5 hours ago, Ebak said:Hey Firebird! Would you mind expanding on your own thoughts to the problem that Meanie presents and your side of it. We've only really heard from Meanie regarding this issue and it would be interesting to get another person's opinion on what they perceive to be a similar problem.
Gladly.
First, as I posted when 2.0 dropped, I was a VERY reluctant adopter of 2.0. As someone who played primarily Y- and K-Wing lists in 1.0, I mentioned a large number of features of 2.0 that I didn’t like at all (mobile arc/ion cannon/reduced hull, etc.). I ended up sinking $$$ into 2.0 core and Rebel conversion because literally everyone I played with, casual or otherwise, was doing so. (I also played Epic, so I fully agree with DM’s aggravation on this issue.) And in doing so, I knew that it wouldn’t be long before the same old power-creep and netlisting that people griped about in 1.0 would return in 2.0. And sure enough, while in 1.0 we had WAAC PS10 Aces, in 2.0 we now have WAAC 6/5/5/ lists. I have commented on the NPE’s I’ve had so far, which I won’t rehash here.
The problem is with the designers who produce absurd pilot abilities and ridiculous upgrades that they either fail, or, more cynically, refuse to test sufficiently to determine their impact on the game, and on their existing player base. These problems will NEVER be fixed merely by point adjustment. As long as it is possible to build 6/5/5 super-alpha strike lists with high levels of dice modification, the problem will remain. At most, recosting may force the use of a few less upgrades. And to DM’s point: I agree that constant “rebalancing” is very problematic for the more casual player, and it alters the game substantially more than power creep and erratas did in 1.0.
So, what is to be done? Is it possible to reduce NPE’s, keep casual players happy, and still let tournament players table each other? (Which last point I have no problem with as an option, since they’ve paid $$$ for their collections just like I have.)
Here I may diverge from DM and others, but I submit that composition requirements would be preferable to recosting. Loath as I am to praise anything GW does, I think the 40K idea of requiring a certain number of basic units, while allowing additional specialized units, can be applied to X-Wing. So, for example, every list could have only a limited number of I5+ ships, and would have to have at least one with I3 or less. In addition, there could be a maximum number of total upgrades per list, or a maximum number per ship. So, as I see it, you could use every ship in your collection, and every upgrade in your collection, but you’d have to make more decisions about which specific ones to use than is the case with just looking at costs.
This could tie in with another issue, namely, Hyperspace. What FFG’s early discussion of various formats said to me was: For limited times, or for certain tournaments, different formats may be used. So, in Season 1 of 2019, the format will be “Battle of Yavin”. In Season 2 of 2019, the format will be “Fall of the Jedi”. Or, 2019 Worlds will focus on (yes) “Aces vs Aces”. Hyperspace could be such a periodic (NOT regular) variant. And so could comp’d formats. Note: I’m not calling for composition scores to be THE way to play the game, and I don’t think it’ll ever be THE way to play the game.
Will this make more work for FFG and for TO’s? Yep. But it could also keep more people happy, and thus keep more people in the community.
So, my proposal: don’t recost, use variant, time-limited formats, and use composition requirements in some of those formats. And, in general, test the game much more thoroughly before adding new ships and upgrades.
That’s my two credits’ worth on the matter.