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Posts posted by AwesomeJedi
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"focus" in TIE/x1 can be a symbol.
Your TIE Advanced is wicked! Good job as always.
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1 hour ago, citruscannon said:huh. I'd bumped into those a long time back but missed them when I was sweeping wookiepedia. TIE/fc I figure is mostly covered by a TIE with a targeting computer added on, although you haven't got the ability to lend locks. GT and RC however I hadn't seen before. The RC only has one gun. I'd have to have a think about how you'd factor this into a squad.
I'm trying to have three title for each ship, but I'd not be averse to having 4. The recon TIE though would be some kind of intel agent ability I think, along with being difficult to hit, but it looks like its main role though was to relay pre-engagement reconnaissance data, and stay out of the fight, so it'd be pretty rare.
I'll have a good think about it, thanks for the headsup! I was mostly concerned with laying the groundwork for the rebel TIE later on, plus having one TIE you could up-gun.I researched these TIE Fighter variants. Apparently, the TIE/FC and the TIE/GT flew together because the TIE/GT did not have enough space to have targeting equipment, so the TIE/FC variant was created to acquire targeting information for them. The TIE/FC would likely have an ability like Systems Officer for handing out target locks and one attack, and the TIE/GT would just be a slower, less maneuverable TIE/LN with a missile slot and 1 attack.
The TIE/RC variant would be useless in X-wing unless they received it had a benefit during the Setup Phase someway. However they don't participate in battle's (except for scanning them beforehand), so they don't make sense in a "combat game."
I don't think the TIE/FC, TIE/GT, and TIE/RC TIE variants are necessary in X-wing however, neither are they in the Imperial Navy. The Imperial Navy decommissioned or reassigned many of these models because they became useless as newer TIE designs like the TIE/SA and TIE/IN that were way better.
Arttemis and Autosketch reacted to this -
4 hours ago, citruscannon said:Would "Flight School TIE/LN" still be worth it if you could only equip non-unique crew? The Rebel TIE could have it so that they can equip unique crew. I just cringe when I think of someone important like Darth Vader in just anyone's TIE Fighter.
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3 hours ago, citruscannon said:There. much happier with the layout of these pages now. I've added the TIE/LN as well. Now this was a bit tricky, because I wanted swarms to be viable, but not ultra-dominant. To this effect I made your basic TIE/ln variant 1 pt more expensive, but offset it with the idea that they can really move at top speed and are very hard to hit. This effect will be repeated to an extent on the most basic interceptor, but that's for a different day.
Pilots are similar, some got bumps in their cost by a point or so. I think the only one I'm not content with right now is night beast and winged gundark. If you're only taking 1 ps5 TIE there's no point in not taking NB, and then after that you'd take WG... when, at ps5? I'm ruminating on this one a bit but I think I may bump WG to 13pts to make him the cheapest ps5, but you pay the cost of no EPT.
Now as for the other variants, you may take a training school TIE. Now this is a compromise between rebels and canon. The idea is that there is sufficient room for an instructor in this model, which is what the rebels made use of in their 'captured TIE' idea. It's cheaper, so you will be able to take a good old swarm of them, but they collapse like paper bags, even more than a regular TIE/LN, so it may not be worth it.Later on, when rebels have access to a captured TIE, they may of course pick the TIE they want, but to get that crew slot they're going to have to take a flight school TIE.
The third and most expensive variant is the Havoc. This is an expermental M2 TIE with hardpoints for cannons. To balance this out I restricted the movement ,and these things are super rare so it's unique. There is some room to play around here with variants versus titles, because later on I may make one of the available crew members something like an Admiral Zaarin or some head of a special weapons division, where you can take multiple unique variants. Food for thought.
I like your TIE Fighter variants, but what about the TIE/fc, TIE/rc, and TIE/gt?
Autosketch reacted to this -

This looks so cool!
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55 minutes ago, citruscannon said:ah yea, good point. I suppose DS-181-4 gets that treatment as well
But make sure not to give the same treatment to Vult Skerris. Result icons are displayed while action icons are not on Pilot cards.
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2 hours ago, citruscannon said:To match other cards, like Jake Farrel, Ciena Ree should say "After spending a Focus or Evade Token, you may remove 1 stress token from a friendly ship at Range 1-2."
Good job @citruscannon!
Autosketch reacted to this -
Aluminum Foil Deflector Beanie: An Effective, Low-Cost Solution To Combating Mind-Control
But seriouly, why are you all saying this game is dying? It is about to recieve life with the coming of The Alpha-class Star Wing!
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19 minutes ago, Kieransi said:I really like them!
I agree that the blood stripes should fit on Avenger Squadron Pilots for game balance purposes.
Plus, since you’re making it TIE Interceptor only, why not make it a little more powerful than Kallus?
I don't think the Avenger Squadron Pilots needs Bloodstripes. It just is not thematic.
Looking at Strategic Discipline, I was thinking that this mechanic with also be very fun and thematic as a TIE Fighter buff too.
Autosketch reacted to this -
1 hour ago, citruscannon said:okay, I've incorporated the improved wording, shown below.
I've also included the second card I'm interested in, which is still... raw, for lack of a better word. Thematically the idea is that when flying together, interceptors draw fire, provide covering and suppressive fire. This means that if one of your squad mates is pointing at the target you are, the target will be 'busier' and so your damage rolls are a little stronger and your defensive rolls a bit better.
Mechanistically, I've represented this with a blend of the ability of Agent Kallus and Lone wolf, but with a firing arc restriction. This would decrease the cost, however given that you are able to compound this ability with an EPT, that makes it much more potent. I *think* it should be 3, but the cost may actually be 4 in terms of worth, it's hard to judge the opportunity cost of "must have" a friendly ship with guns on target. I expect that after the initial pass, this will be low. My worry of course is just turning interceptors into invincible points fortresses, such as with un-nerfed palpatine. And giving defensive mods is a really fast way to do that, so I'm leery of this being too cheap. That said, the efficacy of the card starts to fall apart as you lose ships as well.
anyways, interested to hear feedback on both.
I love how you use beautiful art on your cards. Keep up your good work!
I have some feedback on card wording.
What do you mean by "Add one EPT icon to your upgrade bar, to a maximum of one."? I think that you are saying you don't want pilots who already have the EPT icon to get another one. Wouldn't it be better to say "Your upgrade bar gains the EPT upgrade icon if it does not have one already."? I am saying this because I am referencing the wording on A-wing Test Pilot.
Also, "Once per turn," should say "Once per round," to match the dozens of others of once per round upgrades like Push The Limit
I look forward to seeing more cards from you!
Autosketch reacted to this -
13 minutes ago, Praetorate of the Empire said:I've made the Chiss Clawcraft into more of an inverted Interceptor. What I mean by this is that it is extremely maneuverable, but not fast. I'm waffling between giving it a 4 straight or not, it will not have a 5 straight, but it'll have all of the 1, 2, and 3 speed maneuvers with all green 1's and green 2 straight and banks. Probably red 2-speed K-turn. The title card I'm making for it, Maneuvering Jets, gives it the ability to lower the speed of its revealed white or green maneuver by 1, to a minimum of 1. It still has Focus, Evade, Boost, Barrel Roll, no other mods except mod and EPT. Jagged is a lot like his dad, but he gets Evades instead of Focuses. I looked to the Striker for a few ideas with this, since I kind of thought it should have the opposite effect of Adaptive Ailerons, but I didn't want it to be exactly the same. (The reverse banks and straight would've been too weird for me.) Otherwise it'll have stats really similar to the Interceptor. I don't really think it needs a cannon or system, like others have put on it, and I didn't want to add any clunky concepts to it.
True. I think that the idea of the Clawcraft is basically a combination of the TIE Interceptor and TIE Striker. It shouldn't really need any upgrade slots. I would say giving it the tech slot is cool but unnecessary. What if you gave the Clawcraft a free barrel roll before it executed a maneuver and called it Maneuvering Jets? The only problem would be the abuse this would see with Intensity and Push The Limit.
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1 hour ago, Celestial Lizards said:Please make a Chiss Clawcraft or TIE Reaper. Then I'll be happy.
I have considered these but I have never gotten around to making them. I will make them eventually.
But @Celestial Lizards, have you see this page? You may appreciate it.
It's design is funky yet interesting. I think it is a cool idea, but I want to make my own Clawcraft.
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See the trailer frame by frame here:
http://www.watchframebyframe.com/watch/yt/Q0CbN8sfihY
Made a card too.
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On 10/3/2017 at 6:55 AM, Praetorate of the Empire said:I like it! I did make a minor modification when I made this one - since it was such a good idea - and made it for 3-, 4-, and 5-speed straight maneuvers. I think that it gets a bit more use that way and is for sure worth the one point cost, rather than .5. Was there a particular reason you didn't include 3-speed?
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2 hours ago, Praetorate of the Empire said:I like it! I did make a minor modification when I made this one - since it was such a good idea
You made you own card? Let us see it!
2 hours ago, Praetorate of the Empire said:I think that it gets a bit more use that way and is for sure worth the one point cost, rather than .5. Was there a particular reason you didn't include 3-speed?
I agree that it would get used more and I like that idea to add the 3 Speed Straight maneuver. I had not added it earlier because I had got my idea from citruscannon's power for certain ships in his XvT mod.
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Here is the corrected version of Gimballed Thrusters. I added the word speed.
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8 hours ago, weisguy119 said:Strike on Imperial Base Felucia is a land/air scenario based on Empire at War, Star Wars Commander and The Force Unleashed. This is in the very early planning stages. I plan to have the Rebels strike the base with 6 X-wings, 2 Y-wings and a U-wing. The turrets, AT-AT, AT-STs and even the Imperial Troop Transports can fire back (as well as the Gozanti, TIEs and Lambda, of course).
Cllick on the link for the 5 pic album:
What are the stats for the turrets and walkers and how are you resolving their movememt?
I have wanted to have my own battle like this, (I have action fleet AT-AT's and micro machine AT-ST's, but I have not stats or movement system for them.
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15 hours ago, Bullox said:
I saw this post and I was like

SPACESHIP!
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Finished this card, and I am satisfied with its appearance.
I have an idea for a new card, but I don't know what to apply it to:
"When performing a primary weapon attack against a ship you have locked, you may roll one additional attack die. If you do, you may not modify any attack dice."
What thematically pairs with such an ability?
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1 minute ago, Hawkstrike said:I think both pilots and upgrades need to be doubled. There are so many upgrade cards that should be a half-point higher or lower right now that it just works better.
Doubling pilots only will just encourage fat ships and high-end upgrades since the upgrades are effectively half price.
I agree and I think I will do that too.
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After reading this thread
I got an idea, "What if I play a 150 or 200 point game where card costs are doubled?
I don't know how this will affect a game, but I will find out when I put this idea to the test tonight.
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On 9/15/2017 at 8:43 AM, AwesomeJedi said:What would you all think of this?
Gimballed Thrusters
Small ship only. Modification.
After executing a 4- or 5-straight maneuver, if you did not overlap an obstacle or ship, you may perform a free barrel roll action. You can equip this card only if you have the [evade] action icon.
This would be for those poor TIE Fighters and Interceptors who want to be cool again. I based this off of @citruscannon's Vectored Thrusters in his XvT game mod, so give credit to him for the mechanic.
Squad Point Cost: 0 or 1?
Does anyone know of any good images I can use for this card?








Supremacy: Alternate dogfighting, Ver.1.3 is game-ready and LIVE
in X-Wing
Posted
@citruscannon, are you going to implement the Biggs Darklighter errata and lower his squad point cost, or are you going to keep him the way he was before he was errata'ed to death and keep the higher point cost?