How come this wasn't the ion mechanic for 2nd edition?

By Marinealver, in X-Wing

So electro-proton (guess positron was too close to English) has a mechanic that acts more like ion damage than ion tokens.

Heck I could see it like this, defender could cancel hits crits and focus in any order. For each hit add ion token, for each crit add weapons disabled token, for each focus result remove 1 shield token.

10 minutes ago, Marinealver said:

How come this wasn't the ion mechanic for 2nd edition?

Because then it doesn't matter what you roll; you'll always be successful. That's kind of against the spirit of 2.0 and NPE in the sense that it removes counterplay/agency from the other player.

Electro-Proton bomb is limited, gives you an extra turn, can't be recharged, takes two slots, and will likely be quite expensive. It's a very powerful effect that comes at a steep cost (or several steep costs). Of course they don't want to make Ion cannons that hard to get.

I think the way they did ion was well-thought-out and works quite nicely.

Cheers.

9 minutes ago, ClassicalMoser said:

Because then it doesn't matter what you roll; you'll always be successful.

I would assume in this proposal the attack would have to hit first. Then you would roll for the type of ion damage. An interesting idea @Marinealver but I prefer the standard way both as attacker and defender.

Definitely prefer the mechanic as it’s designed already. I don’t need increased variance in the effects that I’ll take from a non-limited weapon type.

I am not against random effect at all, but I prefer to split the mechanics, in order to have something to choose in the end. Ion help manage opponent positioning, tractor beam help with green dice, jamming help with mod ( sadly, I feel like this mechanic is not ready and need a buff).

The new bomb is fun and thematic that's why I love it, but I don't want that all ion weapons could deal random effects.

But I get your point, It is very narrative to see a ionised ship being dealt a weapon disabled token. Just for this time, I think the overall balance of the game is more important, and the fact that this effect is unique and random make all the positron bombs flavour.

Oph, I already have issues with the bomb rng (shield removal v no shields, 1-2 in on medium-large bases, GAME CHANGING weapon disabled crit) would hate if it were standard

Game's got enough rng as is!

Because forcing weapons disabled tokens onto your opponent will get really abusable, really quickly?

Seriously, in a game where you have to cause damage to win, taking away your opponent's ability to cause damage is going to end up being the mother of all NPEs.

12 minutes ago, ficklegreendice said:

Game's got enough rng as is!

#ficklegreendice

17 hours ago, ClassicalMoser said:

Because then it doesn't matter what you roll; you'll always be successful. That's kind of against the spirit of 2.0 and NPE in the sense that it removes counterplay/agency from the other player.

Electro-Proton bomb is limited, gives you an extra turn, can't be recharged, takes two slots, and will likely be quite expensive. It's a very powerful effect that comes at a steep cost (or several steep costs). Of course they don't want to make Ion cannons that hard to get.

I think the way they did ion was well-thought-out and works quite nicely.

Cheers.

Blanks would have still been a miss, not for the electro-proton bomb but for say an ion weapon.

15 hours ago, FTS Gecko said:

Because forcing weapons disabled tokens onto your opponent will get really abusable, really quickly?

Seriously, in a game where you have to cause damage to win, taking away your opponent's ability to cause damage is going to end up being the mother of all NPEs.

Depends on how difficult it is to get rid of a crit, plus if any result (crit, hit, focus) could be canceled in any order you can bet crits will be the first to go.

Ion with marksmanship is worse than 1e Kylo with Blinded Pilot.

And Spammable.