GenCon demo

By Shenanigans8, in X-Wing

I. J. Thompson said:

EDIT: you can shoot through friendlies OR enemies. Cool. A quick, easy approximation of 3D space.

That's what I thought, too. And another good approximation of 3D space is that collisions only seem to occur when you end your movement on top of another ship; there's no problem flying through other ships because you're in essence going over or under them. But like they said, collision rules still need work. Personally, I think it's really hard for a pilot to predict what will happen when he collides, so there really needs to be a random element to collision. I don't think the rules should be so straightforward that a pilot can plan to collide in order to line up a shot. Once you crash, you can't guarantee you'll be in the position you want. Maybe they could have a random spinner or something that tells you which direction you point after a collision. Of course, that's only one of the problems. They would still need some adjustments on rules determining where you end up.

Budgernaut said:

Once you crash, you can't guarantee you'll be in the position you want. Maybe they could have a random spinner or something that tells you which direction you point after a collision. Of course, that's only one of the problems. They would still need some adjustments on rules determining where you end up.

That's what happened to Vader, after all! gran_risa.gif

Too true. And I remember all too well playing the TIE Fighter video game and, upon colliding, fighting with my joystick trying to regain control. A random element to collisions would be nice.

Thanks for posting the link to those vids, Budgernaut. Just a warning to everybody who watches them: very shaky cameraman. By the end of the third installment I was nauseated to the point where I just closed my eyes and listened.

I still find it interesting that rolling a crit with the defense dice is equivalent to rolling a blank (I know this has been talked about elsewhere, but I don't know where). As a defender I would feel cheated. But when you think about it, giving the defender a lower chance of avoiding hits will really help to speed the game along and fill it with more action. I think it's a good choice, but a little bit non-intuitive.

EDIT #1: And speaking of critical hits, I like the way critical hits are handled, doing no extra damage, but causing another effect. The video really helped me understand how that works, and I like it!

I don't know how far into this game I'll go but I'm beginning to think I will definitely at least get the starter set.

I was watching the video again and was reminded of something I thought of last time but didn't mention. Because there are no grid-lines, it seems that it would be extra important not to nudge your fighters around. Despite that, there are multiple items to be placed on and removed from the miniature bases. There is a real potential for moving ships around that way. Does that concern anyone? Is there perhaps a better way to indicate your desired action and to assign target locks to enemies?

Budgernaut said:

Because there are no grid-lines, it seems that it would be extra important not to nudge your fighters around. Despite that, there are multiple items to be placed on and removed from the miniature bases. There is a real potential for moving ships around that way. Does that concern anyone? Is there perhaps a better way to indicate your desired action and to assign target locks to enemies?

First off, I think you just need to be a little forgiving. Judging from the video, the amount that they nudged the fighters didn't appear that it would make a big difference (although there could be some close calls with collisions as a result).

My two thoughts are to either place the tokens next to the ship (which gets confusing if too many ships are in a furball), or to put the counters on the card. I think the second option could work because players look at their cards for stats and remaining health, but it's not as intuitive when your looking around the playing field.

Does that seem reasonable? I've never played games without gridlines so I don't know how much of a problem this may be.

This has never been a problem for me while playing Wings of War. Probably won't be with X-Wing.

On 9/29/2011 at 7:11 PM, Budgernaut said:

I was watching the video again and was reminded of something I thought of last time but didn't mention. Because there are no grid-lines, it seems that it would be extra important not to nudge your fighters around. Despite that, there are multiple items to be placed on and removed from the miniature bases. There is a real potential for moving ships around that way. Does that concern anyone? Is there perhaps a better way to indicate your desired action and to assign target locks to enemies?

Nah I think this way works out.

Holy **** dood!

5488718826_b555d7981f.jpg

Can we stop this? I mean its fine every now and then, but every day?

On 9/23/2011 at 5:13 PM, Budgernaut said:

Some of you guys may have seen this, but here's another YouTube vid I found. It was posted Sept 18 and as of now, only has 16 views. It's part 1 of a 3 part set of videos of a full game of X-wing. I'm not done watching it, but it looks way more exciting than I anticipated. I'm getting so stoked for these new Star Wars games!

[Edit] The best part is that he said to expect the Millennium Falcon and the Slave I! Yay bounty hunters! [end Edit]

Whoa, there used to be a repair action?

Pretty neat to see early play tests and how the game evolved -- actions changed a lot!

Whoa, they have a set of the mythical map tiles!

Somebody should make some sweet retro-throwback focus and evade tokens.

2 hours ago, Hawkstrike said:

Pretty neat to see early play tests and how the game evolved -- actions changed a lot!

Yea it's cool to see people excited about it with all the negativity.