A ship with an asymmetric firing arc?

By Ravenhull, in X-Wing

Okay, I like the idea of ships that encourage, or even mandate, flying in a non-standard way.

My idea here is a ship that comes with a basic forward arc, but would come with 2 configuration cards allowing it to extend it's primary arc to either the left or right arc, adding the ability to fire secondary weapons in those arc (maybe losing the ability to fire them out the front, and not including bullseye weapons). Maybe adding some maneuvering bonuses to, such as all turns being a base red, but the config makes one direction white. Yes, you can get some of the benefits from a turreted ship, but this ship would be fixed in that arc.

One design question would be that if it prefers to maneuver in one direction, would that encourage circling the target, or make it easier to disengage, possibly to do a reload or such?

I know that some would have the concept, but presenting as a thought experiment.

Why stop at white? Why not green? And why not extend the arc to a full 360 turret? And make it like 25 points, with 9 health behind 2 agility and a ton of upgrade options. And if that's not enough make sure the unique pilots have such degenerate abilities and combinations that it results in years of nerfs to other cards and plenty of negative play experiences for everyone.

There, I think we've nailed it. Good job everyone. Go home early.

Edited by ObiWonka
I apologize for derailing your thread only 5 minutes in

Oooooooookay, anybody with any serious thoughts?

I think you end up with Asajj, but without green turns on one side. Either that or you deal with a 2.0 turret, just by another name. It's an interesting concept, but there's really no reason to take a ship like that if:

1. It has munitions, then gunboats/bombers/Y-wings will do it better.

2. It only has a primary turret, in which case you're looking at a ship that's a worse Auzituck, or a better Auzituck.

I think a better institution of the asymmetrical dial is in boost/barrel roll actions. Imagine if the JM5K could only BR left, or a fighter craft could only boost right? It'd really shake up the positioning game.

Assymetric firing arcs are already in 1st edition...

Take a close look at eg an X-Wing ship token. The firing arc goes almost into one corner, whilst being a long way from the other corner. There is quite a significant difference for most of the pilots.

:)

1 hour ago, Ravenhull said:

Okay, I like the idea of ships that encourage, or even mandate, flying in a non-standard way.

My idea here is a ship that comes with a basic forward arc, but would come with 2 configuration cards allowing it to extend it's primary arc to either the left or right arc, adding the ability to fire secondary weapons in those arc (maybe losing the ability to fire them out the front, and not including bullseye weapons). Maybe adding some maneuvering bonuses to, such as all turns being a base red, but the config makes one direction white. Yes, you can get some of the benefits from a turreted ship, but this ship would be fixed in that arc.

One design question would be that if it prefers to maneuver in one direction, would that encourage circling the target, or make it easier to disengage, possibly to do a reload or such?

I know that some would have the concept, but presenting as a thought experiment.

I do agree with you.

Ie: I like what FFG is doing with 2e JM5k, turkey making it a asymmetrical flying ship.

Also the Starviper, I love the curved barrel roll.

Also also adaptive ailerons with the striker and reaper.

Even the Shadowcaster is cool design idea.

I was hopping for a side arc for the U-boat and some way for TIE’s to be more shifty. Like alllowing a nudge or slight twist at the end of movement or something.

I was expecting the YV-666 to fire both lasers and warheads from the sides instead of from the front. I know that's not asymmetrical, but it would have been quite different from what there was in 1.0.
Much like a Sails of Glory (sail) ship would, you would need to dance around your enemies to be able to fire at them.

In 2.0 you could get that by just taking a double primary turret ship and setting it to left-right (although it wouldn't include the ability to fire torpedoes/missiles from those arcs).

Moldy Crow!

I expect that "Tie Heavy" to come with some sort of asymmetric arc. Make it medium base and the midpoint all the way left is a bullseye arc making it almost double size of a normal firing arc. That gives you more room to trigger HLC and Talents that are bullseye based.

As to the OP, I think the card-text version is over-complicated. As described, it's just a turret ship that cannot shoot back. A configuration card would just muck it up, since it's easy enough already. Start with a ship with a front arc plus a single rotating arc (like Jumpmaster or Lancer), but add a trait which prevents the mobile arc from being set back. If you really wanted to couple that with a dial which changes difficulty, single, non-flipped configuration would do it, much like the OS-1 or XG-1 versions of the Alpha. As such, I'd just word it "If your mobile arc is >, treat your [whichever] turns as . If your mobile arc is <, treat your [whatever] turns as ."

Anyhow, I don't really like it. It's just a mildly different turret ship. OK, so most ships in this game are just "mildly different other ships," but it doesn't feel... worth it? There's an added layer of complication which seems like it doesn't add enough spice. Adding an Asymmetric dial to a lancer when it switches from left to right guns just doesn't seem like it's enough more to be justified.

//

As I reread the OP, it seems more like it'd be an arc picked at ship placement and then "essentially fixed" for the rest of the game. Eh. I'm still not super into it. Seems like a ship that you could easily just lose with at set-up, if you don't place in a good way, but again, without really being new and unique enough.

//

What would be interesting, however, as @Azrapse mentioned, would be some kind ship without a front arc, but with left and right fixed arcs. That'd really fly different from anything else. A new double-arc turret can go "left-right" but could also rotate, so that alters strategy.