Just curious is anyone has had any luck with this so far.
My thoughts were to use the x-wing combat rules, but also add in some of EotE elements, like repairs, for player characters, and main villains. So going against an equal point squad of generic tie fighters, player characters would still be able to use the force pool and repair, which should keep them alive but still make it interesting.
Doubling pilot skill should work for pilot skill, but seems a little high. Maybe every 8 sided die is 1, and every 12 sided die is worth 2? So Vader, who is a 9 skill in x-wing, would be much harder to equal or surpass.
As for gunnery skill, I was thinking to split the medal cards (sorry, forgot technical term…the ones you buy, not the ones on the pilot cards) into offensive and defensive. Gunnery skill would apply to 'buying' offensive ones, and a shield skill, if it exists in EotE, would apply towards defensive ones. So if you had a gunnery of 4 eight sided dice, you could get any of those pilot upgrades that cost 4 points. I'd let the players choose any they could afford each combat, but not change once combat started.
Same goes for defense. Not sure if they have a shields skill in EotE yet though. Waiting for core book to come out, and only glanced at beginner game rules. If not I might have to invent a defensive pilot related skill.
Pilot skills in x-wing(the abolities on the pilot cards) would work the same way. If a player had a skill of 9 (using my formula of 1d8=1, 1d12 =2), which would be hard to do, you could have and pilot skill from Vader's or Wedge's on down. But I think I'd restrict the pilot skill to a pilot skill based on the ship they were currently in, because otherwise there are potentialy some crazy combinations that x-wing prevented already that I wouldn't want to mess with. So no using Luke's skill in an a- wing, for example.
So, unlike in regular x-wing game, the players could get 2 pilot upgrades, one for offense and one for defense. And they could repair, etc. Droids would be actual equipment they'd have to come across while role playing.
So bottom line, this would let me make a squad as the GM that is roughly the same points based on pilot skills and available ships, but since player characters could also repair their ships, and get a "free" defensive pilot upgrade (as I wouldn't count that towards their total), they should have a significant advantage, but it should still be close. And everyone would be engaged in a space battle.
I plan on adding a sub-plot to the first adventure, from beginner book (mild spoiler alert) where a local businessman/smuggler was supplying spice to teemo, but gets shafted on his last shipment because Teemo is producing his own now. Teemo is basically forcing him to sell at 1/2 price, because he already unloaded it (Teemo always dealt fairly with him before this). So this guy offers to have his men fly cover to them when/if they can get their ship and escape the planet, and if they steal his shipment back from Teemo. When the time comes to escape, all the smuggler's pilots have been captured or bought by Teemo, so the players will have to fly their own escort in his (junky)a,x,y wings. Since Teemo is no longer buying from him, and his pilots have defected, he'll finance the ships to the players afterwards, as long as they keep making payments.
Basically I'll give them broken fighters they can repair and upgrade as the games go on.
Please share any thoughts or opinions on this.
One last thing though - to those asking "why bother?", I know EotE is NOT a tactical game, and this is adding tactics to space combat. I think it will work though because the average encounter (vs thugs in a melee combat) will still be fast and generic, which is great because it won't slow down the game. But for a conclusion to an adventure, that kind of combat mighyfeel a little too generic. I'll try to have adventures end with starship combat. Hopefully it will give a bigger sense of accomplishment to the end of a mission. I think an hour per space combat would be likely.