2.0 HotAC work thread

By Rakaydos, in X-Wing

10 hours ago, Do I need a Username said:

Typically what we do is use a die to track facedown damage and only flipping cards when needed. Saves on deck there.

I think a universal ruleset would be nice, but I also think that we might want to make completely different upgrade mechanics for rebel and scum and imperial because of their faction identities. I also think that once the app comes out, we need to explore exactly what limits we can set, as well as how many mods and stuff there are. I think in terms of leveling up, make it two PS per int. for most of them, and maybe making it harder to level up in the long term? Because I agree, a high PS squadron is boring. The problem I've found is limiting that while also finding a fun way to keep a prize at the end. Maybe a universal "upgrade maximum" where a ship can only have a set number of upgrades total (Probably around 8 ) so things don't get too broken? A thought for another time.

Yes, the upgrade mechanics does not really have to be standardized. It can be different based on the campaign designers wishes. What I would like to see in the ruleset is:

Basic AI mechanics (Step by step AI mechanic, formation flying for AI's, swerving, special AIs (Escort, Strike Flee etc)

All ship AI cards. + Elite cards

Basic Map setup

Special Actions and maneuvers for players (docking, protect, hypespace maneuver)

New Components (minefields, space station details. all other components that are not in HotAC but invented in other campaigns.

The rest can actually be campaign specific:

Eject Rolling

XPs, earning and spending

Leveling up the pilot.

Scorecards

Campaign Round

This would allow anyone to make their own campaigns based on whatever preferences they have.

On 5/19/2018 at 4:01 AM, Do I need a Username said:

So, I'm thinking in order to make this easier we might want to make a more detailed schedule of revisions.

1: Update dial AI for core ships (TIE, TIE Advanced, TIE bomber, Lambda, TIE Interceptor)

2: Create "ACE" Cards for core ships

3: Update dial for ACE ships (TIE Phantom, TIE Advanced Prototypes, TIE Punisher, TIE Defender, Striker, Reaper)

4: Create "ACE" cards for ACE ships

5: Update Rebel pilot abilities to reflect assist points

6: Update tier list for rebel ships

7: Create new mission utilizing ships made since release

8: Create multi-faction campaigns.

1-6 would be nice to have finished by September, but only 1-2 are "mandatory" for continued play, and 7+8 are basically my wishlist.

I think that you are on the right track with the AI quadrants @Rakaydos , but I'm not sure about strafing. I think it counts as a nice to have, but not a need to have. As for crits, we normally just played them, and I don't see why that has to change. Maybe make it an optional rule? IT seems balanced and whatnot, I'm just not sure if I want to play it like that.

I somehow suspect we will have a generic pilot at almost every initiative (and 5+6 can be figured out later).

I'm on board.

On 5/19/2018 at 10:35 AM, JanW said:

Well HotAC was created to make famous and favourite OT ships that were forced out of the game by power creep of new waves back into action and I like it that way. Look at most of the new additions past wave 5 and tournament metas since then - most of the watchers could not even recoginze it is Star Wars game as the power creep simply favoured those new strange ships that only some can recognize. Adding more ships even in 1.0 past wave 5 would ruin the game for me. FFG has already ruined X-Wing. Please do not ruin HotAC the same way or at least separate time periods.

I mean, 0.7 remains around...