New Ship Mechanics, Hold the Ships

By Darth Meanie, in X-Wing

3 hours ago, jesper_h said:

I would like to see the ability to negate debuffs given to every ship as part of the core rules. What I mean is something like:

- You may perform actions when stressed. If you do, suffer 1 damage per stress token. Then receive one additional stress token.

- You may choose a maneuver when ioned. If you do, suffer 1 damage per ion token. Do not remove the ion tokens this turn.

- You may attack when weapon disabled. If you do, suffer 1 damage per weapon disabled token. Then receive one additional weapon disabled token. Do not remove the weapon disabled tokens this turn.

- You may remove all Jam tokens before performing an action. If you do, suffer 1 damage per Jam token removed.

Stuff like that.

I'd also add new wording for blinded pilot to the effect that you can roll any number of dice up to your normal number for a damage per die.

So many pilots just get shut out of the game by Kylo crew because he goes blind>blind>dead.

On 4/9/2018 at 11:11 AM, theBitterFig said:

So what is a "yellow maneuver?"

I'm glad you asked!

In the same way that Reload was originally a pilot ability on Quinn Jast, Yellow Maneuvers are essentially what Ello Asty does to his Tallon Rolls. It would be a maneuver which is treated as white if you are not stressed, but treated as red if you are stressed.

For example, the best ship to use these would be the Jumpmaster. The white left Segnor's Loop, the Right Hard 1 and 2, the Right Bank 3, and now that I think about it, maybe even the Straight 4, should be Yellow moves. If you aren't stressed, they're fine. Your dial is wide open. If you are stressed, however, your options are significantly more limited. It'd add an actual drawback to the asymmetric dial.

Basically, it's a way that a dial could be made a little better or a little worse.

The thing I see with Yellow maneuvers is how does it not get mistaken for a whit maneuver for those with difficulties in seeing colors. I would suggest Orange instead of yellow.

4 hours ago, Marinealver said:

The thing I see with Yellow maneuvers is how does it not get mistaken for a whit maneuver for those with difficulties in seeing colors. I would suggest Orange instead of yellow.

No doubt; I'm not set on any color. The mechanic, whatever color it would be, is all I'd be interested in. Alternately, the arrow could be color-outline, with a black background center, so it'd also have a different shape. Or maybe stripey red and white.

I feel like yellow maneuvers add too much complexity to the base rules. They aren't very straightforward to explain to new players and will probably only be used on a limited number of ships. Thus, I feel that they would be best represented as a ship ability akin to "adaptive ailerons". That way, the rules text is clear and visible when the relevant ship is in play, and ignored otherwise. Adding yellow move mechanics to the base ruleset just adds a bit too much clutter.

28 minutes ago, gadwag said:

I  fe  el like yellow maneuvers add too much complexity to the base rules. They aren't very straightforward to explain to new players  

I think this thread explains them poorly. What they essentially are (if I have read the thread correctly) is

”Yellow Maneuver are just like white maneuvers, but you cannot perform them while stressed”

whether they actually add anything to the game, I don’t know,....

On 4/9/2018 at 8:11 PM, theBitterFig said:

So  what is  a "yellow maneuver?"

 I'm glad y  ou  asked     ! 

And we finally had dials that the colorblind could use...

A good way to simulate yellow maneuvers would be to have a rules text that says "If you are not stressed, you may substitute a 2-speed or 3-speed bank maneuver with a turn maneuver of the same speed and direction. " The dial would have no hard turns and mostly banks.

7 hours ago, ForceM said:

And we finally had dials that the colorblind could use...

Again, doesn't have to be yellow. Whatever color or symbol would work best is what I'd want.

Just a thought I had a while back.

Double sided stress tokens, Red on one side, White on the other. Stress is capped at White (two stress). No more multiple stress tokens.

Red stress token, uses the same old rules, no action, no red maneuvers. White stress token, means no white or red maneuvers, and no action.

On 4/9/2018 at 2:04 PM, All Shields Forward said:

Most missiles and torpedoes being limited to ranges 3-5. They gain a stronger identity, represent the X-Wing computer game better, and getting inside range with dogfighters becomes a thing.

I've been playing with the idea, although it becomes a bit difficult in the regular 3x3 play area. My initial solution:

my knees/back didn't like it too much...

8 hours ago, acesandeights said:

Just a thought I had a while back.

Double sided stress tokens, Red on one side, White on the other. Stress is capped at White (two stress). No more multiple stress tokens.

Red stress token, uses the same old rules, no action, no red maneuvers. White stress token, means no white or red maneuvers, and no action.

Could work. I like the matching between the stress color and the level of maneuver you're locked out of.

That said, I wouldn't want to see it in a world with too many cards like 1e Tactician or R3-A2. Stress stacking is a kinda frustrating mechanic in current X-Wing, but the mitigating factor of it is that once you have a big stack of stress, you can kinda ignore it. A ship with 3 stress tokens isn't going to be clearing it any time soon, and might as well give up on clearing it, and dial in the best white maneuvers as possible, rather than taking weaker, more predictable greens. The fact that the additional punishment of the (N+1)'th stress token isn't much higher than the N'th token is one of the few balancing features in current X-Wing. Granted, I think every stress card--Hera, R3-A2, Overclocked R4--ought to have the same "if you have three or fewer" restriction as Primed Thrusters or Thrust Corrector, and some should remain like Maul and Zuckuss and stop working after a single stress.

In a version of X-Wing with a more-punishing stress mechanic like this Red/White version, I'd hope that stress-dealing mechanics would be a lot more rare and harder to use.

To that end, Flechette Cannon was excellent design.

I would like to see large ships get front and rear shield with an action to redistribute shields.

i.e falcon starts with 5 shields, when you deploy it you can choose to put any number of these into front or rear.

this would add an incentive to out maneuvring your opponent and give you more choices to make.

I would also like to see munitions/cannons get different attack dice with different weighting to the normal dice

i.e 2 crit sides but no focus

this would make cannons,missiles,torpedoes etc feel different without add a bunch of text to cards

Id like to see the nubs on the backs of the bases removed and each ship is allowed to slide left or right after executing the maneuvre similar to the old barrel roll.

this would reduce bumping and increase the skill ceiling as you would have to anticipate a more varied position of your opponents ships

Edited by bageldrone

Targeting dice. You could add them to attack’s to increase the chance of hitting without increasing the damage.

the sides could be Lock symbols, focus symbols and blanks. Evade dice cancel locks before damage.