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Posts posted by Forgottenlore

  1. 1 hour ago, gadwag said:

    I haven't seen too much discussion of grappling struts on here yet, and they look like a pretty interesting mechanic. Clearing stress and parking on rocks is powerful, but it's balanced by the fact that the only way to leave the rock is a 2fwd.

    Has anyone got any sneaky plans for how they will use grappling struts?

    I think vultures in general are just going to be so different to fly that nobody really knows what to do with them yet, and the grappling struts are only going to multiply that. The whole ship is so unlike anything else in the game. 

  2. 4 hours ago, Darth Meanie said:

    ***Posted to a gaming board where Standard Players try to solve the meta 5 minutes after a news article drops with no points or upgrade slots.***

    Also a really annoying trait, but I try to ignore threads about “the meta” because I don’t care, whereas I’m actually interested in epic play. 

  3. 55 minutes ago, Icelom said:

    Valid concerns


    Depends how they do it. The problem with the IG-2000 was that the ability was free. If the ship had been cheaper but the title to allow you to share abilities had cost points you might have seen individual aggressors. 


    For a while now (in a few of their games) they have been experimenting with upgrades that interact with another ship that has the same upgrade. Armada has several, and the Synchronized Console upgrade in the republic ARC pack looks to be along the same lines. As long as each ship is getting charged points for whatever the effect is, it should be doable. 


    A greater concern, I suspect is that such a mechanic would probably need to be balanced to a particular sized game, and would become more powerful as you scaled up. Two aggressors was powerful, 4 in epic was bonkers. So such a mechanic might limit the game’s ability to be played at different scales. 

  4. FFG hasn’t gotten ANY scales wrong. If you want to complain about scale issues, at least place the responsibility where it actually belongs, on Lucasfilm. FFG is simply creating the sizes they are told are official. 


    And while we’re at it, film models and sets are never consistent. Trying to calculate a “proper” size base on on screen images is nothing but a foolish exercise in frustration. Fictional things are however big the IP owner says they are, if an on screen depiction doesn’t match that, then the depiction is wrong (either on accident or deliberately because of some behind the scenes reasons). 

    GuacCousteau’s approach is much better. Does the given size accommodate what’s supposed to be there? Do enough people fit, are corridors able to be tall enough, etc..?

  5. 55 minutes ago, Dabirdisdaword said:

    Nah hes right. Epic fans should just go away and stop buying. I'm sure less players engaged makes for a healthier game judging by how many in this forum want others to get out of their hobby.

    Not even close to being remotely similar to what I said. 


    Standard is in a better place now than it has ever been. It is not difficult to play with huge ships using 2.0 rules and some house rules to cover the rough spots. Theoretically, the people who prefer epic are supposed to be (according to “conventional wisdom”) fine with house rules and tweaking things to make what they want work better. FFG has said they are going to redo epic. Now, whether you think they will do a good job with that, or muck it up, is a different question, but I don’t think it’s reasonable to assume that they outright lied and aren’t going to do something to update it. 

    So, out of 6 years worth of content that needs updated, plus brand new content that still has to be developed, and a fringe mode of play that can still be played with minimal work, by people who are assumed to enjoy that kind of tweaking, I don’t think it is unreasonable to say people should be willing to wait more than 12 weeks for their particular favorite thing about the game to get updated. 

  6. Just to make sure everyone is on the same page,


    the “regens a force point” idea is that “during your perform action step, you can do any of your actions like normal, but if you do “this” action, you get a force point back”


    while the free action idea is “you do an action as normal, and then can spend a force point to do “this” action, pseudo push the limit like”



  7. 2 hours ago, Cgriffith said:

    Soulless One works well, even if speaking in generic terms. Everyone knows what ship class (for the most part) the Soulless One is. 

    Until this thread I’d never even heard the name “soulless one”. 

  8. As for the size of the HWK, I’ve accepted captain lackwits arguments, but I’ve said it before, the scenes from the original DF game still make it look a lot bigger to me. 

    Doesn't matter though, video game visuals are THE ABSOLUTE WORST source to judge something’s size, the limitations of the medium require radical distortions, especially of interiors. 

  9. As for the general “freighter” terminology in Star Wars, don’t assume the word means exactly the same as it does on earth, think of it more as “cargo hauler”. The HWK is a pickup, or maybe even an el Camino, the falcon is a utility van (souped up, with lots of bells and whistles taking up the “cargo space”), the gr-75s are u-hauls, above that you’ve still got 10-wheelers, semis, land trains, and actual ocean going freighters. 

  10. 20 minutes ago, Captain Lackwit said:

    The HWK-290 being properly scaled is WHY I got into this game. FFG ended the debate forever. They got it right.

    The debate ONLY exists because the guy who wrote the novelization is an IDIOT.

    Ah, there you are. I was starting to think I was going to have to tag you. 

  11. 3 minutes ago, Managarmr said:

    There is an easy solution though. You put the maneuver template chosen in front of the model. Then you put a marker at the template's far end. The marker (provided in the hypothetical ship pack with the XL size 100mm base) has a slot for the template's end, and 2 slots for the little pegs of ship-templates. You remove the maneuver template, and move the ship forward so that it fits snugly in the peg slots of the marker. This way you have eliminated the "jump" made by the base, as suddenly the base does not contribute anything to distance flown. Thus the XL ship is actually slower than the rest.

    That is a huge amount of hassle though, and would slow the game down a LOT. Part of the immense appeal of the flight path system is how dead simple it is. 

  12. 21 minutes ago, Hiemfire said:

    If you're really after "correct" over personal taste (honestly personal taste works fine) check the arc shading on the baseplate of a ship from that faction that has a set arc. Should be the Faction "color". :)

    That doesn’t work though because the ST factions match their original counterparts. Unless they change them, but the TIE/FO preview article still looked green

  13. Synchronized Console

    “After you perform an attack, you may choose a friendly ship at range 1, or a friendly ship with the synchronized console upgrade at range 1-3, and spend a lock you have on the defender. If you do, the friendly ship you chose may aquire a lock on the defender.”



    which, frankly, should have been the tie bomber or punisher’s ship ability. 

  14. 2 hours ago, GuacCousteau said:

    Also I think the mileage on mutating the basic TIE Fighter is running out. I'd much sooner get different Imperial fighters with different design lineages - the Assault Gunboat was a great start, how about the Skipray Blastboat as a medium base? 

    See, I distinctly DON’T want non-tie fighters for the Empire, they define the look of the faction. I hate that the gunboat got made. 

    Though I do agree we are running out of viable TIE variants. We aren’t there yet, but close. 

  15. 1 hour ago, SpiderMana said:

    What the...

    You can actually make out a bit of text on the Chancellor side of the card that has the “flip this card” on the bottom and I believe “this side begins face up” at the top.

    At some point in the game, probably triggered by taking damage or something, you may flip the card to Darh Sidious. This gives you access to whatever power is on his side of the card, but you can’t go back to being Chancellor Palpatine.

    Except Darth Sidious is a WHOLE OTHER CARD. If they wanted to show that palpatine was a dual sided card with Sidious on the back they would have called it out in the article, not shown an extra card in the spread that isn’t included. 

    Unless you think it comes with 2 copies of the Palpatine/Sidious flip card?

  16. A while ago I was playing around with the flight path system and game design and mocked up som extra large bases, 100mm across. IMO, the size didn’t work so well, at least with the regular move templates, even a 1 speed was a massive change in position, so I think extra large ships would require a new movement system, same as huge ships do, and then you’re kinda defeating the purpose. 

    Tiny bases (20mm) though would have some potential for actual seeking weapons or tiny droid craft, or something. 

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