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Azrapse

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Everything posted by Azrapse

  1. There it is. This does it for me. Alex Davy has been pure heart and passion for this game since he joined in First Edition Wave 4. To know that he has been just kicked out and the game and his job given to someone else just because some suit needed to justify their paycheck doing some arbitrary reorganization, not attending to Davy's actual merits, leads me to act in the same way. I abruptly and unceremoniously terminate my relationship with Asmodee. Looking forward to seeing what Davy's and the other team members' future projects are, though. Azrapse. Over and out.
  2. I also think that isolating games in their own styles is bad. Cross-pollination of ideas between genres has been great in the past, and that is much easier if the developers of a game can interact or even participate with other teams that work on radically different projects. X-wing is a miniature game, but it uses with cards, and as HotAC has shown, it could benefits of some boardgame concepts like cooperative or asymmetrical play. What things will we miss when this flow of ideas ceases?
  3. I do think it would add some interesting design space. In the stress rules, just update them to say "You cannot perform action while stressed, *unless they are blue*." and that's about it. Not so complicated. However, blue actions should not be just the usual actions (lock, focus, evade, reinforce, etc) but blue. That would be too powerful. In the same way that blue maneuvers are something of a limitation because they have the main benefit of removing bad tokens, I think blue actions should be something negative to balance out the positive effect they have of removing stress, strain, and deplete tokens. When you perform a blue action, you first get the effects of the action, then you remove either a stress, deplete, or strain token. Some examples of blue actions. Redirect weapon power: Gain a deplete token. Redirect engine power: Gain a strain token. Redirect shield power: Spend a shield. Overload: Gain an ion token. Some examples of linked actions including blue actions: Boost > Overload Reinforce > Redirect weapon power SLAM > Redirect engine power
  4. Okay, I replace my 3rd wish. Instead of huge ships in Standard, I join those asking for different dice. At least different attack dice for precision and damage. That was the biggest missed opportunity in Second Edition.
  5. It's not that ruining everyone else's fun would be the goal. More like the game could account for "huges" becoming a fifth archetype of ship (besides jousters, arc-dodgers, turrets, and bombers). Nobody says that arc-dodgers "ruin the fun" for players that focus on jousters, right? They are just another element in the rock-paper-scissors-lizard-spock game. Well, the same could be done with huges. It would certainly change the meta, since now you would need to account for the chance of facing a squad that includes a huge ship. But that's not different from how things are now. Also, how sure would you be a huge ship with barely any support would deal by itself against a full enemy squad? Your Syndicate Smuggler loses a lot of its teeth if the opponents remain at range 3. And a huge ship isn't precisely the hardest thing to outmaneuver. Even going range 2 or 1, its five 2 dice attacks in one turn is basically something it could do once per game, since then it would be empty of energy. Anyway, I don't think there is any point to this discussion, because it will never happen.
  6. That's not the case. I want to play with my huge ships, but FFG doesn't let me bring them to the games that everyone else wants to play. I don't give a **** if a huge ship levels half of the opponent's squad in the first round because they are made of super flimsy aces. That will teach them not to go to a gunfight with a knife.
  7. My friends are down for practicing for the next 200/6 tournament. So essentially I have pretty but expensive paperweights.
  8. Then let FFG balance them. They can also increase points on huge ships and huge ship upgrades along with the other ships. I don't see why they can balance almost 100 small/medium/large ships, but can't balance 5 more.
  9. HotAC-like coop campaign set. Don't care if it's full of generic missions so that you can replace the players' faction and the "AI" faction with some other. Something replayable, perhaps with a strategic component to it that affects the tactical games. Like, a little board with a sector that your team is trying to take over the hands of the overwhelming enemy (be it a Rebel cell defending against the Empire, a Republic taskforce entering Separatist space, or the Resistance fleeing from the First Order), where different events happen and that generates missions that you need to resolve. Like you draw 3 cards that tell you 3 things that are happening (a convoy is being attacked, an enemy officer is passing thru this sector, and pirates have laid a minefield on a trade route) with rewards for each of them, then you need to decide which battle you fight, and you do it on the X-wing mat, and the other two events are considered lost. Proper Solo AI rules integrated with the app/Squad builder, so that I don't need to browse thru 20 pages of PDF while trying to play a game against it. Let me enter the composition of the enemy squad, and the app tells me what the ship does with particular actions and maneuvers. None of that "The fastest advanced maneuver away of an obstacle, unless you modified the green die to an Eye result, in which case you do the slowest blue maneuver towards the closest player." mess. Huge ships allowed in standard play.
  10. The biggest difference between Squadrons and this miniature game is that imperial craft are way sturdier and more dangerous in the videogame than here. A single TIE Bomber is a serious threat to a cruiser if it gets under the shields. It can knock out an entire system before it is blown up. But a TIE Bomber shielded and resupplied by a TIE Reaper is almost unstoppable. Also, ships with only two laser cannons just fire them more often than those with 4, so the TIE Fighter, TIE Bomber, Y-wing, and A-wing don't have really weaker weapons than the X-wing and the TIE Interceptor. In this miniature game, we know that 2 dice weapons are peashooters compared with the 3 dice weapons of the x-wing and TIE Interceptor. ••Rapid Fire Cannon Accumulator Modification Requires \/ 2 (Frontal arc 2 dice primary). After performing a primary attack against a ship in your | arc, you may perform a primary bonus attack against a ship in your | arc. You cannot roll more than 2 attack dice during this attack. •Tactical Shield Projector Modification, 2^ charges Requires U-wing or TIE Reaper During the Systems phase, you may spend 2 charges to assign a reinforce token to a friendly ship in your \/ at range 0-2. •Supply Droid Launcher Modification, 2^ charges Requires U-wing or TIE Reaper During the Systems phase, you may spend 2 charges to choose a friendly ship in your \/ at range 0-2. That ship may either recover 2 charges among their (Torpedo), (Missile), or (Device) upgrades, or repair 2 damage cards. ••Heavy-weight Frame Modification Requires TIE, Hull 4 or lower. Adds Hull +2. When defending, you can't roll more than 2 defense die, and Crit results are cancelled before Hit results. There is also the power management mechanics that allows ships to boost, fire extra strong lasers, or strengthen their shields, at the expense of weakening the other systems. Unshielded craft are allowed to pass energy from engines to weapons or vice versa. But I think proposals for that have been already made in the past.
  11. @Cloaker isn't alone when having that stance towards the game. He just has put the effort of writing a post to give visibility to this sentiment some players have. Many others just remain silent or quit the game for good. I don't think this post is aimed at the other members of the community, to bring them down. This is aimed at FFG, so that they correct course. I can talk for myself and my immediate circle of friend and acquittances, though. And I could say that Cloaker is being more reasonable than average, since he's willing to give FFG another chance to fix the situation with a card pack. In my local community, we started playing X-wing before First Edition's wave 6. That is before Scum was a thing. Most of us collected Rebels and Empire, and we were interested on Rebels and Empire. Not interested on sequel factions, or prequel factions. It's amazing how marketing is able to mold the opinion of the fans, but not so long ago, the prequels were something Star Wars fans (or at least most of them), just didn't talk about. And all hopes were put on the sequels to be at least as good as the original trilogy. Well, that ship hypered out, and after the sequels' debacle, it's like everyone is telling themselves "You know, the prequels weren't that bad." And that's fine. Just don't pretend everyone to all of sudden get invested on the toys from some terrible movies, just because the newest ones are even worse. In my local community, everyone quit X-wing after the focus shifted away from the OT factions to the sequels, then the prequels. Our local brick-and-mortar game store even dropped X-wing as a product. Now, you can say that my story is just an anecdote, and that one can't generalize. Sure. But also, remember all those time when different people within FFG have commented that "X-wing no longer carries the water as it used to", and that it has ceased to be the star product in the company, to just kind of remain profitable but not much else. I wonder why. You want the best for the game? Two choices: Tell everyone that expresses their discomfort with the current situation to shut up, and act like everything is going great. The "Titanic orchestra" solution. Give visibility to the problems so that FFG reacts.
  12. It can be either overpowered or underpowered. Greef doesn't do anything for you until you kill someone. So if your squad sucks at that, Greef won't help you. He starts being useful once you start "claiming bounties". If you kill an Academy Pilot he will get 1 charge. If you kill Soontir or Luke, he will get 5. But after that, he's full and he won't get any more charges until you spend a few (counts as if Greef is keeping his share of the bounties for himself. You know, managerial costs. ) Then you need to go close to him to spend his charges. Get within range 2 of him and fire your missiles/torpedoes/crackshots/etc using the "money" that Greef has been keeping for you. I think Greef would lead to building squads around him, since you would opt for equipping multiple 1 use upgrades (like illicits, some torpedoes, talents like crackshot, or even stuff like Gonk) knowing that you will be able to use them multiple times, or more often. I think this is fitting to how he is depicted in the series, surrounded by bounty hunters that go to him to get their rewards. Or when he organizes that ambush against Mando. He's not afraid to get his hands dirty. Perhaps the last line could be rewritten as "During the End phase, you may spend any amount of charges. For each spent charge, a friendly ship at range 0-2 can recover one charge in one of their upgrade cards." so that you don't get charges back on pilot abilities or in upgrades that don't allow to recover charges like mines or remotes. I don't like the idea of discarding cards, since this is not a mechanic present in Second Edition.
  13. Cara Dune Crew. Rebel or Scum (She used to be Rebel, she hides from the New Republic, so no Resistance, and she hates the Empire, so no Imperial or First Order) When attacking, if the defender is in your | arc, you may roll one additional attack die. After rolling attack dice, you must remove one result. Kuill Crew. Scum. 3 charges During the Systems phase, you may spend 1 charge and gain 1 stress token to repair one damage card. (Kuill is great at repairing ships. But he will nag at you, and bring his glurgs with him) Greef Karga Crew. Scum. 5 charges. Setup: Spend 5 charges. After an enemy ship is destroyed, you may recover as many charges as that ship's initiative value. When a friendly ship at range 0-2 was to spend any amount of charges, it may instead spend that many charges from this card. (Greef gathers the rewards for the bounties his "employees" hunt, then he hands them their share, perhaps after keeping a bit of it)
  14. It doesn't make any sense that Republic and Rebels would coexist as a faction in the lore. Neither Empire or Separatists. The Empire is the evolution of the Republic, who fought the Separatists. Why would the Empire ally with the Separatists. We even see them in SW: Rebels systematically wiping out pouches of Separatists survivors, while being relatively cordial to clone remnants. The Republic turns into the Empire literally in an instant, during a speech in the Senate. The Rebels have more in common with the Separatists, since they fight against the same dude: Palpatine. We'd need a bit more complex "allegiance" rules, based on some keywords. Your squad must have 50%+ points spent on a single faction. That is your squad's main faction. Then you can bring allied ships from other possible allied factions, but never mix units from two factions that aren't compatible with each other. Allowed alliances: Rebels: Resistance, Republic Jedi-only, Scum non-Sith, Separatists non-Sith Resistance: Rebels, Republic Jedi-only, Scum non-Sith, Separatists non-Sith Empire: First Order, Republic non-Jedi, Separatists Sith-only, Scum First Order: Empire, Republic non-Jedi, Separatists Sith-only, Scum Scum: Any Republic: Rebels, Resistance, Scum non-Sith, Empire non-Sith, First Order non-Sith Separatists: Rebels non-Jedi, Resistance non-Jedi, Scum, Empire, First Order
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