Star Wars Resistance Race

By Silver_leader, in X-Wing

Hello;

I don't know if the developers will see this, but I am sure that this idea has already popped into one of their heads. Still, I find it pretty interesting.

Star Wars Resistance has been released (and imo, it's far from bad), and the thematic around season 1 seems about a race. The community created a "Mario-Kart-like" race. Would it be interesting to create an official "campaign" race in a 3 x 3 board ? I think there may be an interest in that.

Since there seems to have some missions with the Epic planning, there is also a mission pack that's coming for Armada, the downed At-ST for creating a mini-scenario for Legion, the option of a race with prizes to help custom ships would be nice :)

I am a simple member of the community, but I have done what I can to send a wish to Santa :P

In fairness Armada is kind of based around the mission/objective idea, rather than X-wing which seemed to have had missions just chucked into some of the boxes as an afterthought in 1E. It literally can't be played without an objective card on the table, and part of the initiative bid is for control of objective choice. Those campaign boxes are the only place new objective cards really surface, and that's only the second set since the game launched. If I'm honest, in my experience people rarely actually play the campaign in there, and instead just buy the set for the extra objective and pilot cards.

I feel like the X-wing missions have been replaced with the Quickplay builds, though it would be nice to see something more interesting done with them, but I don't think a race would be the way to go, honestly. I've played a bunch of the Mario kart variant, and while it's fun, its very much what you play when you don't want X-wing, so I'm not sure a race game would hold the spirit of what we're actually playing.

That said, if they want to release a pod racing game with the flight path system from X-wing, or the click-stick from Armada, I'm diggity down. It'll save me from trying to make it myself.

I think this would be a great idea as a stand-alone product that links back to XWM. It could be it's own self-contained game, sold at someplace like Target where families might pick it up at a one-shot racing game based on the Resistance cartoon. OTOH, the box could also include cards and bases that make the ships (the racing pieces} fully compatible with XWM.

Families could buy it, play it, and forget about it.

Other families could buy it, play it, and jump from there to XWM.

XWM players could buy it to get 5 new unique ships that really don't make sense to release as XWM expacs, since they are custom, 1-ace-only racers.

1 hour ago, Darth Meanie said:

I think this would be a great idea as a stand-alone product that links back to XWM. It could be it's own self-contained game, sold at someplace like Target where families might pick it up at a one-shot racing game based on the Resistance cartoon. OTOH, the box could also include cards and bases that make the ships (the racing pieces} fully compatible with XWM.

Families could buy it, play it, and forget about it.

Other families could buy it, play it, and jump from there to XWM.

XWM players could buy it to get 5 new unique ships that really don't make sense to release as XWM expacs, since they are custom, 1-ace-only racers.

This is a clever idea.

3 hours ago, Darth Meanie said:

I think this would be a great idea as a stand-alone product that links back to XWM. It could be it's own self-contained game, sold at someplace like Target where families might pick it up at a one-shot racing game based on the Resistance cartoon. OTOH, the box could also include cards and bases that make the ships (the racing pieces} fully compatible with XWM.

Families could buy it, play it, and forget about it.

Other families could buy it, play it, and jump from there to XWM.

XWM players could buy it to get 5 new unique ships that really don't make sense to release as XWM expacs, since they are custom, 1-ace-only racers.

Flawless suggestion. FFG read this!!!

I’d buy that! 👆

4 hours ago, Darth Meanie said:

I think this would be a great idea as a stand-alone product that links back to XWM. It could be it's own self-contained game, sold at someplace like Target where families might pick it up at a one-shot racing game based on the Resistance cartoon. OTOH, the box could also include cards and bases that make the ships (the racing pieces} fully compatible with XWM.

Families could buy it, play it, and forget about it.

Other families could buy it, play it, and jump from there to XWM.

XWM players could buy it to get 5 new unique ships that really don't make sense to release as XWM expacs, since they are custom, 1-ace-only racers.

I like. Maybe supplement it with a generic stat crossover set for some of the lower points (below 30) XWM ships?

6 hours ago, Codes said:

I’d buy that! 👆

A casual game with 5-6 ships compatible with X-Wing? - count me in.

The game could be very simple, even without combat. No dice or damage deck, only dials and movement templates, ship cards and numbered pieces representing the checkpoints.

Heck, I'm very busy right now, but if FFG doesn't release anything like that in the next months, I will do it myself (will need some proxies for the minis, though).

Edited by Odanan
4 hours ago, Odanan said:

Heck, I'm very busy right now, but if FFG doesn't release anything like that in the next months, I will do it myself (will need some proxies for the minis, though).

Wow, you sound like you're really interested by the idea !

As my first thoughts, I was thinking of the ships in the serie as the racers, with the pilots. Those are modified ships that doesn't belong to an actual faction.

Many questions can be asked like those:

- Maneuvers and movements: templates of X-wing, or a race with squares, and the ship has a determined speed ? IMO: X-wing templates with dials. Reds and blue still there, as stress.

- Combat : maybe, ionizing ships, per example. But if we remove combat, then we get a MUCH MORE simpler game (no attack, no defense, no hull, no shields)

- Checkpoints : I like very much the idea, I would see that as doors you have to cross while maneuvering, so you have to think in advance how you will cross them. The fun thing about the 3 x 3 mat is that you can place checkpoints pretty much everywhere

- Podracing instead of X-wing ships: I like the idea, but I would like to have those ships compatible with X-wing (maybe with an upgrade pack). Podracing can be another game.

If I have some time to spare, I would also be glad to make an "amateur race" like that. In the end, if FFG can be seriously thinking about that as a light X-wing racing game, I am interested :)

I've had a backburner idea for a long time about making a pod racing game using xwing assets, taking some inspiration from the old Gorkamorka racing variants, and a Mario kart variant we were going to use for a league in the local store. This honestly sounds like mash of the two. I'd be all up in it.

34 minutes ago, Silver_leader said:

Wow, you sound like you're really interested by the idea !

As my first thoughts, I was thinking of the ships in the serie as the racers, with the pilots. Those are modified ships that doesn't belong to an actual faction.

Many questions can be asked like those:

- Maneuvers and movements: templates of X-wing, or a race with squares, and the ship has a determined speed ? IMO: X-wing templates with dials. Reds and blue still there, as stress.

- Combat : maybe, ionizing ships, per example. But if we remove combat, then we get a MUCH MORE simpler game (no attack, no defense, no hull, no shields)

- Checkpoints : I like very much the idea, I would see that as doors you have to cross while maneuvering, so you have to think in advance how you will cross them. The fun thing about the 3 x 3 mat is that you can place checkpoints pretty much everywhere

- Podracing instead of X-wing ships: I like the idea, but I would like to have those ships compatible with X-wing (maybe with an upgrade pack). Podracing can be another game.

If I have some time to spare, I would also be glad to make an "amateur race" like that. In the end, if FFG can be seriously thinking about that as a light X-wing racing game, I am interested :)

Ions instead of lasers. Great idea!

Maybe Ions without actual damage, just the ion token (no need for damage deck and it would make sense in a non-lethal race).

A version I had going was that all primary weapons rolled their native dice as normal, but a ship being reduced to zero hit points was essentially stunned for a turn. The next time they revealed their dial, they simply didn't move or perform actions, then all of their HP regenerated and the next player got their turn. This worked well as the turn order was always last place to first place by position, so it meant first place traded players a lot, jockeying for position.

The idea is evolving in my head, and to represent the racing grit for going in the checkpoints, I think that barrel rolling can cause collisions to move other ships. I don't know how yet, but I think it's a good idea.

I am also thinking of initiative, and the movement can be done from high to low init, and the action phase can be done from low to high. In this way, bests pilots can find their spot on the first move, and do their action (if they are not blocked in their move) after the others.

Obviously, front row pilots are the ones with less points, as first player in X-Wing :)

Some talents can be fun. I thought the one of Tora Doza being that if there is a ship in her flank arcs, she can do a boost.

Still not sure how to use ion (firing arcs, ....), but I think a card similar to the feedback array would be interesting.

I also thought that for a ship customizaton, we can provide a basic maneuver ship, and each special maneuver can cost points, so you can build your ship really as you prefer how to maneuver it. People could do ships as jumpmasters, going on one side only. It can be really interesting.

Obviously, for the base game, there has to be some pre-built racers.

I see great potential in this idea. I may put all this on paper and share it on here.

Little update on the project that I had the idea:

- I established the basic rules in a document
- I found/created at least 5 upgrades at different spots for pilot customization
- I will create 6 pre-designed pilots
- The pilot customization card is in thoughts

I will try to give access to a pdf of the project in maybe 2 weeks. To resume a little bit, Here are the first thoughts:

- Everyone will fly the same ship in the race. Only the customizations from the pilots will personnalise the ships
- People can choose which ship they want to play, but they will have to agree on the same. if you want to play with 6 YT-1300, you can, but the race will be much diffferent than taking fang fighters.
- Stress and ion will be the main mod factors in the game

A few questions I would like to have an answer:
- I thought the playing order would be this: higher init moves first, and do his action last. He can more easily predict where to move, but he can do an action at the end of the turn. good idea ?
- Do you think that upgrades can be equipped on all the ships, or if you choose a ship, you can put what is available on X-Wing official rulings ? (ex: astromech on a fang fighter ?, ion bombs on a A-Wing, ...) Imo I would put them available on all the ships

Thanks for answering

I have played multiple Mario Kart variants and they are all way more fun as a concept than they are on the table.

The problem is racing games are supposed to be fast, and X-Wing is a slow game. Specifically the system of multiple players planning their dials, then revealing dials and fishing over templates and finicking with guides and bases all just to move a ship a few inches across the table, for multiple ships in a round, and then have to do it all over again just to move another few inches, is great for a dogfighting game but very slow and tedious for a racing game.

Maybe if there was a variant where players set 2 dials at a time instead of 1 or something, that would be pretty cool. Might have to try that.

@Silver_leader I hope you are looking at the many other versions of this that have already been done.

Here is the rules that our group had come up with and been using for about a year back in 1.0. It also has a link to the version that someone else had made that inspired ours.

https://drive.google.com/open?id=1kmQALugdcg7ELSXD0t_hk4JahVqQhfxD

Note that this was for 1.0 so some of the weird things like ion tokens were to deal with things like electronic baffle being broken on a punisher against normal ion effects.

Edited by Tvboy

That's why you set time limits on dials and actions. The entire group gets 10 seconds to set their dials, and 5 seconds to do an action. Adds to the speed of the game, both by cutting the time it takes to play it, and putting the requisite pressure on players that you'd expect in a race. After the first lap or game, depending on how you play, everyone gets 5 seconds instead of 10. People will make risky or badly thought out decisions under the pressure, and that's part of the fun.

Also, end of the planning phase, everyone turns their dials at once. If nobody else has the same maneuver dialled in as you, grab the template and be ready for your turn. None of this waiting around until your turn for it. Better yet, have your own, and be ready.

On 4/6/2019 at 8:04 PM, Tvboy said:

The problem is racing games are supposed to be fast, and X-Wing is a slow game. Specifically the system of multiple players planning their dials, then revealing dials and fishing over templates and finicking with guides and bases all just to move a ship a few inches across the table, for multiple ships in a round, and then have to do it all over again just to move another few inches, is great for a dogfighting game but very slow and tedious for a racing game.

That's why I intend to remove the engagement phase. Makes the movement and positionning as the main part of the race.

On 4/6/2019 at 8:04 PM, Tvboy said:

Maybe if there was a variant where players set 2 dials at a time instead of 1 or something, that would be pretty cool. Might have to try that.

That's a nice possibility, but it removes the simultaneous play from all the payers, and the reaction to other's movements. I do not think I'll go this way.

On 4/6/2019 at 8:11 PM, Tvboy said:

@Silver_leader I hope you are looking at the many  other versions of this that have already been done.

Here is the rules that our group had come up with and been using for about a year back in 1.0. It also has a link to the version that someone else had made that inspired ours.

https://drive.google.com/open?id=1kmQALugdcg7ELSXD0t_hk4JahVqQhfxD

Note that this was for 1.0 so some of the weird things like ion tokens were to deal with things like electronic baffle being broken on a punisher against normal ion effects.

Thanks for that @Tvboy . I'll check it up.

I just finished the first draft, untested, but finished, of my custom racing format.

I hope you will ike it, there are the main concepts:

- No combat, whatsoever
- Stress and ion will be a major factor
- When using bombs, there is a choice: drop 1 or 2 bombs. Whend ropping 2 bombs, the range of efficiency ig hightened
- Missiles are sent by an action, they have to be in bullseye, and they automatically give tokens if requirements are fulfilled.

When I will play it, I hope to make a second version, that will be tested. Until then !

Edited by Silver_leader

I would remove missiles, torpedoes and bombs. BTW, didn't you say "no combat"?

49 minutes ago, Odanan said:

I would remove missiles, torpedoes and bombs. BTW, didn't you say "no combat"?

Because those are there to slow down the others. They are tricks. No roll for attack or defense. Just dirty tricks to get opponents angry.

Imo I call combat when there is possibility of damage, an attack and a defense. Here, it's simply « circumstancial » annoyance.

Edited by Silver_leader

Hello people;

After tunning a few tests, here is a more complete rule.

Basically, I added what happened if someone bumps the checkpoints posts, and the order at the end of game. also, I added the fact that you can cross the checkpoints in the order you want, it brings more strategy to the lasts players, and to the use of the upgrades.

Edited by Silver_leader
26 minutes ago, Silver_leader said:

Hello people;

After tunning a few tests, here is a more complete rule.

Basically, I added what happened if someone bumps the checkpoints posts, and the order at the end of game. also, I added the fact that you can cross the checkpoints in the order you want, it brings more strategy to the lasts players, and to the use of the upgrades.

X-Wing Racing Rules Comp 0.1.2 EN no front.pdf Unavailable

Attachment unavailable.

2 hours ago, Odanan said:

Attachment unavailable.

I just tried to download it, and ti worked. Maybe try in a few hours ?

3 hours ago, Silver_leader said:

I just tried to download it, and ti worked. Maybe try in a few hours ?

Still the same.