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GreenDragoon

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  1. GreenDragoon

    Lore over Direct Game Design

    Lore should always inform and push game design. My/our point is that it should never take priority. Do we agree there? I still don‘t understand an example where lore/fluff is ignored or dismissed for game design. You claim that this is the reason we don‘t have a shuttle tydirium when there could be plenty of reasons. Furthermore, any campaign set could give you the shuttle without releasing a new model as expansion - all you need is some cardboard anyway. A campaign set would be great - I‘ll say necessary if that helps - but even there gameplay/balance would have to get priority. I don‘t want to spend weekends going through the movements when my decisions don‘t matter due to imbalance. Thus, the fluff/lore has to be adjusted by using game balance.
  2. GreenDragoon

    Lore over Direct Game Design

    But FFG made mission control for this, no? To provide the community with the opportunity to create and share scenarios. That looks like support to me. Neither do I. I'm happy to pay a fee for the organization and FLGS-occupation. But we are the odd ones out, and FFG needs to take that into consideration. Initial rumors mentioned customized ships, but I don't know. I agree on cross-faction list building, too. Filling out the ranks is very likely tied to expansion packs and 400/6 competitive play in some sort. Now here I don't believe you. Or rather, I think we both don't know what the designers invoke. And frankly it doesn't matter the least bit what others - including me - invoke.
  3. GreenDragoon

    Lore over Direct Game Design

    I guess you'd like more something like the narrative event of the Tydirium guys? I'm sure you are aware that the only prize support for such a format can be participation prizes. Which means more prizes overall, which means more expensive (or less exciting), which can result in a net loss or higher entry barrier due to higher cost and thus less popularity. If you don't want prize support, what do you want? And how can FFG support what you want? Customized ships in the app. What else? Edit to answer your edit: Myopic to you. I'm not sure though how fluff is ignored? I'm all for fluff, but it is out of question that gameplay and balance have to be prioritized higher.
  4. GreenDragoon

    Lore over Direct Game Design

    Well yes, exactly. You will know perfectly well what you're getting into. If you then don't like it then don't support it. If you then don't want to put in the extra work to change it into the thing you like, then don't support it. I'd be happy if FFG would do the work instead. I'd be happy to have official modes that are not just 200/6. And you know what? We are getting them! FFG explained that the QuickBuild events allow them to do builds that are normally not legal due to balance. But that is not really the topic here. The question was whether stats and numbers can be part of the game. And they absolutely are part of the game that FFG promotes with the currently dominating and only format.
  5. GreenDragoon

    [Blog] Reviewing the Imperial Navy in Second Edition

    Based on the punisher thread I'd guess TrajSim + Proton Bombs + Seismic Charge + Ablative Plating + Barrage Rockets for 63pt. Optionally add skilled bombardier for 65 total.
  6. GreenDragoon

    Lore over Direct Game Design

    And there it is. That‘s just, like, your opinion, man. The beautiful thing is that we can have both. You can homebrew any change you want and play with likeminded people. Personally I prefer HotAC for this. Meanwhile I can also take the game as given by FFG and enjoy their organized play. And there, stats and numbers are not necessary but beyond all doubt beneficial.
  7. GreenDragoon

    [Blog] Reviewing the Imperial Navy in Second Edition

    I'm one of those 3ship list players. At least until I get some actual games in and get completely and utterly shredded by TIE swarms, Bomber swarms, or these Punisher/Bomber mixes. And that's just imperial opponents!
  8. GreenDragoon

    Lore over Direct Game Design

    I agree. And lore should definitely inform gameplay. I disagree with OP if he wants to say that lore should be prioritized over gameplay.
  9. GreenDragoon

    [2.0] Whisper, Soontir and Ordnance

    Yep, Krennic on Whisper is gone. And I agree, Redline sounds like a good idea. Traj+Protonbombs is what I will try first.
  10. GreenDragoon

    Poll - Rate 2.0 Scum Ships from 1-5 stars

    Interesting. Looks like the community is generally underwhelmed by Scum as there are 10/19 ships with a negative NPS, same for rebels and opposed to imperial 3/14. But Scum has also 3 ships with an average rating above 4, which is more than the other factions. Though two are individual pilots.
  11. GreenDragoon

    Lore over Direct Game Design

    I don't understand. Are you saying that Vader should be able to solo 12 A-Wings because he could do so in the lore?
  12. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    Canons get range bonus and malus now, right? Then HLC is "only" a 4dice attack? The following takes a look at the necessary return of investment for cannons. It's a quick excel estimation, only range2 shots, so no range boni/mali. Generally, 4 greens are rather rare, so that's for now a fringe case and not so important. There are 12 ships with 3 agility, 20 with 2 agility, 15 with 1 agility, and 2 with 0 agility. That averages to 1.9, but that value is pretty pointless as the frequency of the ships would be interesting. If TIE swarms will be as frequent as we expect then I would guess that expecting a roughly 50:50 split of 3agi and 2agi ships to estimate the worth of a cannon makes sense. (e: by that I mean: half of the shots taken at the beginning of 2.0 are against 3agility ships. If it's lower then control cannons become better) Anyway, here's something for Primary, Ion and HLC. I looked at the attacker with a focus (1. fig) or a focus+tl (2. fig). As always you can click to enlarge. Ion always deals just 1 damage and gets [purple] ion tokens on the target. I did not factor in evades, tbh because I didn't want to redo all my sheets now and they are still at 1.0 evade version ... (also, the evade action is relatively rare at around 1/3 of all ships being able to evade. Though that's again meaningless as it matters - again - how many shots you'll take against evading ships, and not how many ships of the game have the action.) The graphs show expected damage (or ion tokens in the case of purple) vs defense dice+mods. Ion cannon almost always deals one damage. But against 2 and 3 agi ships, you really want the double mod to ionize them, too. And then the question boils down to this: does the ion effect lead to X additional damage in the next turn? This X is not that high! If you have double mods, as assumed necessary (or at least very desirable) for the shot, you need (for Defender's 0-4 dice without mods, then 0-4 dice with a focus): Primary F+TL 1.8125 1.4375 1.0625 0.6875 0.3125 1.8125 1.1875 0.5625 0 0 HLC F+TL 2.75 2.375 2 1.625 1.25 2.75 2.125 1.5 0.9375 0.9375 additional damage. Keep in mind here that you almost certainly don't deal a token to a agi3 ship with focus, and it is basically fifty-fifty whether you deal a token to 2agi+focus or 3agi without! As example against a 2agility defender without focus: a ship with Ion cannon instead of HLC needs +2 damage in the next turn (however these occur), a ship with primary instead needs just one additional damage. Against a 2agility defender with focus: a ship with Ion cannon instead of HLC needs 1.5 additional damage, a ship with primary instead needs 0.56 additional damage. For tractor beam, these numbers of X additional damage are increased by 1, but the same principle applies. This time for subsequent shots in the same turn of course, as the tractor token is removed at the end of the turn. Maybe I should also emphasize that it is here of course easier to deal tractor tokens as the first damage is not dealt as damage! You have a clearly expected 1+ token for all cases (e.g. only 7% chance of NOT dealing one to 2agi+focus). I won't even try to factor in the potential damage of rocks or the lost action. TL;DR: against 2 agility ships or lower, assuming that you manage to get double mods: Ion and Tractor beam are IMO worth it. You need to capitalize on the effect by dealing 1 extra damage to break even, and more means you are better off than taking a primary shot. HLC shots instead require pretty much one additional damage. But there, too, it looks like the control cannons are more worth it. Against 3 agility ships, you might be wasting your shot. Maybe outmaneuver, some token-stripping effect or simply other shots before might be necessary. But that adds more opportunity cost on top and gets too complicated. On the other hand, once you have the Soontir ionized, he might be complete and utter toast. Overall I'd say the worth of the control cannons is pretty meta dependent. My opinion: this looks surprising to me and maybe I made a mistake in my thinking. 2.0 put - allegedly - more emphasis on maneuvers and thus it should be more detrimental to interfere with these maneuvers. So the effect might be even stronger.
  13. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    Your HLC shot has to deal additional X damage more than the 1 of the ion. I think these questions are objectively answerable to some degree. For example, in what situation do you deal 2+ Hits with the ion, and how valuable does the next turn have to be to be better than HLC? Same with the tractor beam: how many following shots and rock damage do you need to be better than a primary or HLC? That can be answered for different situations. I never exercised it through, but could be interesting.
  14. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    They have the same problem as 1.0 cannons in their opportunity cost. Without a double tap, the shot has to be as good or better than the primary. I‘d argue that it is NOT the case for Jamming Beam. It can be for tractor, depending on lower-initiative shots that follow, and on rocks. And it likely is the case for ion. HLC depends on your skill, but I‘d rate it worse than the ion cannon.
  15. GreenDragoon

    Carolina Krayts is the best X-Wing podcast

    Sure, but the advS would only be to get that double mod, not for the traditional use of reacting to other ships' movement. As mentioned, Ten can take predator for the rerolls, and Braylen could rely on focus->BR to get double mods. 50 and 52pts sounds much better for what you get there. Of course Braylen would then be restricted to non-red maneuvers. Which was why we got into this mess in the first place
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