One thing the designers keep mentioning is the new design spaces they have opened up with the new edition. "New design space" is a magical place and I can't wait to see how this will affect the game. Those 3 words have me more excited than anything else (more so than the HWK and Quadjumper changes).
We know of the following new spaces:
Systems Phase: The phase where all bombs, mines, and __ ? __ happen. I love bombs, as anyone that plays me regularly in the Space Coast X-Wing League will attest to. I am excited they are going into their own phase, even though I am going to sorely miss Quadjumper mine shenanigans. ? I have a feeling there is going to be more content in this phase. Maybe new system upgrades will happen here. Excitement!
Docking: This is going to be a goldmine for crude humor, much of it sexist, creepy, and awkward. But it will also allow for new mechanics to enter the game. Dock and regain charges/Force, repair damage cards (repair, as in the new damage mechanic, not remove), or regen shields? Maybe even swap pilots/crew between the ships? Removing a ship from the battle before it gets destroyed will be a boon if the game is nearing end of time in tournament play. Even docking to avoid hitting a rock, mine, or going off the map may affect a games outcome. Or just clearing a friendly off the map for a turn to declutter the field.
Force Abilities: Yes please! Nothing would make me happier than using the Force to tractor beam a ship (Force Pull), but that seems like it may be a stretch. I like that there will be Light and Dark Side abilities. No Gray though. Maybe other Force traditions may appear in this space. Force Illusion to move a ship similar to a decloak action? Mind Trick to force an enemy to not use 1 of their available actions?
Reserve: A wondrous place where we know Boba hides out until the end of Setup and where Moralo takes a pitstop. Maybe there will be an upgrade that deploys a beacon during the systems phase so a Reserve ship can appear near. Maybe Cikatro exists and he can only choose an Upgrade kept in reserve. Dock on a ship to exchange munition for one from the reserve. Nice design space for Campaign and Epic play.
Conversion Kits:
They have already hinted the Lambda has more in store with a future conversion kit. A nice way to get new content added without have to buy ship expansions you already own (looking at you Aces, HotR, etc., which they have already said they aren't doing anymore). When a new movie, game, show, or comic is released, buy the conversion kit for it. <grin, grin, wink, wink, nudge, nudge, say no more>
Solo movie
Actions:
The design team really cleaned up the actions from what has been seen so far. With the addition of linked actions there is another space to be played with. Actions that can only be taken with a prerequisite action have already reared their head. Maybe crew, mechs, or other upgrades might add linked actions?
List Building:
By allowing points to be more fluid, FAQs will hopefully be less prevalent. Customizable points for different styles of tourneys will be fun. Episode 4 tourney? Done! Also, by making it app only, it is easily to make different upgrades cost different for various ships and/or pilots. Maybe X Upgrade works well with Wedge, but worse for the generic. Maybe it is 3 points for the generic and 5 for Wedge? Or a pilot known for their maneuvering, but not their combat ability could have cheaper upgrades that affect movement and more expensive upgrades for shooting.
Templates:
Adding a line down the middle of the template doesn't seem like it would change much. I know, right? But we have already seen that barrel rolls have been altered by the middle line. Do talon rolls use the middle line? I am unsure and don't want to rewatch any matches. Other mechanics might be possible now. With bullseye arcs being more important, will we see small ships barrel rolling like large ships? A shorter barrel roll distance would hallmark a talented pilot. Maybe Resistance and First Order might have drift turns (Segnor loop but a 90 degree ship orientation change)? With the addition of the marker on the middle of the 1 straight, they could introduce a slip maneuver or a maneuvering thrusters upgrade. After you place your maneuver marker, place a 1 straight template at the end and placing a ship to the left or right or the 1 straight.
Corner Markers:
Adding the ship corner markers to the base set is nice. One of my favorite 3PP item from 1.0 and nice to see it embraced. What else could be done with these? Deflector shields to prevent bumps? A bumping ship would stop movement the distance of the corner marker away, but count as if it had overlapped for movement purposes.
Bullseye Arc:
I love the bullseye arc on the Kimogila and I am glad to see it's use expanded on. So far there have been spoilered options for pilot abilities, talents, and weapons that really on the bullseye arc for offense. What about defense? Pilot abilities or talents that let you remove yourself from bullseye arc, effects the attacker like the Enforcer title, or defensive bonus that trigger if when the attacker is in your bullseye arc and/or you are not in their bullseye arc.
Design spaces I would like to see:
Squad Abilities: All ships of the same type gain an ability.
Schemes/Tactics: Once per game effects that may affect 1 phase, grant a token, alter dials, etc. "That's No Moon", replace an obstacle with a reserve ship? Disguise gambit to switch locations for 2 friendly ships?
Altering Setup:
Being able to place obstacles closer to the non-starting edges (or even your edge) of the mat. Would allow for more obstacles, larger obstacles, and the benefit of closing off the jousting lanes (my biggest gripe with setup, easily closed off with Minefield Mapper in 1.0). New obstacles like clouds: plasma (no actions can be taken), ion (unable to perform red maneuvers), or dust (reduce range on abilities, weapons, upgrades, etc) or gas (remove 1 attack die).
4 Banks
Any design spaces I missed? Things you would like to see?
added more shi... ships, yeah that's what i meant...