Firstly, very excited for 2.0. Been playing a little over two years, Scum and Rebel exclusively unless my friends let me play their Imps. But yeah, I'm so in.
Now that being said, with the New Trilogy factions apart from the OT ones, and scum somehow operating timelessly in-between, one of the more interesting aspects of 2.0 is how exactly they are going to differentiate factions to achieve their own flavor. And how the ships will each feel more unique. A prior comment I read brought up how there was a bit of a concern of linked action Rebel X-wings diluting the theme of the Empire ships. How a five T-65 list, (we asked for it, we sure as Hoth got it for 1.0) if they are possible in 2.0, would most likely dominate a 8 ship TIE swarm. As we wait for 2.0, some things I am enjoying hypothesizing on, and being perplexed about, I present for topical and friendly discussion;
1) Are the identities of each 2.0 debuting faction truly unique in game design? What can possibly be assumed is a) Rebel Alliance; Squadmate synergies & durability b) Galactic Empire; Maneuverability & ship count (ships to be priced relatively lower than other factions with similar stat lines c) Scum; Mischievous utility (unreliable or self-risking illicits, pilot abilities that interfere with opponents) & deviant chassis i.e. 3 extra mods Vaksai, curved barrel rolling Starvipers) but what might we be missing?
2) With linked actions being a thing for several ships does it blur the lines and value more than in 1.0 in regards to what makes an Ace an Ace? Having an Initiative of 6, which supposedly will come with a premium cost, might not be as beneficial as before given the compression of many lower initiative pilots who have higher utility abilities that a list could wield more of.
3) With Ace multiple re-positioning abilities highly minimized, modifications more restrained, turrets gaining range one bonuses, does it make the approach of said high cost small ship Aces with less than 5 health (say perhaps, Fenn Rau in a Fang) even more perilous? And will we there be a subsequent influx of Fat Hans, Husky Dashs, Chunky Reys and FETT! fielded to withstand and achieve the best benefit from that high Initiative?
4) How will the First Order and Resistance be designed to be their own? This is really fun to consider; First Order maybe delivers more stress mechanics (although unlikely as designers said they want to reduce NPE effects) or possibly formation flying benefits that reduce defense but enhance aggressive play. But what core mechanics could make the FO truly apart from the Galactic Empire? How will the Resistance catch up in diversity of ship count? (The new live action series might be the cure here) Given how good the Rebel Alliance iconic ships will be, what or who besides Rey and Poe Dameron will help vault The Resistance options to not be overpriced and undersold copies of our beloved Rebels? Piling on more hull or shields hopefully is not the solution and the tech slot will only be worth so much. More linked actions might be a part of making them stand apart. But then the spiral begins all over again.
5) The future of 100/6; Will there ever be a day when a format has a higher player base, such as Epic or Objectives? Granted, tournament options are going to be greatly expanded. But could we see Epic becoming something more than the only seen at holidays Big Cousin of dogfights? Even better, could something akin to an Epic game with Objectives be something viable one day that can be played in under 4 hours?
6) Prequel Factions; Do we really want to shoehorn a prepubescent Initiative 5-6 pilot, a fatherly knockoff of an admittedly overrated (in terms of the films) Mandalorian bounty hunter, and a vast swath of subtle racist stereotyped alien crew and/or entire squads of personality devoid automatons into new factions? Yes, the Naboo Starfighter is cool, but it gets confounding for factional design when the ARC-170 is in Phantom Menace. Although we'll soon see lists with Han Solo and Boba Fett in the same squad so there's that. The million dollar question; would prequel factions sell enough volume comparatively to the "cooler" film factions to be worth the design choice by FFG? These sorts of missteps are the kind of things that sink games and sometimes, companies.
7) K-2SO; Really, how did this Not Happen? Twice? How does L337 make it in and he didn't? Is this JUST to sell us another U-Wing in 9 months? Then again, three different models of the Falcon exist. Sigh, I love K-2S0.
8 ) The PS1 TIE Reaper with BoShek sure was a pain in the Sarlacc against me yesterday, just saying. Advanced Ailerons and 1 forward and it is automatic. It's hilariously funny, sort of. It took several waves for something like that to come about from Heaver's design idea. They should honor the past World's Champions designed cards somehow. It kind of preserves the history of the game a bit.
9) What will it be like in a game where it is possible that more ordnance shots than primaries might be taken over the course of a match? The multi charge facet choice is certainly making ordnance interesting, although thankfully not in an OP way. I really dig how they have made cannons and turrets feel different from missiles and torps. It does seem like a primarily primary weapon game might be a 50/50 proposition in some matches.
10) Finally; The Force. Luke / Ezra pilots, Vader and TGI, these duos could be very competitive for their factions. But hopefully they keep Force pilots and upgrades rare and highly costed. Perhaps even raise squad cost exponentially if adding more force using pilots or crew to a list. Just a thought.
Happy Monday to all!
Edited by Cloaker

