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Agrivar

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  1. I think that Dameron Poe does a similar maneuver in "The Last Jedi", and maybe that's the basis for what we see in the trailer, but yes, it would work as a depiction of a Koiogran turn. And I wouldn't entirely discard the possibility that some of the developers are xwing players, because the TIE interceptor seems to do a barrel roll at 4:25. Yes, it is a real world maneuver, so maybe they added it without knowing the Star Wars: X-Wing miniature game, but it is fun to rewatch this short thinking what could be reproduced the "X-Wing" miniature game. Will be see someday an Upgrade card which lets you turn a missile attack againt the attacker?
  2. I started just a few minutes ago a thread about the CG short because I thought it deserves a thread for itself, so it can be easily found and don't get buried in the middle of a long thread.
  3. I am aware that there is a thread talking about the "Star Wars Squadrons" computer game, but I think that the CG Short deserves a thread for itself to be discussed there as an "Star Wars space fighters combat short". I would love to see a "Rogue Squadrons" TV series done with this taste for "choreographed dogfights".
  4. In the Legend of the Five Rings reddit, in the thread were they are talking about "The Last Leaf Falls" fiction, I found this comment which I think it sums quite well what it can be achieved with the redoing the old storyline: "It's ending up at the same destination but the trip there was so much better."
  5. It makes you wonder how the next events (Clan War, Second Day of Thunder, etc) will be reimagined while still staying true to the original storyline.
  6. The first tree "stages", going from the Clan War to the Second Day of Thunder and then beginning with the "Rise of the Shadow" works really well if it is done slowly and emphasizing how the Lying Darkness becomes a new cosmological threat due to the defeat of Fu Leng. But I would prefer it as something which will plague Rokugan for decades or centuries, not the next Big Evil Foe which will be defeated in the next tournament and replaced by another Big Evil Foe. I wouldn't mind FFG reworking the setting's mythology so the presence of Fu Leng becomes necessary to keep the Lying Darkness in check (a bit like having to make a pact with the Devil to defeat Cthulhu). To me, the setting stopped to make sense with the War of Spirits, which maybe it would have worked for me if it were done as something subtle representing how the Celestial Order adapts itself to the cosmological changes in the setting, but never as "Hey, guys, the Iron Chrysantemum is back and he doesn't likes a not-Hantei in the throne!"
  7. Compared to the setting in the previous editions, would you say that FFG's Kuni Yori (and I suppose that also Tadaka) seems to be more self-aware of the corruption inflicted on him by his studies of the Shadowlands?
  8. As a Spaniard, the word "Pavarre" makes me thing about the Kingdom of Navarre (https://en.wikipedia.org/wiki/Kingdom_of_Navarre). I wonder if the writers used "Navarre" as an inspiration for "Pavarre", or the similitude is just happenstance. About any previous links between "7th Sea" and "Legend of the Five Rings", I think that Merenae and Thrane don't exist in the "7th Sea" setting. If they were supposed to be analogues for the British and the Portuguese, the closest thing in "7th Sea" would be Albion and Castille.
  9. Then. the question that remains to be answered is... who is Bernard Woolley? (For those not familiarized with the "Yes, Minister" show: https://en.wikipedia.org/wiki/Bernard_Woolley) Now I cannot shake the idea of a Rokugani sitcom called "Hai, Emperor".
  10. Selling points about this book: 1. It has a significant importance in the initial development of the "Star Wars" Expanded Universe. It is really like owning a "piece of history" of the Star Wars franchise. This cannot be over-emphasized. With these books, you are getting a look at the first steps to expand the Star Wars universe when the only information available was the movie original trilogy and five or six novellas about Han Solo and Lando Calrissian adventures. 2. The Rulebook gives you a perfectly serviceable rules system which it can be adapted to any setting wich favours a "cinematic" feeling (let's say any setting which could be used with the FATE system). 3. The Sourcebook gives you A LOT of background information which it is useful for any "Star Wars" RPG game (just compare the amount of space given to the description of any starfighter with the amount of space given for that same starfighter in a FFG or Wizards of the Coast book). 4. Both books are a delightful reading. Seriously, I laugh everytime I read passages like the "use of the Survivor skill" example. These books are from a time in which reading a RPG book it was supposed to be fun.
  11. Yes, I know there's three movies and two cartoon series. And comics and computer games. And I've seen the movies, both cartoons, and read a lot of the comics (and novels). And I still maintain that the canonical pool of characters it is quite reduced for the Republic faction, and almost nonexistent for the Separatist forces, even using non-Trade Federation forces. Do you know any Galactic Bank, Techno Union or Geonosian named pilot? Meanwhile, EP IV, V, VI and VII (and Rogue One) have named pilots for almost any fighters which appeared in the movie (although many of them have been "uncanonized" because they came from the Expanded Universe). Just in the "Rogue One Visual Guide" you have more than a dozen pilot names for X-Wing and Y-wing pilots. And some days ago, I found an article published in Starwars.com focused on given the names for the Red and Blue Squadron pilots from "The Force Awakens" (http://www.starwars.com/news/its-the-resistance). There is nothing similar for the Clone Wars era. A friend of mine loves the ARC-170 fighter design and always wanted to see it added to the "X-Wing" line, and before that happened, the main problem I'd always seen for adding that fighter was: "which pilots and squadrons can you use?" From "Revenge of the Sith", you have "Seven Squadron Pilot" as a generic pilot and "Odd Ball" as an unique pilot, and then you have to start diving in the cartoon and the comic books in search of some ARC-170 named squadron or pilot (good luck with that, because the cartoon uses mainly Y-wing, V-19 and Z-95 fighters). When they finallty added the ARC-170 to the game, they had to assign him unique pilots who fly mainly other types of fighters (Braylen Stramm flies B-wings, Shara Bey flies A-wings, Norra Wexley flies Y-wings and Thane Kyrell flies Y-wings)!
  12. I think that the main problem for doing an "X-wing"-line set in the Clone Wars period it is that there is a severe lack of squadrons and aces to do a pool of fighters from that era. The Republic faction has N-1 Starfighters, ARC-170, V-Wings, Y-wings and the two types of Jedi Interceptors. This seems like a good pool of fighters, but there is a severe lack of Squadrons and Ace Pilot names to do the different cards. All Jedi Interceptor's pilots are, well, named Jedis. There is no canonical "Generic Jedi Squadron". So you have a fighter-type limited to unique pilots. And I am quite sure that a lot of people would dislike that the Jedi Interceptor mini has not a customised paintjob for the Jedi Pilot that you want to use. And all ARC-170, V-Wings and Y-wing pilots are clones, whohave a very small pool of named Aces. The Separatist faction it is even worse, because all his fighters are Vulture, Hyena and Tri-fighter droids. Yes, you can use fighters from non-Trade Federation elements (Techno Union, General Grievous fighter), but again, there are no named Squadrons and Ace Pilot for droid fighters, and there is almost no info about non-droid fighters. So, I think that FFG sees the EP IV-IX settings as a much more easy place from which to develop units for the game. I don't see any Prequel-hate in FFG designers. The ARC-170 presence in the game is a good indication that they are not against using Prequel Trilogy fighters. They just require too much effort to implement it in the game.
  13. One thing which I miss a lot from the WEG "Star Wars RPG", and which I found lacking in nowadays RPGs are the "tongue-in-cheek" way in which WEG explained the game rules to the readers. The Failed Jedi using the Survival skill to find some way to get drunk (because alcohol is a vital necessity for him). The descriptions of how much a character knows about something based in the level of a relevant skill (with examples going from "I know space as the palm of my hand" to "No! It's bad to open an airlock while you're in space! The air goes out! Fwoooshh! Got it?"). And I think that the chapter about Gamemastering should be required lecture for any Game Master ("Players will be players!").
  14. Agrivar

    RZ-2 A-wing length

    The original A-wing it is supposed to also have swilveling blaster cannons, two concussion missile launchers with a 6 missile magazine each, and a sensor jammer. The West End Games "Star Wars RPG" described those features, the "X-Wing" computer game manual also mentioned them (it was quite funny to read n Imperial pilot claiming that "the A-Wing fired backwards"), and at least the sensor jammer was added rules-wise in the second edition of the RPG. "Rogue One", "Rebels" and the new canon novels have added a lot of info which FFG could use to give new options for the classic trilogy fighters. There are a lot of new named pilots for Red, Gold, Green and Blue Squadron, and you can add pilots from the Saw Gerrera partisan and the "Rogue One" Blue Squadron. You can add A-wings from Phoenix Squadron. The "Pivot Wing" card for the U-wing it is a good precedent for doing an "S-foil wing" for the X-wing. And if the "hidden features" described in the technical readouts are shown in the movies (i.e. in "The Force Awakens" we can see an A-wing using a sensor jammer, or with swiveling blaster cannons), surely FFG will try to add them to the miniatures game. I expect to eventually see a "Rebel Veterans" expansion pack with an X-wing and Y-wing in alternate paint schemes (Blue Squadron or Jedha Partisan markings for the X-wing, and Gray Squadron markings for the Y-wing), and a future RZ-2 A-wing expansion pack (which we will surely see) would be a good opportunity to add cards that can be also used to update the classic A-wing ("Swiveling Blasters", "Integrated Sensor Jammer", ¿"R-22 Spearhead" title?"). FFG faces now an interesting dilemma. If they model an RZ-2 A-wing using the given length, it will be smaller than the current A-wing. PS. I like a lot the Joe Johnston quote from the "A-wing Wood Model" booklet: "Creating new ships comes to designing something you've newer seen before. It has to do with taking the character of the ship and taking the character who is using it and trying to tell a little bit of the story".
  15. The booklet which comes with the "A-wing Wood Model" from Episode VIII gives a bit of info about both the original A-wing and the newer model which will be see in "The Last Jedi". https://imgur.com/a/S20wP I noticed that the specs section from the booklet gives a lentgh of 7,6 meters for this new A-wing, which it is less than the 9,6 meters official length for the original A-wing, although visually both fighters seem very close in size (with the new RZ-2 seeming a bit longer than the older RZ-1). I just wanted to let you know this info, because I am aware that the accuracy of the official length for the A-Wing (and the accuracy of the FFG A-wing model) has always been a topic of debate. Some people think that the 9,6 meters is a good measurement, and that the problem comes from ship models used in the movie being out of scale between them (or the pilot figurine for the A-Wing model being too big), and other people think there is no problem with the pilot figurine, and the official length for the RZ-1 A-Wing should be smaller (i.e. 6,9 meters). The "Rebels" cartoon seemed to follow the 9,6 meters, as their A-wing seem bigger than those appearing in "Return of the Jedi" (the pilots look much smaller inside the cockpits), and there is a Bandai A-wing model which seems to be close to the 9,6 meters measurements. So I'm a bit curious about the possibility of the official A-wing length being oficially reassesed (as was done with the Millenium Falcon, which changed from the 26 meters given in the first Technical Sourcebook and RPG books to the current 33-34 meters, and the length for TIE Fighters, X-wings and Y-wings was slightly tweaked after "Rogue One").
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