Bullseye Arc Discussion

By JJ48, in X-Wing

I like that they're giving every craft a bullseye arc and taking away the special rules pertaining to it. Having effects that only trigger when you get someone in your bullseye rewards good flying, and might allow for some powerful effects to still exist, as long as they're tempered by the bullseye requirement.

I wonder if it'll work both ways, though. Will there be defensive effects that only take effect as long as you're outside your attacker's bullseye? So again, you could have a slightly more powerful effect, but your opponent can deny it to you by flying well enough?

2 minutes ago, JJ48 said:

I like that they're giving every craft a bullseye arc and taking away the special rules pertaining to it. Having effects that only trigger when you get someone in your bullseye rewards good flying, and might allow for some powerful effects to still exist, as long as they're tempered by the bullseye requirement.

I wonder if it'll work both ways, though. Will there be defensive effects that only take effect as long as you're outside your attacker's bullseye? So again, you could have a slightly more powerful effect, but your opponent can deny it to you by flying well enough?

Maybe, the design space is there for it. To my knowledge we have not seen anything do far.

They really did open up the games design in 2.0 alot of these small little tweaks to things like the bases have huge design implications. The designers did well.

That would make it way too easy to trigger, which is the opposite of what the bullseye arc is supposed to be for. If anything, it should be the other way around, defensive triggers that only trigger while the attacker is in your bullseye, or maybe while you’re in their bullseye. Then you’d be rewarded for positioning your ship in that narrow band, and your opponent would be punished for not having the stones to not put any bullseye dependent upgrades on their ship.

Indeed. By default it doesn't do anything (aside from on the Killergorilla) but 'I avoid their bullseye arc' is a very easy trigger to meet, hence any upgrade triggered by it should be either (a) weak, or (b) expensive, because it'll be on most of the time.

'Being in your opponent's bullseye' by comparison, is kind of an extreme version of the current concord dawn protector because it means you must be flying almost a direct head-on-chicken, so I agree with @Tvboythat that would be an interesting mechanic.

That said, never say never. It'd be easy enough to have an ability be dependent on the bullseye, but I'd make it make an existing cost or rule worse rather than add or eliminate one entirely.

Taking an example - elusiveness. It's due an update of some kind because it's barely used in 1.0. Essentially the core idea of the upgrade is to take a stress to force a reroll of attack dice - it's not impossible that you might make it cost a second stress if you're in the attacker's bullseye because clearly there's only so elusive you can be if they've got you boresighted dead to rights.

Edited by Magnus Grendel

Very curious what they have done with the two named M12L/Kimogila pilots. With 2.0 flying being harder due to overall less reposition opportunities and the (deserved) nerf to barrel rolls, it is going to be more difficult to trigger the Bullseye. Hopefully it is worth it with the named ones.

33 minutes ago, Managarmr said:

Very curious what they have done with the two named M12L/Kimogila pilots. With 2.0 flying being harder due to overall less reposition opportunities and the (deserved) nerf to barrel rolls, it is going to be more difficult to trigger the Bullseye. Hopefully it is worth it with the named ones.

But conversely, there are more ships with non-small bases, and it's a LOT easier to get Bullseye on medium and large ships.