Enough about nit-pciking a really small part of this question. I think the following are the big things I want to see in the AoR system:
Expanded Command and Leadership
Rules for PCs commanding soliders in groups from the size from fireteams (2-4 troopers) to companies (~ 100-200 men), allowing full PC groups to run large battles. Similarly, PCs should be able to run starfighter squadrons or capital shipts in small to medium conflicts, or play important command roles in larger conflicts. This could simply rules on how to direct groups of minions, or how groups of minions can be used to enchance a PC's or Nemesis' rolls. Really, I think that there should be rules for improving your unit (ground or space) akin to character development, in other words, a character's unit should be another aspect of that player (see Rank Advancement below)
I really think unit combat will not be part of the gameplay for "Age of Rebellion", since Star Wars usually focus on the characters own adventures and the narrative setting around that. Even in Return of the Jedi, when Han had a whole squad of troopers and an army of Ewoks to help him take down the shield generator on Endor, the story was centered on Han, Chewie, Leia, R2 and C-3PO.
Squad combat reminds me more of games like Mordheim then Star Wars....
Same logic would apply to rules for capital ship combat....
Special ops and Ressource Combat :
The idea is pretty neat, but I guess the core problem is that it depends on your GM style of mastering. In my gaming group, after each game I give a report of progress in the sector so that the players know what has transpired during their mission ; they then choose what they will do, where they will strike to advance the Alliance's mission in this sector. I believe the more rules there are, the less freedom you have.
In EotE, there are six races (if you remove humans and droids), I think FFG will probably add 6 more races in AoR and in FaD. I also think they'll choose iconic races bound to those time periods... For Age of Rebellion, like previously stated, I'd go with Mon Calamari and Sulustans. For Force and Destiny, I'd bet Togruta, Nautolans, Kel Dor.
It's rather hard to find good iconic races for the Empire... you could think of Chagrian or Kubaz, but they aren't really loved by the fans... For FaD, i'd probably vote for Zabrak with Darth Maul and Savage Opress.
What other races you think would fit those themes ???
I also believe they will keep their 6 count for classes in AoR and FaD ; there will probably be another universal specialization like FSE. This is my idea of classes/specs for Age of Rebellion.
- Officer : Admiral (mix of pilot and leadership talents) ; General (mix of combat and leadership talents) ; Tactician (mix of knowledges and defensives talents).
- Crewman : Pilot ; Mechanic ; Space commando
- Science officer : Doctor ; Engineer ; Comscan (mix of Fringer, Scholar and Slicer talent trees)
- Specops : Infiltration (mix of stealth and combat talents) ; Sabotage (mix of slicing and demolition talents) ; Support (mix of medic, repair and defensive talents)
- Diplomat : Scholar, Politico and Traders talent trees would fit well with this one.
- Trooper : Urban warfare ; Jungle Guerilla ; Frontline assault
As for the universal spec, I'd add Dark Side Adept (think Mara Jade, the Emperor's Hand) with Force Power : Injury and Force Power : Improve Characteristics... And in Force and Destiny, the universal spec could be Jedi Hunter, with jedi tracking and force resisting talents.
What do you guys think ???
Edited by JP_JP, 11 July 2013 - 08:23 AM.