Before I start, if your comment is "I already paid too much money for this game, I'm not paying for a 3.0" or "2.0 is perfect we don't need a 3.0" you don't need to make it. I've brought up this subject a number of times in a couple places and heard it all already. Ultimately, whether it's 1 or 10 years from now, and whether it's FFG making it or some other company (or just a bunch of committed fans), X-Wing is a cool game and will probably still exist, and it's going to evolve to the point where it's easier to just start from scratch. That's not abnormal, any healthy game has edition changes (technically some avoid it with extreme rotations but the hatred for hyperspace has proved that to not be an option). Anyway, rant about why I think I'm allowed to post this over, here's the post.
Basically, third edition is going to happen, and going in, I'd like to start to collect ideas for what could be changed or fixed. Here's a couple that I'd add in there.
1. SPAM
I've had this rant before but spam isn't just "oof ouch owies you have 8 vultures I don't wanna joust that" it means that your entire list is one archetype, and uses that one archetype to minmax the win condition. This is a problem because it increases matchup dependence. And I have heard people tell me that they LIKE matchup dependence (winning games before they start) but they like doing it through creative listbuilding. This isn't that, it's just, we flipped a coin and your list beats mine. I know that I'm exaggerating and it's not like the game's completely over, I can hope you mess up, but it's kind of annoying and painful. And ultimately, it results in a lot of NPEs. One such NPE is the whole "ace" thing. I hate the word ace in the first place but that's besides the point, there's a problem when your entire list moves after mine and has tons of passive mods or whatever. Boom Owl has a thread about this right now. I've made a thread about this in the past but "aces" are just ONE example (the most prevalent RIGHT NOW) of hurtful spam. I call them spam even if they're all named pilots because they fill similar roles and are basically the same sort of thing.
So what do we do about this? I want, for third edition, unit types, just like in Legion or a slew of other board games. Here's an example of how this might play out if implemented right now in hyperspace First Order (I'm picking them because that's a small card pool).
Class (max number allowed, min number allowed, max squadpoints)
Squad Leader (1,0,90) - Blackout, Kylo, Vonreg, Holo, LeHuse, Midnight
Recon (2,0,100) - all other /BAs, all other Silencers
Special Forces (3,0,110) - all other /SFs WITH the Gunner, all TIE/FOs i3+
Fighter (5,1,150) - low init TIE/FOs, SFs without the Gunner
Obviously other classes could probably exist for other factions, FO maybe is missing some roles that other factions might have ships to fill? Four classes may be enough though.
2. FORCE
I think it's fair to say that Force is neat thematically, ok (?) game-balance-wise, and terrible game-design wise. Why? First theme - yeah I love that the Force, one of the most iconic plot devices in any movie franchise, is in the game, and it really does make Force users feel special. Next, game balance. I think some force users are above the power curve, some are below, mostly it's fine I guess, [grumbles]. Game design is appalling though. It's just not a rewarding mechanic. It's always on, and as such rewards you more for BAD plays by comparison. I want game mechanics that feel EARNED and reward GOOD playing. How could the Force be fixed?
One solution I see is to just not have its default effect. Force is a special charge that can be spent for special abilities. And then add some more special abilities. Also would probably require another default ability or two. I'm not sure what these could be but just listing off some things that feel earned:
Someone landing in your bullseye. I guess I'm thinking of Foresight. Bullseyes aren't as earned if you move last but they feel earned if you move first or someone just volunteered to land in them.
Lining up double mods. This might be convoluted but some way of keeping a target lock if you spend both a target lock and a focus feels fair to me, because saving target locks and then getting TL+focus attacks feels like you did a good job.
Not needing actions. I guess this is kinda a stretch but like, if you're just in the right place and don't need any more actions, maybe the force could reward you somehow? Not sure how though.
I think it's safe to say I need help coming up with alternatives, I just know as someone who flies a lot of Force-wielding pilots something seems wrong.
3. REACTION
I think there's a balance here. Some amount of reactive play adds to the fun of the game I think. If Soontir can't reposition at all, it feels less earned to nuke him with my swarm. But I think it's fair to say some ships have too much reaction. I'm especially thinking of things like advanced sensors (esp. starvipers), supernatural reflexes, slave 1, Hera... It's just not earned when you can be in two spots opposite the map from each other. I don't think I can go all the way and advocate a Runewars-style action dial but it's worth considering how we could tone down the amount of reactive play the person who moves last has. This would also help with the pace of the game, as people could spend less time thinking about where to move their highly maneuverable ship.
4. PASSIVE MODS IN GENERAL
Passive dice mods are bad. See 2. FORCE
5. TOURNAMENT GAMEPLAY
I think it's fair to say there's some core problems with this game competitively. The main problems I see are
a.) precision (bumping stuff, wiggle room, etc.)
b.) time (slow play, stalling, fortressing)
c.) staleness? like the game just feels kinda... flat for a lot of people
so for point (a) I don't think there's much we can do short of adopting a hex grid, which changes the game too far beyond recognition to really be the same game we all know and love. For point (b) I don't really know the answer because you have to have some time limit for tournament rounds but it just feels bad. Thoughts? Round counter? Also can be exploited right? And for point (c) I think objectives are great, something like the Legion objective system or the ones found in the recent obstacle and bomb packs (the titles of those packs elude me) would be great. Also we really do need a competitive banlist for ALL premier play, including worlds, be it in the form of Hyperspace or something else, "all the cards ever printed are legal" just isn't gonna work for competitive play.
6. PREMEASUREMENT
I'm so sick of having to worry about when everyone measures stuff. It's a whole ton of needless rules. As a person with very good mind-sight (is that the right term for it? I promise I'm not bragging there's lots of stuff it makes me bad at, it's just a character trait) I find it really not earned that I can look at the table and say "yeah a 2 bank fits" and someone else can't. That feels earned for about the first hundred games of X-Wing you play and then everyone knows it and it's just a formality that makes new players feel terrible. Learning the shapes is our equivalent of "grinding" in video games and I just don't like it. We really need to re-evaluate who's allowed to measure what and when, because it seems super backwards to anyone from any other game system and I just don't like it, even if it gives me a (sometimes severe) advantage I wouldn't have otherwise had.
This isn't a complete list, I mean to add to this thread as I think of more things, and I hope other people add too, just wanted to get some thoughts out there.