, is hardly ever played. The new mechanics this wave, reload and jam, are pretty much complete duds as far as I can tell. I don't think it would break that much to give more ships reload. Just make it a modification, and it's pretty much balanced, because then you can't take Guidance Chips. Although I would like to see Reload enter the game for X-Wings and Y-Wings (since per the incredible cross sections, they have little pods that hold like 6 missiles and rotate around.)

Punishers would need both to gain reload and have something else to synergize with it.

Ideally, I think we'll need an Ace pack with a Starwing and a Punisher.

A title for the punisher which gives it extra action economy of some sort. Perhaps "After you perform a secondary weapon attack, you may perform a free reload action".

Accompany that with an Errata to add the Reload action to the Punisher's action bar.

I could possibly see a Large Ship only crew member that gives your action bar the reload action and maybe another effect like changing a blank or focus to a hit with a secondary weapon. It'd be in the 3-4 point range, I'm sure.

Of course, in a 2.0 version of the game, I would change how Extra Munitions and Ordinance in general works.

I'd give every ship a new Ordinance Stat which would be a number between 0 and 3. When a ship with this stat equips a Missile or Torpedo, they'd gain a number of ordinance tokens on that upgrade equal to it's ordinance stat. These would work exactly like Extra Munitions.

So something like an Xwing would have an Ordinance stat of 1. So it could fire a torpedo twice before losing it forever. Would make ships with single ordinance slots more useful.

2 hours ago, BadMotivator said:

Of course, in a 2.0 version of the game, I would change how Extra Munitions and Ordinance in general works.

I'd give every ship a new Ordinance Stat which would be a number between 0 and 3. When a ship with this stat equips a Missile or Torpedo, they'd gain a number of ordinance tokens on that upgrade equal to it's ordinance stat. These would work exactly like Extra Munitions.

So something like an Xwing would have an Ordinance stat of 1. So it could fire a torpedo twice before losing it forever. Would make ships with single ordinance slots more useful.

I disagree. Back when ordnance was more frumpy, this might have been OK, but now more than 1 Cruise/Procket/Harpoon on every fighter is likely to be out of hand.

Besides, IMHO, Star Wars is supposed to be about beams of coherent energy, not munitions.

People would riot and/or ragequit if FFG just started issuing random pointless errata for fun.

14 hours ago, Darth Meanie said:

Besides, IMHO, Star Wars is supposed to be about beams of coherent energy, not munitions.

There's an entire scene in the very first Star Wars movie that explains why turbolasers are useless and only munitions can save the Rebellion and the galaxy. Munitions have had front and center roles in space battles in multiple main line movies as well as EU media. There's a reason munitions have been baked into the game from the very first core set. Not sure where you're getting this notion from.

Edited by Tvboy
21 minutes ago, Tvboy said:

There's an entire scene in the very first Star Wars movie that explains why turbolasers are useless and only munitions can save the Rebellion and the galaxy. Munitions have had front and center roles in space battles in multiple main line movies as well as EU media. There's a reason munitions have been baked into the game from the very first core set. Not sure where you're getting this notion from.

Uh huh. Plot gimmick. Also, the galaxy can't tell the difference between a blaster (superheated plasma) and a laser (coherent light).

But a proper Star Wars space fight has lights of light, not lots of contrails:

star_wars___space_battle-t2.jpg

1 hour ago, Darth Meanie said:

But a proper Star Wars space fight has lights of light, not lots of contrails:

Last time I checked Proton Torpedoes and Concussion missiles don’t leave contrails. Ditto Ion torpedoes. Those prequel era munitions did leave all sorts of trails go, and they even used slug throwers too.

Star Wars can be about any weapons as long as they are on other planets and in space. Even sticks and rocks (well maybe not that...). Because it’s STAR Wars.

Star Wars's approach is pretty much naval combat in space.

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Besides, IMHO, Star Wars is supposed to be about beams of coherent energy, not munitions.

I'm fairly sure all the lasers in Star Wars are actually plasma guns. The -laser suffix usually just means a really big blaster.

48 minutes ago, GrimmyV said:

missiles don’t leave contrails.

Artists like it when they do (or ionized gas trails, or thermal exhaust trails, or whatever):

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Anyway, my actual point was that XWM should remain a game about PRIMARY WEAPON ENGAGEMENTS, not bombs, missiles, and torps.

On 29/12/2017 at 7:57 PM, Marinealver said:

Personally I think the reload action was late and haphazardly put together

On 29/12/2017 at 7:57 PM, Marinealver said:

Sometimes I wish we could start over

I’m not the first to say this but it looks like we are now testing ideas for X-Wing Second Edition. We’ve had a quite a few new unique mechanics recently that seem an obvious choice on different ships or even being core mechanics. It’s that or designers are trying to keep the game fresh (which is disappointingly leaves behind the earlier wave ships).

To give ships Reload as standard is probably taking it several notches too far. I agree with the "primary weapon engagements" argument, but there is no doubt that a) there are ships in the game that are supposed to fight with their payload and b) the empire still needs some counterpart to Sabine and Cad Bane (preferrably noticeably different though).

Why not kill to birds with one stone and make reload an imperial only mod? It fills a niche that's still open, functions on the non-crew bomber and has a significant drawback the player needs to play around.

It is interesting how ffg has handled/screwed up ordnance. First over-costed and weak then massively over-powered and finally niched keeping it’s OP but only against certain things. My personal issue is this though. From Wing Commander to any space flight sim really, how often do you use ordnance on other fighters?

I know I rarely ever have because in all seriousness the real use of these weapons is to disable or destroy large, slow moving targets. They made ordnance way too hit friendly. Try playing X wing vs Tie fighter and hit an interceptor with a torpedo or missle. I gurantee you outside a furball or AI incompetence it ain’t happening. Besides a head on game of chicken I never touched my missle buttons except for a capital ship attack.

There is no real way at this point to fix ordnance in this game but they have completely failed with it as far as I am concerned. I truly hope there was some serious note taking during this series because if there is an Xwing:the next generation they need a complete overhaul of ordnance. It should be useless (yes bombs too) on small fast craft and be massively effective against large, low agi targets.

Edited by LordFajubi