Thinking of Making a Reference Card for Mod Slots

By saturnflight, in X-Wing

Recognizing that the app is essential and can't be done away with for squad building, I still feel like having a way to sorta concept build in my binder would be nice. So I'm planning to make some cool looking reference cards. There's definitely a chance they will have to be updated from time to time with app updates (especially as I contemplate putting more info on it), but if I accept home printing quality, that's a small burden.

Right now I'm thinking a card per ship per faction, with most of the card being art. Along the top, the ship type, faction, and a bar with min cost, max cost, and dots along the line to denote the spread of points throughout (this would be somewhat abstract- again, just to give a rough idea to start your squad build). The bottom would have the upgrade slots: first, those that all pilots share, then the more selective icons (deliberating how much info to use to denote those- should the Illicit symbol on an X-Wing say Renegades, for example?)

Has anyone been playing with the same idea? Suggestions on additional info that might be useful?

Quick concept mockup attached.

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Contemplating adding maneuver reference, but unsure where to find that information digitally (for easy copying into my PSD).

Adding maneuver reference would be nice, yeah. I’m definitely going to want references for both these things, combining them into one would certainly save some space and effort for the end user.

I really don't like the aesthetics of most maneuver charts. Too much dead space, and it'd really intrude on the space dedicated to art. Functionally, of course, this would be much more valuable than art would, but I'd like to find a way to have my cake and eat it too.

Concept for new maneuver representation?

I'd color each line according to difficulty, and gray out those they can't use.

Still working on best representation of K-Turns/S-Loops/Tallon Rolls. And reverse needs to be solved too.

Feedback/ideas?

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X-Wing maneuvers represented.

This method would not work for Punishing One, but otherwise it could do the trick...

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I am not quite following how to read those.

5 straight lines = 5 straight maneuvers. Blue, white, and red would indicate difficulty; a non-present maneuver would be grayed out.

(I only had what pens were on hand and was drawing on white paper, so had to make do.)

Banks/turns are shown with curves/right angles, and as all ships except the Punishing One mirror these, the direction is not needed.

K-Turn and Tallon Roll are indicated by red icons tacked onto the normal maneuver (this is the design element I'm least content with).

The concept was kind of, "what if your maneuver templates were actually color coded based on the difficulty?"