new League format, need balance checks

By Duraham, in X-Wing

I'm creating a new league idea, and would like to seek your help in looking through things and making sure that they are somewhat balanced.
Basically, the idea goes like this: Rebels vs Imperials. Both teams start out on the usual Hexagonal maps and try to capture each other's territories. Every time a player plays, he gets to move up to 2 named pilots from 1 area to another adjacent zone. If your zone do not have that pilot, you may not use him/her. (mooks can be used freely without restriction)
When you win, you get to "R&D", subject to 2 "R&D" per player per game day. When you accumulate enough "R&D" in that particular section, you get to unlock new pilots and stuff. Sort of like your usual computer games. All ships start off at level 0, and "availability" means what stuff you can use if you are at level 0. HWKs, ORS and Firesprays do not have levels, since technically they are not the imperial's / rebel's ships but rather 3rd party ships. I have some in-game mechanic where if you wanted to use them, you'd need to capture some location (hurrdurr Tatooine) first, then you'd automatically unlock them.
Games are all 2 sides wiping each other out completely. Games start at 55 point matches, then after week X players play at 100 points, then after week Y players play at 125 points. This is to make it fair, in case one side is overly dominating and has unlocked way more stuff than the other team.
The part where I need your help is to help look through the "upgrades" and see if they are too imbalanced / could be better. All ships have 12 R&D slots. blank means nothing, if you invest R&D in it till that stage you get nothing. Once you have unlocked something though, it becomes permanent. I try to keep the best stuff at lv12, the highest level that you can R&D your ship to.
~~~~~~~~~~~~~~~~~~~~~~~~~
Imperials
Shuttle
availability: OMG, Jendon, Yorr, Kagi
1
2
3 (all ship modifications and title -2cost, up to a max of -2cost per ship)
4
5
6(you can put 2 different ship modifications on the same ship
7
8
9 (hard turn 2 is now white)
10
11
12 (you can equip turrets as a ship modification. If you do, you use the Firespray base board instead. You may fire your turret weapon from the rear firing arc. You may not fire your other weapons out of the rear arc, including primary weapons)
TIE fighter
avaliability: Academy / Obsidian / Black sqd / Mauler Mithel / Winged Gundark
1
2 Dark Curse
3
4 Night Beast
5
6 Backstabber
7
8 Howlrunner
9
10 need ideas
11
12 (you may change the ship of your named TIE pilot into a TIEint, and increase his/her cost by +7)
TIEadv
availability: Darth Vader
1
2 Storm
3 Maaaaarek Steele
4 Tempest
5
6
7 (you can equip torps instead of missiles)
8
9 (all TIEadv -2 cost)
10
11
12 (all TIEadv gain the sensor upgrade)
TIEbomb
availability: none
1
2
3 Gamma
4 Rhymer
5 Scimitar
6
7 Jonus
8 (bomb slot +1)
9
10
11
12 (all TIEbomb gain the evade action)
TIEint
availability: none
1
2
3 Avenger / Fel's Wrath
4
5
6 Turr / Alpha
7
8
9 Soontir
10
11
12 (all TIEint have their Pilot Skill +0.5)
need some ideas
Pilot Academy
7 slots, when filled, Storm, Gamma gain EPT slots.
Munitions Factory
7 slots, when filled, all torps and missiles +1 attack dice
Join the Dark Side
6 slots, can only be filled if you achieve the following 2 conditions in the game:
>> You have a Vader (pilot/crew) in your team and he survives till the end
>> Your opponent was flying Luke (pilot/crew) in his team
If filled successfully, the rebel team may not use Luke Skywalker anymore (both crew & pilot). The Imperials may use the following pilot:
[q]Luke Skywalker (TIEadv)
28pts PS8
EPT slot / missile slot
when attacking, you may change up to 2 of your focus results into hits[/q]
~~~~~~~~~~~~~~~~~~~~~~~
=======================
~~~~~~~~~~~~~~~~~~~~~~~
Rebels
Ywing
availability: Grey / Gold / Horton / R2 astro / R5 astro
1
2
3 Dutch Vander
4
5
6 You may treat 1 of your torp slot as a missile slot
7
8
9 All Ywings gain 1 bomb slot
10
11
12 All Ywings gain 1 crew slot
Xwing
availability: Rookie / Red / Garven / R5D8 / R5K6
1 R2F2
2
3 Biggs
4
5 Wedge
6 Luke (pilot/crew) / R2D2
7
8
9 All Xwings gain the evade action
10
11
12 When receiving damage, you may choose to take the damage to the hull instead of spending shield tokens. This affects individual hit/crit results and not the entire dice roll. Proton Bombs are not affected by this.
Awing
availability: prototype
1
2 Crynyd
3
4
5 Green / Tycho
6
7
8 All Awings -2 cost
9
10 When doing the boost action, you may use the forward 2 template
11
12 After you overlap a ship, you may choose not to skip your perform action step
Bwing
availability: none
1
2
3
4 Blue
5 Ten Numb
6 Dagger
7 Ibtisam
8
9
10
11
12 If you have 1 or less stress, you may perform red maneuvers.
need ideas
THE aluminium Falcon, not the ORS
1
2 You may put up to 3 ship modifications
3
4 All Falcons gain 1 bomb slot
5
6 You may use Leia / C3PO / Obi-Wan Kenobi (more on these later)
7
8 All Falcons gain 1 cannon slot.
9
10 All Falcons gain 1 sensor slot.
11
12 All Falcons have their point cost capped at a maximum of 60 points (eg. if you were to put everything onto Han Solo and make it 87 points or something, it is now only costing your team 60points.)
[q]Leia
crew card, cost 1
when overlapping obstacles with your ship's template or base, you may choose not to roll the dice. All other rulings still apply[/q]
[q]C3PO
crew card, cost 2
your ship gains the astromech slot. All your hard turns are white and cannot have their difficulty reduced to green[/q]
[q]Obi-wan Kenobi
crew card, cost 3
At any point in the game, you may discard this card to gain 1 focus token. If your ship has Luke Skywalker (pilot or crew), this card does not require a crew slot.[/q]
Pilot Academy
7 slots, when filled, Grey Ywing, Red sqd Xwing, Dagger Bwing, Horton get EPT slots
Munitions Factory
7 slots, when filled, all torps and missiles +1 attack dice
underworld contacts
7 slots, when filled, rebels may use the Firespray (only the bounty hunter, no named pilots)
Arms-in-Law
6 slots, can only be filled if you acheived the following 2 conditions in the game:
>> Your team must have Wedge, and Wedge must survive till the end
>> Your opponent was flying Soontir
If filled successfully, the Imperials may not use Soontir anymore. In addition, the Rebels may use the following pilot:
[q]Soontir Fel (Xwing)
29 points PS9
EPT slot / astromech slot / torp slot
If you do not have any shield tokens, increase your agility value by 1[/q]

I need some ideas for the ships highlighted in red, and also some ideas for the 7 slot stuff like "pilot academy" etc, especially for the imperials.

looks like a slightly complicated campaign system, where you need to do a lot of bookkeeping. Also a lot of changes to the rules and game system/balancing in general; too much for my taste, for no obvious reason (other than "because we can"). If one side gets a good start and levels up fast there's no way for the other to keep up, since the then higher developed ships circumvent the balancing and can more easily smash the opponents.

Wow ... you kind of overexert ppl here.

Don't get me wrong - I really like the idea behind it. I love space strategy computer games where you develop stuff, build it and finally use it to conquer the whole galaxy. Just like Master of Orion II to name the best of the best game in this genre.

Or : Empire at War to name the one in the Star Wars Universe.

Your attempt is very ambitious for a board game. Not that there are games of similar complexity out there.

Its just that the balancing of all parts of the game ... the strategy campaign part, the develpment and all these ressource getting and building of fleets ... will take forever and it don't really helps I'f you get some random tips and hints of some random guys. Playing time consuming yet badly designed games is pain in the ass for most people.

What you need is a team. 2 or 3 really ambitious people who want the same thing putting thier brains together and develop, test and try until everybody is happy.

For the development part I would start with a different granularity. I would take the waves as "tech levels". Consider the waves are balanced. So you have 3 Tech Levels, everybody starts in tech level 1, imperials have the TIE Fighter and the TIE Advanced and rebels have the X-Wing and the Y-Wing. You may consider some development within the tech levels to get to the next tech level or you may reach the next tech level by other means like gaining and holding strategical ressources on the strategy map like R&D installations or whatever fits your needs.

I don't want to discourage you, I want you to consider to go from simple to complex and only go to complex if it is worth to do so. If you have a simple R&D part and it is fun to play with think about whether it is more fun to make this part more complex or if the fun came from its simplicity. Enhance the fun parts and kick the dogs ... Yeah, poor dogs.

it's actually for a shop, so the number of players i'm expecting is somewhere in the neighbourhood of, letmesee..... about 12-16 players spread over 4-6 weeks? Bookkeeping shouldn't be too much of an issue, I plan to print out everything on boards and just hang it on a wall, where everybody can see and do changes etc as they wish.

noted about the possible balance issues. I think keeping the upgrades reasonably balanced, and putting enough buffer between upgrades should help keep things somewhat balanced. I was thinking of maybe introducing random missions as the league proceeds that are heavily slanted towards the losing side to let them catch up (eg. escort mission for rebels, rebels have 100pts imps have 55pts etcetc, winning team gets x2 R&D). I will see about the "development in tiers" thing, seems like a good idea.

I need ideas for possible upgrades that can be used for the Bwing, TIE fighter, and TIEinterceptor. Simple things like -1 cost, or free evade action, get a sensor slot etcetc

Edited by Duraham

And this is where things get complicated. I wouldnt change the available ships by making them super through R&D. They all have their strength an their flaws. Even minor chances could mess the whole thing up and if they don't - its probably not worth thinking about.

Free evade actions for TIE-Fighters? wow ... sounds like a game-breaker.

- 1 cost for TIE-Fighter? Sure if you want to face 9 of them. If you give the rebels a -1 cost for the X-Wing it has almost no effect.

But if you need fast ideas to fill the red gaps:

TIE Fighter : The development is towards greater firepower which leads to T/I for named T/F pilots in the end.

so an attempt by empires' engineers to give the TIE-Fighters more firepower could be:

Overloaded Lasers (modification for ships with firepower 2): On attack you may throw 3 dice and choose 2. Get a stress token thereafter.

TIE Interceptor : Im not sure in which direction R&D should go. We know its the Avenger direction, which mainly means shields ... but an Interceptor with shields is a different ship. So lets enhance what the T/I excells in:

Advanced Control Thrusters : The action bar gains the Daredevil-Manoeuvre

OR How about using a 1 bank for barrel rolls just like the one Aces pilot?

B-Wing : Difficult ... what do a B-Wing pilot really miss ... an astromech slot ! This sould come with a price, though.

If you want to talk Game Balance, one of the biggest issues I've seen is the YT-1300 scale is rather overpowered. Also, the Lambda Shuttle scale isn't particularly great for a ship that no one but me takes anyway.

Let me see what I can do with the shuttle upgrade list.

1
2
3 All shuttles get Engine Upgrade for free
4
5 ST-321 Title no longer Unique
6
7 All shuttles gain an Elite Pilot Upgrade slot
8
9 (hard turn 2 is now white)
10
11
12 (you can equip turrets as a ship modification. If you do, you use the Firespray base board instead. You may fire your turret weapon from the rear firing arc. You may not fire your other weapons out of the rear arc, including primary weapons)

Engine upgrade is where the shuttle soars. The speed of the shuttle is not to be underestimated when this modification, but it's so expensive and takes up the slot. This level will seriously increase the attractiveness of the shuttle and is low enough that it can draw interest in dumping upgrade points into this ship.

The ST-321 title is enticing, though I think it's a bit too costly for it's ability. This serves more as a close enticement to keep investing.

The EPS slot is something that the shuttle desperately needs, and one that will make the shuttle quite potent. Barrel Roll and hard turns as actions both become options to make the shuttle nimble.

As for the turret, it's an interesting idea. I'm more inclined to just give them a rear firing arc without the turret upgrade. Afterall, even with a hyper maneuverable shuttle, I'm not entirely likely to want to ion someone behind me and the blaster turret isn't a great investment for a ship that needs its actions elsewhere.

yeah - I like the idea using a turret on a shuttle for an rear arc only. Thats exactly what I miss on the shuttles.

Maybe giving it an own cheap power 2 laser turret for 2 points.

I'm trying not to make the whole upgrade thing too runaway, like originally I thought of giving the Bwings an action: +1 agility until the end of turn, but when you combine that with Ibtisam and sensor jammer, suddenly it gets too broken way too fast. Or if you see the lv12 for Xwings, that is actually pretty sick, your Xwing is now nearly immune to crits

Will think about the falcon again, my idea was that the Falcon now has all upgrades avaliable, making it the most customized YT1300 in the galaxy, and the lv12 R&D helps to encourage people to pimp up the falcon. Does not affect the ORS though.

I really need ideas for TIE fighters, TIEint and Bwings. Not exactly fair if the shuttle gets like 5 upgrades and the TIEint gets only its named pilots and maybe 1 or 2 actual upgrades

EDIT: maybe for the TIE and TIEint, (when rolling dices to fix your crits, you may reroll the dice once)??

Edited by Duraham