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Posts posted by SteelEagle
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I thought Season Four was really very good for her. So far Season Five has been fun.
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There is a shocking lack of best pony Applejack in this topic.
Puzzling.
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If a ship — Star Destroyer, Super Star Destroyer, Mon Cal whatnot, or what have you — is so well built as to be able to survive falling out of the sky and hitting a planet and still remain mostly intact, how is it that they are even ever damaged by weaponry? Sure, they are very cool visual effects shots, but I have a bad feeling that this is going to be typical JJ Abrams material: really fun, but the minute you look just slightly under the amazing surface you'll see a whole raft of things that just don't make sense.
You just described Star Wars to a tee in a lot of ways.XD
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When brainstorming, don't forget that no ship has more than 4 actions on its action bar, and there are graphic-design reasons that's not likely to change.
I did not know this! Edited the T-70 to reflect that. Thank you for the information.
Vorpal Sword reacted to this -
I like those Ping tokens!
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If there is a topic like this, a thousand apologies. I am tired and did not fine one.
Here, discuss ideas for ships and their stat lines. Get something to drink and chat and have a good time as call one idea OP and the next UP, like a proper forum should.
1- V-Wing. Basic idea: Marginally better than the TIE and more expensive. According to another piece FFG has released, they are almost as fast as the TIE and have shields and are otherwise a very solid fighter. It was because of their cost compared to the unshielded, life-support capable, astromech using V-Wing that won the day. So, this statline and dial reflects something that can match the TIE or exceed it in some ways but at a higher cost, unappealing to the Imperial bookkeeper. Not super common but it is very effective, emaning you might have a decent roster of skilled pilots.
Attack- 2
Agility- 3
Hull- 2/3
Shield- 1/2
The idea behind shields and Hull is that it should total four. Maybe three if the rest of the ship demands this part be weaker. 2/1 if at the lowest, 3/1 or 2/2 at the highest.
Actions- Target Lock, Focus, Boost, Barrel Roll (I was thinking Evade, but I am thinking that the TIE is just a hair more nimble so maybe not. If we do include Evade, then the bog standard basic pilot should lose Target Lock and gain Evade.)
Astromech: Unique to the V-Wing. The astromechs can still be good but the fact they are closed off and the V-Wing is closed off from using others means it is limited.Point Cost: Hmm...16-18?
System Upgrade, Elite Pilot, munition, modifications, and target lock can be scattered on the others.
Dial:
4- Forward, bank left, bank right, Reverse.
3- All of them. Forward green. Reverse.
2- All of them. Forward, bank right, bank left green.
1- Same as 2.--------
2- T-70 X-Wing (From trailer). Just a plain all around improvement. Better all around but maybe it lacks any truly elite super pilots. More agile with better shields.
Attack- 3
Agility- 3
Hull- 3
Shield- 3
Actions- Target Lock, Boost, Barrel Roll, Focus.
Full roster of potential upgrades, with elite pilot obviously being saved for elite pilots.
Points: More expensive. Compared to the E-Wing it is considerably more capable. One more Hull, one more ability, better dial. 33-34 points?
Dial: Look at the E-Wing's, add hard left and hard right 1.
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Your go, fellow forum mates
Blail Blerg reacted to this -
I was at a game today and our GM told us about this thread and the creativity and fun destiny use. Great read!
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There are plenty of ships left. The real question is what roles are left to be filled? I would expect a second edition/update with some new mechanics at some point to introduce a greater number of possible roles. In terms of ships there are a great many, so that isn't the real question.
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The ARC-170 seems perfect for a pirate ship, fast and agile enough to escape larger ships, adaptable, rugged, and most importantly packs the punch to take down freighters quickly. The only thing that might make it hard is original parts, but Scum doesn't care about that.
Parts would be an issue, but doesn't it have a pretty bad crew requirement?
To be clear, I'd like it regardless (though I'd rather have V-Wings)
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1- The Z-95 is older than the V-Wing and the ARC-170. It was created before the Battle of Naboo.
True if you replace "is older than" with "was first produced in." The Z-95 keeps being updated and rereleased like many long running models: it's kind of the Star Wars Ford Transit. The Z-95's an old model but not an antique by default because Incom still make them updated to modern technological standards. You can buy a factory new Z-95 in the GCW.
The ARC-170 was first produced in the Clone Wars as a heavy fighter for the Republic. After the Clone Wars, it continued as a heavy fighter for the Republic for roughly five more years, then was phased out in favour of the TIE fighter. This meant a cease to ARC-170 production: while they'd certainly take time to filter out of the Imperial ranks the ARC ceased to be produced, and the base model's technology stops at about 14 BBY.
As a result, the ARC's somewhat outdated by the GCW. The Z-95 is usually not that severely outdated (although I could see Scum flying some truly ancient rebuilt Z-95s) and its stats are where they are because it's not a heavy fighter like the X-wing: it's a cheap, nimble, relatively low budget fighter craft.
This is all more than likely a hundred percent correct. Of the two, I see the ARC-170 as being far less likely to be seen. ICly, it isn't a truly appealing option to any faction because of parts and crew requirements. Too much investment required from every angle. The V-Wing on the other hand seems like it would fit better. The lack of a hyperdrive seems to be the biggest issue but it seems to play as a less evasive TIE with shields and more survivability, being harder to manufacture and more expensive as a result.The ARC doesn't seem to have a role in-game or universe while I can see the V-Wing having a role in-game and universe.
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My first post here. Hello!
Feel free to correct the following beliefs of mine. I am passingly familiar with the EU, many of the Star Wars games, FFG material, and of course, the movies. SO I may be very incorrect in the following, but:
1- The Z-95 is older than the V-Wing and the ARC-170. It was created before the Battle of Naboo.
2- The ARC is the successor to the Z-95.
3- The X-Wing is the successor to the ARC.
4- The V-Wing appeared near the end of the Clone Wars.
5- It served into the period of the Empire until TIEs could be mass produced.
6- The ARC may not be a popular choice due to the requirements of crew and maintenance.
7- The V-Wing does not have a hyperspace drive, requiring a support network that would be unappealing to the Rebels as well as most Scum/Villainy forces, while the more easily mass produced TIEs(which are also cheaper) play more into their philosophy.
8- The Z-95 is around because it is an all around fantastic craft considering its age with no native flaws. The others, not so much.
9- However, both are still quality craft in-universe and it would make sense to find them somewhere.
10- More importantly, the V-Wing is in Stay on Target so they MAY be more partial to it.
I am partial to the V-Wing. I love it. I'd love to see it. I also think that while the ARC is cool, the “precursor to the X-Wing” role is filled by the Z-95 in-game effectively. The V-Wing could fill the same for the TIEs. I'd play them as 2-3-2-1. Remove the evade from the TIE, add the astromech ability. Maybe 18 points?
Yeah, that all sounds about right. It should be noted however, that The X-Wing isn't necessarily a successor to the ARC-170, but shares many of the same design aspects, much like the Z-95. Both of which were designed by Subpro/Incom, whilst the X-Wing was created on Commission by The Empire as their standard fighter. It's kinda' like...
The ARC-170 is like the big brother of the X-Wing, but it's the brother rather than the father. Which is the Z-95.
Though oddly enough I have an easier time picturing the ARC-170 as a big sister rather than big brother. But yeah. They both split off from the '95, in a way.
So what you're saying is that the ARC-170 is Applejack, the X-Wing is Apple Bloom, and the Z-95 is...well, not dead like their parents, so let's say Granny Smith? Makes sense to me.
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People, there's one thing we're losing sight of, what would the T-70's stats be in our favorite starship combat game? My bit of uninformed speculation/wishful thinking:
PVW: 4
AGL: 3
HULL : 4
SHLD: 3
Actions: Target Lock , Focus, Boost
Upgrades: (Elite), Torpedo, Astromech, System Upgrade.
Seems too powerful.
POW: 3
AGL: 3
HULL: 3
SHLD: 3
Actions- Target Lock, Focus, Boost, Evade. (Play up that agility, son!)
Upgrades: I'm good with yours, sans Elite as standard.
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My first post here. Hello!
Feel free to correct the following beliefs of mine. I am passingly familiar with the EU, many of the Star Wars games, FFG material, and of course, the movies. SO I may be very incorrect in the following, but:
1- The Z-95 is older than the V-Wing and the ARC-170. It was created before the Battle of Naboo.
2- The ARC is the successor to the Z-95.
3- The X-Wing is the successor to the ARC.
4- The V-Wing appeared near the end of the Clone Wars.
5- It served into the period of the Empire until TIEs could be mass produced.
6- The ARC may not be a popular choice due to the requirements of crew and maintenance.
7- The V-Wing does not have a hyperspace drive, requiring a support network that would be unappealing to the Rebels as well as most Scum/Villainy forces, while for the Empire the more easily mass produced TIEs(which are also cheaper) play more into their philosophy.
8- The Z-95 is around because it is an all around fantastic craft considering its age with no native flaws. The others, not so much.
9- However, both are still quality craft in-universe and it would make sense to find them somewhere.
10- More importantly, the V-Wing is in Stay on Target so they MAY be more partial to it.
I am partial to the V-Wing. I love it. I'd love to see it. I also think that while the ARC is cool, the “precursor to the X-Wing” role is filled by the Z-95 in-game effectively. The V-Wing could fill the same for the TIEs. I'd play them as 2-3-2-1. Remove the evade from the TIE, add the astromech ability. Maybe 18 points?Bipolar Potter and DariusAPB reacted to this

What's the social protocol for asking someone to play a game?
in X-Wing Off-Topic
Posted
I generally bring my stuff out and start messing with it. Then I ask in a general sense if anyone wants to play. A lot of the time just bringing out your stuff and going over it will start a conversation which can lead to a game.