So I have been a person that likes to take a base game rule set, create my own little story, and run with it. For X-Wing, I have taken the base X-Wing rule set and expanded it to make sure that a player actually cares about their pilots instead of sending them forward as a meat shield like Biggs is commonly used as right now. The system that I have thought up in the last few hours relies heavily on a controlling player to make tactical retreats, committing forces only when necessary, and incorporating a RPG type atmosphere where the outcome and success/fauilures of missions drives the story line. The GM, instead of being one of the interested parties, is the Imperial player and gets to set forth rules, challenges, missions, and whatnot to throw at the Rebels to make the Rebel player(s) think long term instead of the short term.
Destroy that communications array but lose a pilot in the process? You don't get a replacement pilot.
Loose an x-wing, but the pilot ejects and is picked up by the Rebel player? Well, you don't get a replacement X-Wing, your pilot is injured, and the rest of the pilots need to pick up the slack for the next game.
I am going to post the rules that I have written and I would like your input on what should be changed, added, or deleted. Most of the rules are self explanitory, and anyone that has played X-Wing for more than a few games will find that it gives a very unique feel to the game because you have to make sure that your pilots can't just do pitched battles forever and expect to win the war. The combat is more prevelant in a single rebel vs imperial type game, but as soon as you have one person playing one pilot with three other people also controlling the pilots, things get more into the RPG style I think.
Anyways, let me know if you think things should be changed or added. Also, if you use the rules, please give me credit if you reproduce them or change them.