As above.
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It makes sense, after all - why bother creating an entirely new mechanic to track the 'Force' ability of pilots, complete with tokens and new rules, if it will only ever apply to 6 or 7 different pilots across the 100+ already in the game? What it DOES give you, though, is new design space for new factions - a Republic faction with significant numbers of Jedi pilots could be differentiated from existing ships by just their Force levels, alone. (And did anyone notice that the droid IG-88 now has what appears to be a new, unique, droid-looking action on its action bar - 'Calculate'? Again, not something that really makes sense to bother to add into the standard game if it's a one-off. But if there are going to be a number of droid fighters soon...)
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Permanently splitting up the Resistance from Rebels as well as First Order from the Empire also sets the precedent for how the Separatists or Republic could fit in - the alternative was always weird. Were would you have put the V-Wings, flown by Republic Clone Troopers as well as the Empire? Or the ARC-170, one of the Republic's ships that the Empire used...but also the Rebellion? Lots of weirdness, all solved now that the factions are being broken down more granularly.
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The Y-wing has been renamed to BTL-A4 Y-Wing. Hmmm. Interesting. Why would they need to do that? The X-Wing also renamed to T-65 X-Wing, but we know that's because there is a T-70 X-Wing in the game, too, and the two ships need to be distinctly identifiable. BTL-B Y-Wing confirmed?
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The objection that the new factions would have too few ships to be viable is also partially addressed, given how few First Order and Resistance ships we have - yet apparently that's enough already for its own faction.
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Also - the timing works. Introducing a new faction to the existing 1.0 game would have been a colossal pain - with three factions that have THAT many ships already, getting a new faction up to a competitive level would have been near impossible, nevermind the 1.0 game was already stretched-to-bursting with mechanics patched into the core game that it was never designed to support. With the cutting out of FO and Resistance, not only are the big 3 factions smaller, but there are 2 other factions now that are quite small themselves - making it the ideal time to slot in another pair of factions.
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Sort of building on that last point - these factions would be released entirely and exclusively as 2nd-edition expansions. So players that just want to 'try out' 2nd edition without having to go all-in with their existing collection can dip their toes in with new factions, unrelated to anything they currently have, and see how they feel about it. Better - for potentially net-new players, it also provides some "easier" entry points to 2nd edition - if it's a Republic or Separatist SKU...you know it's a 2nd edition ship, no question. No need to try to keep in mind what has been updated for 2e, what hasn't been and you need an upgrade kit for, or how many of what items are in the upgrade kits or etc. If it's Republic or Separatist - *boom*, done, you're buying the latest edition and you've got what you need in the box.
- Lots of players have historically expressed lack of interest in Clone Wars-era as factions, given the previous game release model of requiring cross-faction purchases to play. IE., they didn't like the Clone Wars, didn't want to have to buy Clone Wars ships to get a critical upgrade they need for the Rebel/Imperial/etc ships. 2nd edition ALSO solves that problem - "Cross faction upgrades are no longer a thing - if you only play Scum, you only need to buy Scum stuff"
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As a final thought - "He was the best star pilot in the galaxy, and a cunning warrior." Indeed, it's a game about Starfighter combat, and the best star pilot in the galaxy...is not in the game. Nor, indeed, is Obi-Wan. Or Yoda. This was always an obvious omission in the game to date, but never had a good spot to fit any of them in. Especially not as pilots. Enter the Clone Wars era, and...pilot cards for all!