On 2/16/2019 at 12:07 PM, Varulfr said:Ha so I'm seeing a bit of both responses then? To those that argue that the rules make for a better game, is there anything specific in the improvement you could comment on?
I know that it helped with some of the competitive scene, where some overpowered or poorly balanced squads were making things stale... but does that equally apply to casual games? Most of my students just like to fly whatever appeals to them aesthetically, they're not min-maxing or playing to any kind of meta in any way. So is there something in the base ruleset changes that they would find appealing?
Honestly I might be swayed, if there is nothing else even, if 2.0 is just faster to set up!
As a couple of examples only (there were a LOT of changes that effected the game balance)
REINFORCE AND EVADE: 1.0 was reduce attack damage by 1, in 2.0 it was reduce by 1 but a MINIMUM of 1 damage still gos through. This is huge for keeping 2 die attacks relevant. Also, due to double actions being limited and an evade token nerf, this also keeps 2 die attacks relevant (and *cough* 3 die attacks).
THE TURRET POWER CREEP: As a short history, someone at FFG decided to make a ship (ywing) that could shoot outside of its front arc. This was powerful so it was kept to range 1-2 and small attacks. But it created a nice paper, rock, scissors balance of Jousters, Arc Dodgers, and Turrets. All was well UNTIL.... some moron (no offense) at FFG thought, “Hey you know what would be awesome? A massive arc-dodging, heavy laser cannon 4 die attacking turret ship that blows to smithereens the balance (Dash, also Han had his share of blame).” Which led to Autothrusters and the ability to not get hit by 4 die attacks. Which led to the Twin Laser Turret... et cetera. A LOT of ships were just simply left behind and were no longer playable.
INFINITE BOMBS AND REBEL REGEN: Don’t get me started...
PUSH THE LIMIT AND VETERAN INSTINCTS: seemingly unimportant, but surprisingly tough to deal with. FFG had to ponder the difficulty of EVERY ship being able to jack it’s ps up by 2 or taking 2 actions. Now a ship can be designed without this dilemma. It’s ps does not change and ships only get very specific double actions.
THE PUNISHING ONE: Yeah.... sooo .... still so “fixed” my scum player buddy can’t talk about it. FFG got a lot right but not everything.
POINTS AND UPGRADE SLOTS: In 2.0 they are no longer printed on the cards it’s all managed electronically via the website or app. Thus if there’s some accidental imbalance in the game (Vader on a Tie Phantom) then boop! That ship looses that upgrade combo or the points go up. It’s similar to computer games (Overwatch, Etc) where they keep releasing balance updates.
Anyone else have any other big ones to add?
Most of these honestly probably aren’t major concerns in pretty casual settings. But man... it was oppressive to play against EVERY TIME at your LGS. Much like Boba, Whisper and Redline in 2.0 but then Boop! Point change let’s play something new now!