3 wishes

By Greedo_Sharpshooter, in X-Wing

11 hours ago, Nyxen said:

The honorable Saber Squadron Ace would like a word, sir. They may not be meta defining, but they make great fill to round out higher init squads . I personally love running them next to both i4 named strikers and 5th bro to be honest.

Fair enough, but as an Epic player I was hoping for something better than Captain Wattle and Lt Daub.

1) More Resistance I5s and pilots for their existing chassis.

2) More non-limited Nobody Pilot spam that have no emotional connection to the Star Wars universe.


3) Less new content for those OT ol guy jerks — why do they get all the attention!?!?

Edited by JBFancourt

Missed one, and maybe the one that covers over a multitude of sins:

Objective-based competitive play.

You can't ban toxic plays but you can make them less successful by giving them something to do. Stalling doesn't work in Legion, Marvel: Crisis Protocol or Armada. Points for KOs are important but points for something, anything else are too.

We need a narrative. I've never seen a deathmatch in Star Wars that didn't have an objective in the background. Even if "Deathmatch" was one of the possible objectives, I really don't want it to be the only one. Open up the narrative, effectively end all stalling and running to time, and give us more reason to take diverse and well-balanced lists.

37 minutes ago, ClassicalMoser said:

Missed one, and maybe the one that covers over a multitude of sins:

Objective-based competitive play.

You can't ban toxic plays but you can make them less successful by giving them something to do. Stalling doesn't work in Legion, Marvel: Crisis Protocol or Armada. Points for KOs are important but points for something, anything else are too.

We need a narrative. I've never seen a deathmatch in Star Wars that didn't have an objective in the background. Even if "Deathmatch" was one of the possible objectives, I really don't want it to be the only one. Open up the narrative, effectively end all stalling and running to time, and give us more reason to take diverse and well-balanced lists.

Point of order, stalling totally does work in Armada when you want it too. I've won two games without ever firing a shot in death matches. Almost won a regional with a stall and repair fleet too. Their upcoming 1.5 update is largely aimed at putting a stop to that. As were several of their previous edits.

But I totally agree with everything else. Only problem is we have those systems now, but nobody uses them. Just get FFG to mandate that all standard matches must now use cards pulled from the Fully loaded or Never Tell Me packs in some way. Until they make us do it, the comp players will just keep claiming that they need to practice for comp with 200/6 and nothing will change. Rip the band-aid off already.

2 hours ago, JBFancourt said:

2) More non-limited Nobody Pilot spam that have no emotional connection to the Star Wars universe.

If flying 6 generic x-wings from red squadron during the trench run scenario doesn't work for you, it might not be the cards that have no emotional connection to the Star Wars universe.

Edited by Darth Meanie
1 hour ago, ClassicalMoser said:

Missed one, and maybe the one that covers over a multitude of sins:

Objective-based competitive play.

You can't ban toxic plays but you can make them less successful by giving them something to do. Stalling doesn't work in Legion, Marvel: Crisis Protocol or Armada. Points for KOs are important but points for something, anything else are too.

We need a narrative. I've never seen a deathmatch in Star Wars that didn't have an objective in the background. Even if "Deathmatch" was one of the possible objectives, I really don't want it to be the only one. Open up the narrative, effectively end all stalling and running to time, and give us more reason to take diverse and well-balanced lists.

Nailed it. ^This x 1000. Could be worthy of its own thread methinks. Well said @ClassicalMoser

1) New Configurations for Rebel ships.

2) New astromechs for Rebels.

3) Anything that would make the T-65 an S-tier competitive ship.

2 hours ago, JBFancourt said:

2) More non-limited Nobody Pilot spam that have no emotional connection to the Star Wars universe.

John Branon now.

3 hours ago, ClassicalMoser said:

Objective-based competitive play.

(...)

We need a narrative. I've never seen a deathmatch in Star Wars that didn't have an objective in the background. Even if "Deathmatch" was one of the possible objectives, I really don't want it to be the only one. Open up the narrative, effectively end all stalling and running to time, and give us more reason to take diverse and well-balanced lists.

It was fan-made in 1.0 about a year before the arrival of 2.0. It was marvelously well done, I know that my LGFS has a tournament organised with some (looks a little bit like Imperial Assault scenarios)
https://imgur.com/a/Ox7T9

I found that the Aces High Format takes something similar, by thinking that some ships will be much more useful in Aces High than in traditional format.

Also, in the card packs, there was the 12 environments cards that brings a lot of variety to the fields. Sadly, the pandemic just arrived at this point, and a majority of players forgot this option, because there was no game fomat with those.

My suggestion was to take 3 cards (a little bit like legion), and the first player removes one, and the second player chooses the card and the field to use. It makes the preparation a little bit longer, but you have to prepare your squad for what the field is sending to you (reference:

So I think we have the tools, but FFG haven't statued yet on a format to use it as standard. I will try to play with environments cards when the pandemic will be done, to see what it brings to the game.

Edited by Silver_leader
2 hours ago, Wedgeismyhero said:

1) New Configurations for Rebel ships.

2) New astromechs for Rebels.

3) Anything that would make the T-65 an S-tier competitive ship.

Anything that would make both X-wings top tier would be nice.

3 hours ago, Darth Meanie said:

If flying 6 generic x-wings from red squadron during the trench run scenario doesn't work for you, it might not be the cards that have no emotional connection to the Star Wars universe.

Yeah.......

Except I can’t cuz (A) the T-65 and namesake of the games is “meh” at best and (B) they’re passing the 6 off 3 die PS 4 aces opportunities to a random insect pilot.

🙄 ☹️ 😫 😭

EDIT: but you’re right! Lol. If I was able to do the equivalent of what the Seppies can do with an OT faction I’d be saying how balanced the game was! 🤣 😜 I admit by biases....

Edited by JBFancourt
3 hours ago, Silver_leader said:

It was fan-made in 1.0 about a year before the arrival of 2.0. It was marvelously well done, I know that my LGFS has a tournament organised with some (looks a little bit like Imperial Assault scenarios)
https://imgur.com/a/Ox7T9

I found that the Aces High Format takes something similar, by thinking that some ships will be much more useful in Aces High than in traditional format.

Also, in the card packs, there was the 12 environments cards that brings a lot of variety to the fields. Sadly, the pandemic just arrived at this point, and a majority of players forgot this option, because there was no game fomat with those.

My suggestion was to take 3 cards (a little bit like legion), and the first player removes one, and the second player chooses the card and the field to use. It makes the preparation a little bit longer, but you have to prepare your squad for what the field is sending to you (reference:

So I think we have the tools, but FFG haven't statued yet on a format to use it as standard. I will try to play with environments cards when the pandemic will be done, to see what it brings to the game.

My group are currently doing a small league on TTS using the environment cards.

Because we're having to use TTS this actually makes it easier to use the cards because all the pieces are loaded into the game already, its not something all players have to carry around with them.

It is interesting and changes up some traditional lists, it can really put a spanner into your game plan, so you have to think fast.

Edited by Tyhar7
5 hours ago, Wedgeismyhero said:

3) Anything that would make the T-65 an S-tier competitive ship.

2 hours ago, JBFancourt said:

Except I can’t cuz (A) the T-65 and namesake of the games is “meh” at best

3 hours ago, Tyhar7 said:

Anything that would make both X-wings top tier would be nice.

Wow, are we here again already?

2.0 sure didn't last long. . .

3 hours ago, Silver_leader said:

It was fan-made in 1.0 about a year before the arrival of 2.0. It was marvelously well done,

So I think we have the tools, but FFG haven't statued yet on a format to use it as standard. I will try to play with environments cards when the pandemic will be done, to see what it brings to the game.

I played those scenarios when I first started 2.0 to see if they would hold up, and IMHO they do quite well.

I have also enjoyed the Environment Cards.

Like you say, FFG just has to decide This Is How We Play Now for standard. There needs to be a pseudo-random element that makes listbuilding more of a considered task than Kill Enough Points To Win. Cuz I'm just gonna say, when I play at the FLGS and win on MOV because time ran out, it just feels pretty hollow to me. I really don't feel like I won anything; we just ran out of time and I was in the lead.

Granted, at home we don't play to the last ship either. But one player conceding still feels like victory.

All things considered, Kitchen Table X-Wing is going to become the better game if FFG doesn't give up the Deathmatch. It will be the scenario with all the options.

They could do what they did with Imperial Assault and have a rotation of the environment cards. That way your not carrying around too much material, just need the pieces to assemble say three of the environments. Judge randomly selects one of the three at the beginning of a round, everyone plays that, next round judge discards the one just played and randomly picks a second from the remaining two, so on and so on, reshuffle the stack every three rounds. So a event that's at least three rounds, you'll have to play every environment at least once.

See...there are quite a few simple and plausible things to use the wishes on (buffing the RZ-1, etc), but I am so tempted to blow them on the really far fetched stuff, like an Ebon Hawk expansion, finally get the Gauntlet Fighter, and Mara Jade pilot (force sensitive with a solid ability) for the three OT factions.

@SabineKey with disney soon diving into old republic, were going to get new factions for it eventually. And I bet you our favorite Dynamic-class light Freighter had a whole binder of design notes for a potential release just waiting in a drawer at FFG 😁

1. Campaign! In a similar vain to HOTAC. Give me give me give me!

2. A reworked E-wing. Just doesn't feel right to me. Don't know how to fix it. The generics are OK but I just can't find a place for Corran or Gavin.

3. Bases that shoot out laser arcs including range bands when you press a button. Similar to the arcs that table top sim displays

  1. HotAC-like coop campaign set.
    Don't care if it's full of generic missions so that you can replace the players' faction and the "AI" faction with some other. Something replayable, perhaps with a strategic component to it that affects the tactical games.
    Like, a little board with a sector that your team is trying to take over the hands of the overwhelming enemy (be it a Rebel cell defending against the Empire, a Republic taskforce entering Separatist space, or the Resistance fleeing from the First Order), where different events happen and that generates missions that you need to resolve. Like you draw 3 cards that tell you 3 things that are happening (a convoy is being attacked, an enemy officer is passing thru this sector, and pirates have laid a minefield on a trade route) with rewards for each of them, then you need to decide which battle you fight, and you do it on the X-wing mat, and the other two events are considered lost.
  2. Proper Solo AI rules integrated with the app/Squad builder, so that I don't need to browse thru 20 pages of PDF while trying to play a game against it. Let me enter the composition of the enemy squad, and the app tells me what the ship does with particular actions and maneuvers. None of that "The fastest advanced maneuver away of an obstacle, unless you modified the green die to an Eye result, in which case you do the slowest blue maneuver towards the closest player." mess.
  3. Huge ships allowed in standard play.
47 minutes ago, Azrapse said:
  1. HotAC-like coop campaign set.
    Don't care if it's full of generic missions so that you can replace the players' faction and the "AI" faction with some other. Something replayable, perhaps with a strategic component to it that affects the tactical games.
    Like, a little board with a sector that your team is trying to take over the hands of the overwhelming enemy (be it a Rebel cell defending against the Empire, a Republic taskforce entering Separatist space, or the Resistance fleeing from the First Order), where different events happen and that generates missions that you need to resolve. Like you draw 3 cards that tell you 3 things that are happening (a convoy is being attacked, an enemy officer is passing thru this sector, and pirates have laid a minefield on a trade route) with rewards for each of them, then you need to decide which battle you fight, and you do it on the X-wing mat, and the other two events are considered lost.
  2. Proper Solo AI rules integrated with the app/Squad builder, so that I don't need to browse thru 20 pages of PDF while trying to play a game against it. Let me enter the composition of the enemy squad, and the app tells me what the ship does with particular actions and maneuvers. None of that "The fastest advanced maneuver away of an obstacle, unless you modified the green die to an Eye result, in which case you do the slowest blue maneuver towards the closest player." mess.
  3. Huge ships allowed in standard play.

This, so much this. ^

1. I’ll add my voice to those calling for buffs to the RZ-1. More high-initiative pilots, lower points costs, new “RZ-1 only” upgrades... whatever it takes. The ship is outclassed in literally every way by the RZ-2... worse dial, no Tech slot, no turret, fewer pilots, lower-initiative pilots in general... and the points cost is generally only 1-2 lower on the RZ-1 for a similar initiative on the RZ-2.

I went the RZ-1 to be good. Not just good vis-a-vis the RZ-2, either. I mean I want it to be the elite dogfighter it was designed to be.

2. T-65’s, man. They need help. The T-70 probably does too, but the T-65 really needs it. Given that the two ships are likely to have access to the same generic upgrades, I think some affordable and powerful Rebel-only astromechs would be great.

3. More Resistance ships. Like, come on: They have actually put Resistance T-85’s, Resistance Y-Wings and Resistance B-Wings on live-action screens, and we haven’t yet got any of them, nor have they made any Ace Squadron ships from the Resistance show except the Fireball. I hope they’re in the works, because the faction has a metric $@&!ton of pilots for the T-70 and the RZ-2, and very little else to hang its hat on (and for some unfathomable reason, they’re giving us a box with MORE X-WINGS AND RZ-2’S). If I had any interest in Hyperspace, I’d be pissed that the Resistance doesn’t even have reprints for either of its Large ships, too.

The creative design of the Fireball was what got me into this game, and I like the faction, but it doesn’t stay interesting for long with only 7 chassis (if you count the Transport Pod as a separate ship).

3 hours ago, Azrapse said:

Huge ships allowed in standard play.

This one I have to object to.

Ish is just not balanced. I haven't done a tonne of 2e epic, but what I have would not be acceptable in 200/6. Syndicate Smuggler (Point Defense Battery, IG-88 D, Boba Fett, Damage Control Team, Tibanna Reserves) is an 80 point ship. Cheaper than a lot of kitted-out Firesprays. It deploys last*, regenerates shields, rolls in with Focus/Calc/Calc/Reinforce, and attacks up to five times. here's a lot of nice small additions, like Deadman's Switch (kaboom!), Stalwart Captain (immunity to being Init killed on a ship that attacks five times and costs half your list is pretty handy), Contraband Cybernetics (it's pretty easy to get multistressed through crits, and still getting a massive suite of actions is valuable) . It's just not balanced in standard play. Maybe with tweak to Huge Ship rules that in standard games they could only do *one* bonus attack period, not unlimited, these kinds of ships might be balanced, but probably not even then.

Now, nothing right now is stopping you and your friends from running C-ROCs and Transports and Gozanti in standard games with each other, and if that's fun for you, go ahead. But this can't be a general rule for everyone, because there are a lot of folks out there who care about balance. For everyone who does, this shouldn't be forced on them and cannot be the default rule.

* Even without deploying in an opponent's face, preventing them from knowing where you'll deploy is useful.

3 minutes ago, theBitterFig said:

But this can't be a general rule for everyone, because there are a lot of folks out there who care about balance.

Then let FFG balance them. They can also increase points on huge ships and huge ship upgrades along with the other ships. I don't see why they can balance almost 100 small/medium/large ships, but can't balance 5 more.

4 hours ago, Azrapse said:

Proper Solo AI rules integrated with the app/Squad builder, so that I don't need to browse thru 20 pages of PDF while trying to play a game against it. Let me enter the composition of the enemy squad, and the app tells me what the ship does with particular actions and maneuvers. None of that "The fastest advanced maneuver away of an obstacle, unless you modified the green die to an Eye result, in which case you do the slowest blue maneuver towards the closest player." mess.

Please!

1 hour ago, Azrapse said:

Then let FFG balance them. They can also increase points on huge ships and huge ship upgrades along with the other ships. I don't see why they can balance almost 100 small/medium/large ships, but can't balance 5 more.

Because what these ships do--by design--is fundamentally unbalanced. The nature of how they attack, how they move, how they do actions... it's just not going to fit. In order to have the ship balanced in standard, you'd need to remove essentially everything that makes a huge ship sweet and... well... epic .

Jack the points and they become trash in any larger format. Redesign their weapons and they become trash in any larger format. They really aren't like any other ship.

And again, you can play with them all you want, if your friends are down for it.

1 hour ago, theBitterFig said:

This one I have to object to.

Ish is just not balanced. It's just not balanced in standard play. Maybe with tweak to Huge Ship rules that in standard games they could only do *one* bonus attack period, not unlimited, these kinds of ships might be balanced, but probably not even then.

You would be undoing all the things that made Huge ships better in 2.0.

1 hour ago, Azrapse said:

Then let FFG balance them.

NO! NO!! NO!!!

Huge ships are balanced just fine for Epic play.

Don't go screwing up Epic because you are bored playing Standard. You can fix Standard without ruining Huge ships by trying to shoehorn them into a format they are not designed for.

Or play Epic as intended. If you don't have the time/attention span/inclination to play more than a 60 minute game, that's not something FFG needs to fix.

Edited by Darth Meanie