Welcome fellow left-behind enthusiasts,
I'm going to play 2.0, but some of my friends will inevitably still be 1.0 people. Before we jump ship, I want to come up with a set of house rules or recommendations to pass to FFG for one final FAQ. One FAQ to end all FAQs, one nerf to rule them all. Here's where you all come in. Of course, it won't be possible to get total agreements, but more people chiming in and voting for what looks most sensible should make something that seems most agreeable. In the end, perhaps these would be my own house rules, but hopefully, many many will enjoy them and we can reference this as a set of rules for enhanced 1.0 play. I'm going to start by putting out some ideas here. And we can discuss them broadly here. Then, I'll make new threads for each point, and people can vote and make specific comments on that one facet.
1.2 stands for the vision of a mature version of the old Xwing game, something like the Brood War of Starcraft 1. Imbalances will exist, but there's a will and a way for every faction. And hopefully nothing is too much stronger than everything else. (Preferably here, we can more balanced than Brood War, which had extremely strong legal strategies.) I hope that 1.2 could be used as tournament rules for balanced play, but also as a foundation for casual play into the future. This means also think of what you'd want lay-people to enjoy if they come across you and some friends playing some 1.2.
The Great Nerfing
So, the first step to 1.2 is considered an evaluation of the meta and diversity of 1.0. At this step, we look at what is really too strong in 1.0, what are design decisions that might be way out of norm, and suggest nerfs. Here are some givens I'm starting with, and they will be up for discussion.
Givens/Assumptions:
1. Nerfs are needed. First, some game designs simply get out of hand. At this point, you should probably agree that the game is more diverse (better off is too hard to quantify) after nerfs to things like Pre-nerf 3 Jumpmaster Torps and pre-nerf-boost-then-TJ Trajectory Simulator Proton Bombs. If you can't agree about this, I really do suggest you're in the wrong thread. Second, the power of the current meta is extremely stratified, and causes many meta lists to be considerably more effective and easier to win with than other random well-built lists. This is arguable, and many are of the mind that this might not be the case. However, you can look here
http://meta-wing.com
for some data on the best squads, and you'll notice that the same lists, or the same type of lists keep recurring and staying on top.
2. Nerf things that are way above parity down, instead of trying to buff everything up to a higher power level. Much harder to playtest, also nearly impossible to bring everything up to a similar level.
3. Borrow ideas/designs from 2.0. The easiest way to get something that seems FFG.
4. Try and change as little as needed. Try and make things explainable in one sentence. Do not add to mental burden of remembering 1.0 and then having to remember details in 1.2 rules.
5. Goal is list diversity and fun. List diversity means reducing power disparity so more other well-built lists have a chance. It allows for people to play with more options and pieces. It allows for different play styles to be rewarded. Fun is much harder to agree upon, as it seems people's concept of NPE has a lot to do with what they don't like and what they personally fly. But generally, try and think of what is more fun for both players in a game.
Nerf suggestions:
1. Sheathipede loses EPT slot.
2. Ghost-AttackShuttle titles: The Ghost's end of turn attack must be performed from the Attack Shuttle's (rear) 3-dice primary or it's attached turret. The attack shuttle does not share upgrades with the Ghost.
3. Harpoons - The action to remove loses the damage upon failure. (Becoming harpooned now means loss of actions, from trying to flip the card, but not guaranteed damage.)
4. Reinforce - Must be used to change a rolled die to evade. (Does not add an evade result anymore.) Reduces damage to a minimum of 1 if used.
5. Scurgg - Loses EPT slot.
(6. When defending against secondary weapons at Range 3, roll a die for Range 3 bonus. (This seems like a very drastic power shift, I am therefore hesitant.))
What will probably be left as the best ships:
1. Quickdraw. Definitely has staying power near the rest of the meta. Though possible to outfly and outplay.
2. Dash
3. Miranda
4. 5 Xwings