So here we are, a little over a month into our brave new world of points changes and a Hyperspace variant that is the best representation of the intent of the format thus far.
What have we learned in the last few weeks (besides the importance of knowing how struts, probe droids and discord missiles work)?
1) Less Means More
Without the litany of potentially confounding card combinations and neurotic addiction to widely available I6 Ace crutches, players are having to become more resourceful in their choices of maneuvers and upgrades. There are less bids, and more ships on the board. Newer players are showing more comfort in learning the game through Hyperspace in both OP and local scenes, and getting more reps in flying their ships. More ships and accessories are getting purchased as well, as evidenced by the hilariously fun debut of the Fireball and the Hotshots and Aces pack, with 12 of the 16 pilots and most of the upgrades folding quite neatly into the format.
2) What's Old Is New Again
As prominently maligned as Boba and CIS Swarms both are currently, consider that having both in Hyperspace in the initial meta are what allows everything else to have a chance if flown well. Remove one archetype, and Hyperspace is undoubtedly worse for it. We have 2 ship and 8 ship lists both viable right now. The olden days of fat non-small base ships and 7+ Swarms can both be enjoyed. That's a helluva thing to get right from a design standpoint, and it encourages player development on how to engage both types of builds. These are crucial skills to learn as a newcomer and relearn as a veteran, ultimately good for the health of the game as a whole.
3) We've Only Just Begun
There are Hyperspace puzzle pieces available to all that are dangling in space for exploration for those that dare to experiment; Outmaneuver and Intimidate providing denial of those precious defense dice that Boba gets to reroll, or the swarms get to calculate mod. Snap Shot and Foresight , which can deplete force charges or damage defenders prematurely when 50% probability hits are scored. Daredevil and Coaxium Hyperfuel , which encourage risk taking in order to gain more favorable positions both offensively and defensively. Secondary Weapons like Plasma Torpedoes and Mag-Pulse Missiles become potentially tremendous equalizers for both alpha strike lists and spam generics, against 1-2 agility defenders and "shoot last" aces. Supposed current meta staples will have a harder time against the future varieties once such counters are crafted by capable players.
4) Choices Matter More In A Vacuum
Bringing the three smallest asteroids and placing the opponent's preferred obstacles out of play is a valid strategy now more than ever before. Unconventionally angling one's ships during placement can yield new approach vectors in practicing how to avoid the full brunt of a joust. And strangely enough, many more games are going to time less or achieving a definitive conclusion within that time more often. Every round is a scramble for an edge---one that was a bit easier to attain in Extended, but now must be earned just a little bit more.
5) There Is Balance In The Force
At the recent UK and Texas System Opens, 5 of the game's 7 factions made the top 10. 6 of 7 made top 10 at the 69 player Sith Taker HS Side Event, as well as the 35+ players events in France and Western AUS. EVERY faction made the top 10 at the 40 player Brisbane Hyperspace Trial. Over half of the game's factions have won major events, with all placing in the top 4 somewhere along the way. More than ever, it's become about skilled flying than OP certain faction creep.
6) Excitement Is In The Air
Perhaps more so than anytime except for the the debut of 2.0 or the inclusion of prequel ships in Wave 3, there is newfound energy and momentum being gained in Hyperspace events amongst player bases. Seasoned players indulge their inner Johnny and try to decode new synergies. New players are discovering their dormant Spike through an easier entry into competitive formats. And everyone gets to be a bit more Timmy when they make it all come together, and meet more people socially while enjoying their occasional magical 200-0 game where their pew pew sorcery happens.
WHAT'S AHEAD?
Nothing but potential---After a lackluster start, The Vonreg's TIE scientists are still hard at work determinedly trying to chip away at its tactical offerings. Multiple Deadman's Switch Fireballs promise utterly chaotic mischief for those delicate low HP droids and high HP power pieces. The M3-A, a ship long dismissed competitively, continues to gain credibility due to it's hardpoint and pilot abilities. Jumpmasters are appearing in the wild, proving to be more challenging than anticipated and there are no riots. Fragile precision chassis like the Fang, Nantex, Aethersprite and TIE Striker offer future rewards to the exacting player. And wave 7 will certainly shake things up even more as the prequel factions ships most likely get added into Hyperspace to bolster their ship count. With Store Championships now in full swing, it now lies upon each of us to continue to cultivate our local scenes and Keep. Bringing. New. Players. In.
And Hyperspace does that easier than anything else currently in the game.
Fly on, and cheers to those of you rediscovering your love of the game through this format.
PEACE OUT
Edited by Cloaker