There's an old saying that goes something like you should dress for the job you want, but in general, I find you should also adjust your mindest for the job you want. In that respect, I always try to approach a game like a designer including some of the more common and valid complaints about gas clouds.
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I keep coming back to a few core questions:
1) Are they supposed to be a "training wheels" obstacle i.e. are they in the game to be used by newer players to learn maneuvering without being overly punished for failing? It's hard to tell, but I think this is a "yes". If you land directly on a gas cloud, you skip your perform action step and likely aren't doing any damage, but also are unlikely to take damage due to the extra defense die and blank -> evade conversion. Kind of a penalty box, you messed up and have to take the turn off, but are less likely to be outright dead because of it. This messes up both your current turn and next turn far less than Debris or Asteroids.
2) Are some of the current interactions that seem to abuse gas clouds (fine tuned controls, afterburners, etc) intentional design spaces that the devs want in the game or an unintended consequence? I'm leaning on the latter right now for a variety of reasons, some of which are hard to really express in print. Basically, it doesn't feel like that element feeds into the game's core engagement (at least I assume the maneuvering aspect is a core engagement, but that's another article), but rather actively runs counter to it. I also suspect there might be some issues with the specifics of language rather than design intent.
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Any "fix" to gas clouds should ideally play into the core engagement of X-Wing, but also retain the simple and relatively low consequence nature of the gas clouds to keep them available as training wheels. I think there is actually a way to do this and it wouldn't require changing that much.
Change this:
Gas Cloud : The ship skips its Perform Action step
into this:
Gas Cloud : The ship cannot perform actions for the remainder of the round
I would also add this to the " While a ship is at range 0 of an obstacle it may suffer different effects "
Gas Cloud: The ship's attack dice cannot be modified
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The first change is easy to justify. Most players initially think this is how Gas Clouds and Asteroids (I would change Asteroids too) actually work and have to be told the specific difference between skipping your perform action step and not being able to perform actions at all (or at least I have observed this is a very common point of confusion), so doing this would not change how a new player interacts with Gas Clouds at all and would reduce the need for that distinction. If they're just flying X-Wings and TIEs that have no out-of-action-step actions it literally changes nothing. It only imposes a penalty for ships that abuse Gas Clouds, for everyone else, no change. As much as I appreciate the technical language of "skip perform action step" vs. "cannot perform actions", I think that trying to be too technical is actually the route of the problem and creates too many unintended bypasses.
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The second one is more of an oddball change, granted, but it also specifically targets another type of abuse i.e. passive mods. Passive or non-action based mods provide a substantial advantage and can also allow a ship who lands on a gas cloud to still have good offensive output while often still reaping the defensive rewards. This wouldn't prohibit defense modification and thus keeps the "penalty box" nature of the Gas Clouds (in fact it reinforces it somewhat against quite a few builds and pilots). Importantly, while this may seem a little complicated for a "training wheels" obstacle, if some players is just banging X-Wings and TIEs against each other to learn the game, does this actually change anything? If they land on it, they don't get their action anyways, so they weren't modifying dice regardless. In other words, like the first change, this doesn't affect a lot of the normal jousting ships outside of swarms that could get mods anyways (Sinker, Howl, Networked Calculations, etc, and all of those swarms have a sizable edge over normal unbuffed jousters anyways).
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The first change is just a lateral loophole closer. It's just future proofing Gas Clouds and keeping interactions consistent across the board, so I feel it would be really easy to implement and probably positive for the long term health of the game. The second change would be nice and helps an archetype (vanilla jousting ships) that struggles by at least a small amount, but is far more niche and is not reflexive of the same kind of lateral shift as the first therefore likely not a priority for the dev team.
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I'm not of the mind that Gas Clouds necessarily need to be nerfed, but some of the concerns about certain ships (Jedi in particular and to some extent Nantex, but also pilots like Tavison, Snap and Nien with a Pattern Analyzer and titles like Dauntless) being able to subvert the core engagement of maneuvering by plowing through Gas Clouds with few penalties does hurt player interest curve and negatively the ability of opponents to make meaningful decisions, so it's at least worth looking into.