Dear FFG, please keep things mellow and boring...

By Pewpewpew BOOM, in X-Wing

....and by this I mean, please avoid the compulsion to make the new shiny things just that much better than existing ships.

I am very happy with 2.0. I feel like I have many viable options when list building.

Please be very careful with mechanics that augment initiative, stack tokens, or allow additional actions as these more easily upend game balance and thus should be very limited. I REALLY like your design around linked actions as it gives ships a distinct character. As more mechanics add options for + actions/tokens, the character from those and other ships will be stipped away.

One of the best things they can do is to focus the pilot abilities around the ship that the pilotis flying (like the named pilots of the gunboat). In the past, when they have given a generically good ability (gain a focus when stressed), it just turns out to be too good.

Well, I think this is the biggest "advantage" of having 7 factions now.

They need to release a ton of new ships that need to fill the same role, but in a new faction. No need to invent new abilities, they just need to make a variant of what they have 4 more times for FO, Resistance, Republic and CiS.

OTOH, does this make the game stay flat for the next 3-5 years?. . .

Edited by Darth Meanie

Won't it be a real long time until we see a new chassis for Rebel, Imperial, and Scum? We'll see new pilots as they re-release them (Carnor Jax where are you) but the action bars won't be changing in those factions. Unless FFG decides to add a lot of token/action stacking for only the new factions, I think we'll be ok

Agreed. Making it hard to token stack has made the game extremely more fun and interesting. Lets keep it that way!

I am completely ok with this. There’s so much content to go through and play as it stands.

I would hate for the next few waves to undo that. I have some concerns in wave 2 already....

38 minutes ago, Micanthropyre said:

Won't it be a real long time until we see a new chassis for Rebel, Imperial, and Scum? We'll see new pilots as they re-release them (Carnor Jax where are you) but the action bars won't be changing in those factions. Unless FFG decides to add a lot of token/action stacking for only the new factions, I think we'll be ok

Well, 'really long time' in the case of scum is next wave with the mining guild TIE, and the TIE Brute should be joining the empire sooner rather than later to leverage what little impace Solo had.

I'd like some sort of cheap'ish one time use mod for defense. Like a 1 time use multi-spectral cammo that has a single charge and lets you knock off a target lock for 2-3 points. Or some kind of one time use mods that let you change a crit to a hit or reroll your defense dice. I'm finding that in 2.0 there's still plenty of ways to ramp up red dice and overwhelm, but no good way to keep high agility targets from going splat if your dice completely blank on you.

35 minutes ago, viedit said:

I'd like some sort of cheap'ish one time use mod for defense. Like a 1 time use multi-spectral cammo that has a single charge and lets you knock off a target lock for 2-3 points. Or some kind of one time use mods that let you change a crit to a hit or reroll your defense dice. I'm finding that in 2.0 there's still plenty of ways to ramp up red dice and overwhelm, but no good way to keep high agility targets from going splat if your dice completely blank on you.

I like charges allowing for interesting, but limited, abilities. They still need to be careful about any methods to recharge such cards, though.

Just now, JJ48 said:

I like charges allowing for interesting, but limited, abilities. They still need to be careful about any methods to recharge such cards, though.

Completely agree. In total, I love how much more toned down 2.0 is as a whole. But there are some cases where they still allow 5 or more dice attacks. Some ships simply evaporate if they are dependent on green dice. In 2.0 there have been very few defensive buffs to compensate for that. I'd like something that you can "Once per game, use this thing and not feels bad man". I don't want it for free and I don't want it being abusive. But I'd like something to somewhat help on those fickle green dice.

5 hours ago, Pewpewpew BOOM said:

....and by this I mean, please avoid the compulsion to make the new shiny things just that much better than existing ships.

I am very happy with 2.0. I feel like I have many viable options when list building.

Please be very careful with mechanics that augment initiative, stack tokens, or allow additional actions as these more easily upend game balance and thus should be very limited. I REALLY like your design around linked actions as it gives ships a distinct character. As more mechanics add options for + actions/tokens, the character from those and other ships will be stipped away.

Their current design also requires higher than "normal" flying requirements. Either thru bullseye or severe range restrictions.

Gone is the 3 die 360 turret on Dengar. Seismics require a lot of thinking.

I'll check about Dash and the Ghost. Which might still be a real pain.

---

They should keep in mind to never ever create something like 1.0 Tragedy Simulator anymore.

1 hour ago, Blail Blerg said:

They should keep in mind to never ever create something like 1.0 Tragedy Simulator anymore.

Unfortunately Trajectory Simulator is still an extremely hard counter for Swarms as it is. I almost think tie's need a points decrease in the extended format just to be viable.

1 minute ago, AngryAlbatross said:

Unfortunately Trajectory Simulator is still an extremely hard counter for Swarms as it is. I almost think tie's need a points decrease in the extended format just to be viable.

Its a hard counter to formation flying. Swarms that aren't in formation (Sloane swarms probably current best example) can handle it just fine.

The new design of the bases makes it a LOT easier to design balanced, skill dependent modifiers with a great variety of triggers

You can now be in front of, behind, or flanking a ship (dependent on the line used for denoting fore and aft)

You can be in a bullseye arc

You can restrict abilities to "while focused/evading", and also you can mandate partially or fully executed manuevers

Etc

You can add new modifiers that won't break the game so long as they're tied to gameplay rather than just showing up with the upgrade cards and getting passive mods forever

53 minutes ago, AngryAlbatross said:

I almost think tie's need a points decrease in the extended format just to be viable.

I hadn't considered it, but if necessary, FFG could even make point costs vary by format.

6 hours ago, BDrafty said:

One of the best things they can do is to focus the pilot abilities around the ship that the pilotis flying (like the named pilots of the gunboat). In the past, when they have given a generically good ability (gain a focus when stressed), it just turns out to be too good.

That's a funny comparison to make as Karsabi has a useless pilot ability.

1 hour ago, AngryAlbatross said:

Unfortunately Trajectory Simulator is still an extremely hard counter for Swarms as it is. I almost think tie's need a points decrease in the extended format just to be viable.

No no no. TRAGEDY Simulator. Like, the tragedy of Darth Plagueis the Wise.

This is pre-nerf TS, where you can like move also before TS-launch and stuff. And throwing 1.0 Proton Bombs for a face up card. lol. Comboing with Genius. So you could Move , basically face anywhere, and then Launch Protons AT PS10!!!!!

If you read the cards, it used to allow this.

Come on!

Oh yeah. Nym at Ps10, with pre-nerf TS and TLT? Wow. Holy crud.

First order preview already shows them getting a little crazy. even just counting whats in the preview, 1 shuttle can auto stress groups of enemy ships, give 3 friendlies double actions, roll 4 attack dice, and bassed on the list they showed costs about what boba fett does.

Granted Tie FOs arent too scary, but an entire formation of ties getting co-ordinate actions while your whole squad is stressed is stupid design. Plus Im guessing First order will get a medium fighter and a bomber eventually. Getting nuked by bomber swarms with extra actions sounds lame too

Edited by Vontoothskie
3 hours ago, viedit said:

Completely agree. In total, I love how much more toned down 2.0 is as a whole. But there are some cases where they still allow 5 or more dice attacks. Some ships simply evaporate if they are dependent on green dice. In 2.0 there have been very few defensive buffs to compensate for that. I'd like something that you can "Once per game, use this thing and not feels bad man". I don't want it for free and I don't want it being abusive. But I'd like something to somewhat help on those fickle green dice.

"Bodyguard" from 1.0 seems perfect for 2.0s system.

Spend your focus to give an Ally +1 agility till end of round is pretty balanced, even with a range restriction.

you still need some luck, but you can at least make a target less appetizing or try to influence your opponents choices. Bodyguard was my favorite EPT but never took off in the 1.0 meta because PTL was so busted. It really shined in Scyk swarms before, and it could shine again as a cross faction card in 2.0

Edited by Vontoothskie
40 minutes ago, Vontoothskie said:

First order preview already shows them getting a little crazy. even just counting whats in the preview, 1 shuttle can auto stress groups of enemy ships, give 3 friendlies double actions, roll 4 attack dice, and bassed on the list they showed costs about what boba fett does.

Granted Tie FOs arent too scary, but an entire formation of ties getting co-ordinate actions while your whole squad is stressed is stupid design. Plus Im guessing First order will get a medium fighter and a bomber eventually. Getting nuked by bomber swarms with extra actions sounds lame too

A support ship that takes up half your list will be hard pressed to have three friendlies that aren't TIE fighters. Also, that move stresses all of your friendlies. Everyone else is concerned that the shuttle will be too expensive to be viable, and yet you're worried that a large base ship will be OP? I thought you decided to stick to 1.0, why complain about a game that you don't even play?

Only ships that cost like 2/3 your list should be able to do a "proper tokenstack" that we had in 2.0.

Defenders atm i think are the cheapest capable of getting double tokens on their own, but they gotta go fast so its alright (phantoms as ive mentioned in other posts do NOT count because they REALLY DO NOT WANT TO SPEND THAT EVADE). Theyre either predicable in where they go, or they dont get the evade.

Part of the reason support ships were so bad in 1.0 was their only way of helping was to completely expose themselves, and often it was way more expensive than just dealing with stress via PTL to be worth the investment in another EPT and a support ship.

2 hours ago, HolySorcerer said:

A support ship that takes up half your list will be hard pressed to have three friendlies that aren't TIE fighters. Also, that move stresses all of your friendlies. Everyone else is concerned that the shuttle will be too expensive to be viable, and yet you're worried that a large base ship will be OP? I thought you decided to stick to 1.0, why complain about a game that you don't even play?

Why are you insistent on making ad hominem attacks instead of discussion? If for some reason you believe people have to explain themselves to you and you simply MUST know about my personal decisions, Ive been playing 2.0 with the saws renegades components while waiting to see if 2.0 gets completed for epic before I blow $450+ dollars on conversion

as to the subject at hand, the article may be wrong, but its showing 4 Tie FOs with the Upsilon. assuming Tie FOs start around 30 points, that puts a named Upsilon pilot with upgrades at 80 points or less. Again the article could be wrong as they often are, or maybe Tie Fos are way cheaper than Scyks, but 80 points for a 4 attack hwk290 with 12 hp and amazing support/control ability doesnt seem weak in a faction we already know favors cheap ace arc dodgers and specialists who excel with support.

9 hours ago, Micanthropyre said:

Won't it be a real long time until we see a new chassis for Rebel, Imperial, and Scum? We'll see new pilots as they re-release them (Carnor Jax where are you) but the action bars won't be changing in those factions. Unless FFG decides to add a lot of token/action stacking for only the new factions, I think we'll be ok

Scum's getting the Mining Guild TIE next wave. I'm honestly looking forwards to it. I'm just going to have to remember that debris and loose junk aren't asteroids.

Han gunner in the most recently designed expansion. 4 points for a free action that ignores blocking. How did that one even make it out the door?