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RedSixStandingBy

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Posts posted by RedSixStandingBy


  1. Just now, Cusm said:

    Josh said at first he would have loved for them to buy HotAC from him, but now it is such a labor of love that he doesn't want to sell. He said perhaps the mechanics but not the actual campaign. He is very busy with his full time job working in game design so he said that v0.8 is in the works but still has a awhile to go until release.

    I love HotAC, but I am an Imperial player and I would like to see a campaign that allows people to pick a faction and play against each other or have it more like IA where both sides are leveling up.

    A big roger on all of that.  I wouldn't expect the, to license the campaign itself, but rather the system.  The campaign itself is awesome, and I could understand not wanting to let that go.  But it would be terrific to have a bunch of these released, not unlike the campaign settings for Imperial Assault, or the new Armada campaign.  Ideally, I'd love to be able to play each campaign from either perspective.  I enjoy playing both Rebels and Imperials. I'm not that interested in Scum, but my game buddy is, so it works out perfectly.   FFG could include not only unique tokens and templates, but could even include some unique models and cards. 


  2. 12 hours ago, spacelion said:

    I bet ya every time FFG dev sits down , opens up the HOTAC , spends a week wondering how he / she can top it, and inevitably breaks down crying. And then they get mad and start throwing nerfs around to compensate.

    In which case, they need to sign the designer to a licensing deal and start running with that ball.  Seriously, the guy who made HOTAC obviously loves the game.  Toss him $10K-$20K and get to work! :)


  3. 24 minutes ago, Darth Meanie said:

    OK, so this is awesome.  But, to argue for the point of an official FFG campaign, these guys put in a crap-ton of man hours to create a lot of supplemental material to make this happen.

    Not all of us are 3D printing geniuses, modeling maniacs, and/or have the free time to do all of this prep work, when what we really want to do is sit down and play the game with the time we do have.

    This is me.  I get a couple hours a week to play.  I have a job, a family, and am going to grad school.  I do NOT have time for all they did, but I am delighted to see other folks are interested in this play format as well. So much of the conversation here is about the latest meta, and what's winning the 100 pt competitive matches.  


  4. 7 hours ago, heychadwick said:

    People have also suggested that FFG was looking to how the campaign for Armada does as a possible move of what they can do for X-wing.   Nothing but rumors, but strong rumors.

     

    Or...listen to Shuttle Tydirium Podcast.  I hear those guys are all about crazy missions and things.   Didn't they just mention some sort of ground combat system, too?  

    That's great to hear!  I do like the expansion missions and other stand-alone missions, but one thing I like from HOTAC is the development of the pilots.  It really makes you consider when it's time to get out of Dodge when the fight isn;t going well. I'd like to see some element of that in a campaign expansion. 


  5. I personally prefer story-based gaming over simple head-to-head competitive play.  I've played the scenarios that come with the various expansions, but I recently played Heroes of the Arturi Cluster, and frankly, it was among my best experiences with the game.  I felt invested in the pilots, and excited to watch them develop through the campaign.  I'd LOVE to see FFG release some official campaigns in the same vein.  I can;t say I really expect that, but might we expect something with the texture of, say, the Armada Correllian Campaign?   I'm getting pretty bored with with Ye Olde 100 point meta-ruined game, and it feels like it's reached the usual nerf-buff-nerf power-creep cycle that kills these kinds of games for me.    


  6. I would be extremely surprised if we didn't get some kind of "blue squadron" special release this year. General Merrick was a notable character in R1 and he'll definitely get a release. It seems a no brainer that we'll get some kind of boost for the T-65. We'll see, I guess, but can anyone see NOT getting some blue squadron pilots like Merrick?


  7.  

     

     Also did anybody notice that R2-D2/C-3P0 were on Yavin when the fleet had already left. 

    I saw them on Yavin IV before the fleet left - I don't remember seeing them after.

     

    C-3PO complains that "they are going to Scarif" when the fighters are taking off. Earlier, when Mothma learns about fighting on Scarif she wants to contact admiral, but he has already "gone to his fleet. He's going to fight.", so by the time the fighters launch the fleet is either en route or leaving (when the fighters jump out of lightspeed over Scarif the fleet is already there)

     

     

    The Admiral took his fleet there, but obviously not every ship is there, since Mon Mothma then orders an "all-in" move to Scarif.  A short time later, we see a scene with MANY Rebel ships dropping out of hyperspace.  There is no reason the Tantive IV can't be one of them, with R2 and 3PO on board.  It's not explained why they dock with the flag ship, though given that Rebels seem intent on getting the plans to them, I think it's safe to assume that the idea was to get them securely onto a another ship that can leave the battle ASAP and secure them.     


  8. I dunno... I think /X7 is fine, and I'm okay with /D being 0 points, because for +1 points, you add an additional Tractor Beam attack, for +2 points, you have a Flachette Cannon attack to add stress, and for +3 points, you have an Ion Cannon attack. 

     

    Hopefully, a new 3-or-less cost cannon is added to the game, soon.

     

    I did a game the other night with /D and a tractor beam.  Not sure it's the best according to the "meta" but I sure enjoyed it and my opponent was clearly intimidated by it!  I smashed a ship into an asteroid a couple times. 


  9.  

     

     

    I COMPLETELY disagree that they feel like Mattel toys.  I DO, however, agree that they look different because the source material is an animated show.  It's like basing an RD-D2 model on the Clone Wars version.... it will naturally look less realistic. I don't think that's a reason to NOT do them.  I still think the models look fantastic, and I think they look great on the table. It would be interesting to see a live-action VCX-100.  I bet it would get a lot more greeblies. 

     

    The problem I have, and it's true of the card art too, is that it gives the game an inconsistent style.  I'd personally prefer it if they chose one art style for the models and cards and did all in that style, regardless of source material.

     

    I get that, but with an IP that exists in so many media forms, that's tough.  I always thought the HWK looked out of place too, for that same reason.  It's design was largely driven by a need to keep the poly count down, so LOTS of flat surfaces.  But I just roll with it.  I assume LFL would be reluctant to let the models deviate too far form the source material.  A more detailed VCX-100 might be cool to see, but would it feel like the VCX we see on screen?  It's a balancing act.  I'm satisfied with what they've done, but I understand the feeling of dissonance that some experience.

     

    What they need is their own personal ***** at Disney to officially design any ship or person they need to film standards on demand.

     

     

    That would actually be cool, but probably too expensive.  But I think they kind of did that for the Raider, right?  They really wanted something comparable to the CR-90, and worked with LFL to produce the Raider.  I think the Raider look completely at home in a Star Wars film.  


  10.  

    I COMPLETELY disagree that they feel like Mattel toys.  I DO, however, agree that they look different because the source material is an animated show.  It's like basing an RD-D2 model on the Clone Wars version.... it will naturally look less realistic. I don't think that's a reason to NOT do them.  I still think the models look fantastic, and I think they look great on the table. It would be interesting to see a live-action VCX-100.  I bet it would get a lot more greeblies.  

     

     

    The problem I have, and it's true of the card art too, is that it gives the game an inconsistent style.  I'd personally prefer it if they chose one art style for the models and cards and did all in that style, regardless of source material.

     

     

    I get that, but with an IP that exists in so many media forms, that's tough.  I always thought the HWK looked out of place too, for that same reason.  It's design was largely driven by a need to keep the poly count down, so LOTS of flat surfaces.  But I just roll with it.  I assume LFL would be reluctant to let the models deviate too far form the source material.  A more detailed VCX-100 might be cool to see, but would it feel like the VCX we see on screen?  It's a balancing act.  I'm satisfied with what they've done, but I understand the feeling of dissonance that some experience. 


  11.  

     

     When it comes to the miniatures though, the Rebels ships look a bit cartoony and clean-cut alongside the rest of the X-Wing range.

     

    The Rebel Aces, Imperial Aces, and Imperial Veterans miniatures look to me to be at least as stridently coloured as the Rebels TV Series ones.

     

    I don't think it's a matter of colours, but of texture and detail.

    The classic Star Wars look is of many grebbles, dirty engines, rusty panels, rough shapes, worn out ships.

    Look at the Falcon miniature, or the Y-Wing, or the corvette. Their surfaces aren't smooth. There are plenty of holes, cables, pipes.

    Now look at the ships from Rebels, the VCX-100, the attack shuttle, the shadowcaster. They are made of smooth, uniform surfaces, almost unaltered simple geometrical shapes.

     

    The OT ships (and the EU ships inspired on the OT) are full of little details and imperfections that make them feel real, or Star Wars real.

    The Rebels ships feel like Mattel toys.

     

     

    I COMPLETELY disagree that they feel like Mattel toys.  I DO, however, agree that they look different because the source material is an animated show.  It's like basing an RD-D2 model on the Clone Wars version.... it will naturally look less realistic. I don't think that's a reason to NOT do them.  I still think the models look fantastic, and I think they look great on the table. It would be interesting to see a live-action VCX-100.  I bet it would get a lot more greeblies.   


  12.  

    I love the different dice used in Imperial Assault and Descent.  I like that they can represent different styles of weapons.  I think if a second edition were ever released, it would make sense to use a similar system. The current system tends to make more basic builds pretty vulnerable, with little to no chance against the elite meta builds.  It'd be nice if such builds stood some kind of chance, even against the meta elites.  

    I agree! They could still do this... add a few weird cannons and ships here and there that use a different type of die...

     

    I don't really think every attack piercing through to do damage is a great idea though... Too much of a good deal for Dengar, new Chewie, and warthogs. Also, with Wampa, Autoblasters, Ten Nunb, and Feedback Array, enough uncancellable damage already exists in my opinion. It would be fun to see a card like this, though:

     

    Armor Piercing Laser

    Attack (Range 1-3, 5 red dice):

    If this attack hits, cancel all dice results.

    Then the defender suffers one damage.

    Cost 4

     

    And I also would like a long-range cannon (range 1-5) for small ships...

     

     

    They could! And some of the weapon upgrade cards attempt to do this kind of thing, as you describe above. TLT, Autoblasters and the like are attempts to model these kinds of differences, I think.   I want to be careful to not over-complicate the game.  One it's beauties is that the mechanics are relatively simple and easy to pick up.  But I do think the different dice could add some some welcome texture.  IMO, It would be really easy to introduce a type of attack die (say, yellow), that has markings that are used to overcome evade results, but that don't actually do damage.  So, highly accurate weapons could have one or two of these dice, but only 2 of the standard damage dice.  Also, upgrades like Accuracy Corrector could add a couple of these "accuracy" dice, but the actual damage output could still vary, based on the results on the red attack dice. 

     

    Not gonna happen, I think, but still fun to think about.  


  13. I love the different dice used in Imperial Assault and Descent.  I like that they can represent different styles of weapons.  I think if a second edition were ever released, it would make sense to use a similar system. The current system tends to make more basic builds pretty vulnerable, with little to no chance against the elite meta builds.  It'd be nice if such builds stood some kind of chance, even against the meta elites.  


  14.  

     

    I wonder if they keep producing until that date or if they are cutting everything now as we speak.

     

     

    Probably cut it soon otherwise they get left with stock they are not allowed to sell. 

     

     

    As long as they sell it on time to their distributors they should be most likely fine. But IANAL and know jack **** about their licence with GW either. 

    Overall it's not surprising anyway as FFG has become a big competitor of GW, basically the only other option long term would have been for Asmodee to buy GW. Asmodee is on a buying spree anyway, but they just took a 80 million dollar loan to basically buy pandemic together with its developer F2Z. So GW might be on their shopping list for a later point in time. ;-)

    One thing is for sure, Asmodee is on a shopping spree and willing to continue that strategy to expand its market dominance. 

     

     

    My guess is that FFG will want to clear inventory, so they are probably limiting production. But there might be some sweet deals from distributors in the March '17  time frame


  15.  

    Version 1.2.3 released!

     

    Add the ability to change pilots without having to re-add upgrades.

    You can now reorder lists in the squadrons view
    Add a Card Browser in the menu so you can view cards to see what they do without having to go into a list and add them.

     

    Thanks a lot for this app.  I find it invaluable!


  16. Would have been cool to know this when I got my base t-65 x wing, one of the blasters wasn't there, like literally the peg where it would be glued on to was there just the blaster was missing. I thought it fell off and spent like 30 minutes looking for it. I ended up rolling with it and plan to paint it black and broken like it got blown off.

    Well, they have a support link on their site.. No huge surprise. I've used it twice... Very efficient both times. Once, I got the wrong dice with a game, the other time, a missing maneuver dial rivet. Fast, efficient service both times.


  17. Sure, there'll be five factions at some point. But they won't split up Force Awakens era from the current era. Instead we'll end up with

     

    Rebels/Resistance

    Empire/First Order

    Scum and Villainy

    Galactic Republic

    Confederacy of Independent Systems

     

    Before anybody jumps down my throat - it has been confirmed that there are no immediate plans to expand into prequel era territory, but at the same time it has never been ruled out as a possible option.

     

    It's bound to happen sooner or later and when it does I will be happy to put a squad of Clones together.

     

    Prequal era stuff is possible, I suppose, but honestly, I can't see it seeing all that well.  I know I have ZERO interest in pursuing that era. But eventually, the the existing eras will be saturated, so maybe.  I hope, rather, that Eps VIII and IX, the stand-alones as well as Rebels, give us more to explore in the current eras.  


  18. Okay, those are some reasonable stat lines.  I ask, because there is nothing particularly "gunboat" about the XG-1 as represented in the games so far.  Historically, a gunboat was the classic glass cannon.   It was heavily armed, but relatively poorly protected. One of the main points of the XG-1 in the X-wing/TIE fighter series was that it was way more of a tank than the other Imperial fighters. I remember it was pretty missile intensive.  Okay guns.  Average maneuverability.  Not sure I'd give it 4 hull.  3 seems better, especially considering 3 shields.  So, I think we have some reasonable stat proposals.  I still don't like the model, but that's personal preference. 


  19.  

    The gunboat doesn't look like a lambda pimped in 5 minutes to get it done. It is a design done from the ground up to make it work as a strike fighter, while retaining the trademarked "origami swan" shape that is common to all Cygnus Spaceworks ships (did you know "Cygnus" is "Swan" in latin?). All ships that you create that must resemble a swan will somehow remind of the lambda shuttle, because of course it was the first one we saw.

     

     

    I can't agree.  From the very first time I saw the Gunboat, way back in the early 90's,  I felt it was an incredibly weak design... entirely out of character for Imperial fighter spacecraft.  Having said that, I don't hate it. In my eyes, it's a weak video game design, easy to implement with a low poly count, but if FFG decided to release one?  I'd take a look.  I'm of two minds on the Punisher.  On the one hand, I like the idea of it being a big-ass bomber.  OTOH, I would have liked if the silhouette were more differentiated form the standard bomber.... different wing shape, or something.  But it does not feel out of place to me. 

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