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X-Wing Co-Op Campaign is Here!

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I'd vote for a Scum campaign before an Imperial one for the reason that the AI already exists for Imperials, so you'd only need to add Rebels - in an Imperial campaign you'd have both Rebels and potentially Scum to add so it'd equate to more work. Plus Scum have some crossover with Rebels for available ships and thus game balancing (Ywing & HWK-290 are already there, Kihrakx, M3-A, and Starviper would need to be added)

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We played this Monday and Tuesday, and it was completely amazing. :) A lot of the mechanics you guys did were really clever, and we went from being confused to 'this is brilliant!' once they clicked.

 

One and a half questions we had during play:

1) Just to confirm, per the 'minefields can be targeted and attacked as ships,' minefields eat critical hits as ships, and *not* as emplacements, correct? We erred on the side of ships, since it seemed to be pretty clear that they were listed as 'terrain.' It led to some funny interactions with the new Weapons Failure crit, which we decided to ignore when a Y-Wing plowed through a damaged minefield to save time as the mine wasn't technically making an attack. Structural Damage we allowed to reduce their defense die to 0. Sounds about right?

 

2) Also in the campaign book, pg. 26, turn 4, fig. 8 - would T3 normally barrel roll left to get out of X2's arc rather than stay in arc and take a focus action? 

 

1) This is kinda weird and I should clarify it for simplicity. I think the easiest thing is just to have them suffer crits as double damage, like emplacements. WIll make this change in minefield rules section, v0.7

2) I think you're right! Good catch!

Thanks!

 

I'd vote for a Scum campaign before an Imperial one for the reason that the AI already exists for Imperials, so you'd only need to add Rebels - in an Imperial campaign you'd have both Rebels and potentially Scum to add so it'd equate to more work. Plus Scum have some crossover with Rebels for available ships and thus game balancing (Ywing & HWK-290 are already there, Kihrakx, M3-A, and Starviper would need to be added)

Before either of those, I'm more likely to add Scum AI and expand the Rebel campaign with the half dozen missions that weren't developed enough to make the beta release. I do agree with your reasoning though - the Imperial campaign would be a lot more work and it would have to feel quite a bit different. None of this expansion content is going to happen soon, but I'm interested in the highest quality so I think it will be worth waiting for.

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Before either of those, I'm more likely to add Scum AI and expand the Rebel campaign with the half dozen missions that weren't developed enough to make the beta release. I do agree with your reasoning though - the Imperial campaign would be a lot more work and it would have to feel quite a bit different. None of this expansion content is going to happen soon, but I'm interested in the highest quality so I think it will be worth waiting for.

 

 

Understandable and appreciated - expanding the Rebel offering and including missions and AI for more Imperials and suchlike would be great. Also perhaps the option to pilot Large ships in specific scenarios?

 

Also while I have your attention - what's the resolution in the following scenario -

We were playing the first mission in the Defector arc (? I think, unsure) with the Lambda shuttle that needs to be disabled, but it ended up disabling itself by crashing over an asteroid. We were unsure who would get the XP for it, so decided to give each player 1xp rather than the 3xp to the player who disabled it (it didn't even crash because of Ion tokens or blocking, so we literally couldn't decide a single person to count as disabling it).

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This campaign solo is a joy! After printing everything and mounting the new terrain on cardboard, I gave the new players mission. A go solo. WOW, the RPG elements are a welcome addition to X-wing. I am coming up with a story about my pilots I am using. The AI is no joke when you use it correctly and a challenge. Would love to see the new ships from Wave 7 added in and the Scum ships for added flavor. Well done, can't wait till my next mission!

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Wow, really fantastic work. This is something I'd gladly pay for honestly.

I'm really curious whether you've kicked around any ideas for allowing players to take large based ships, like the YT-1300. I can't put my finger on it, but something allowing multiple players to crew a large ship seems like it could be fun...somehow.

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This looks pretty awesome. Only one question I've run into so far:

 

The XP table shows 1 XP for damaging an enemy ship and 1 XP for destroying an enemy ship. Since destroying an enemy ship requires you to damage it, do you actually get both awards for 2 XP (or more, depending on what you blew up)?

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Played a tutorial game tonight just to understand the AI and character generation. Love it. It works beautifully. The AI is brilliant. My best friend and I will be starting a campaign via Skype and a gopro. Not sure how exactly but we have wanted something to more thematic, less competitive out of this game. This fits the bill nicely. I'll let you know if we do broadcasts of our game.

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Before either of those, I'm more likely to add Scum AI and expand the Rebel campaign with the half dozen missions that weren't developed enough to make the beta release. I do agree with your reasoning though - the Imperial campaign would be a lot more work and it would have to feel quite a bit different. None of this expansion content is going to happen soon, but I'm interested in the highest quality so I think it will be worth waiting for.

 

 

Understandable and appreciated - expanding the Rebel offering and including missions and AI for more Imperials and suchlike would be great. Also perhaps the option to pilot Large ships in specific scenarios?

 

Also while I have your attention - what's the resolution in the following scenario -

We were playing the first mission in the Defector arc (? I think, unsure) with the Lambda shuttle that needs to be disabled, but it ended up disabling itself by crashing over an asteroid. We were unsure who would get the XP for it, so decided to give each player 1xp rather than the 3xp to the player who disabled it (it didn't even crash because of Ion tokens or blocking, so we literally couldn't decide a single person to count as disabling it).

 

 

I don't think this is mentioned anywhere in the book. In this case, either the last player to damage it or no-one gains the XP. It's rare, and I think it only ever happened to my alpha playtest group once or twice in 30+ missions flown.

 

Wow, really fantastic work. This is something I'd gladly pay for honestly.

I'm really curious whether you've kicked around any ideas for allowing players to take large based ships, like the YT-1300. I can't put my finger on it, but something allowing multiple players to crew a large ship seems like it could be fun...somehow.

 

Thanks! I will gladly accept Paypal donations at josh.derksen@gmail.com, to offset the cost of hosting the files.

 

This looks pretty awesome. Only one question I've run into so far:

 

The XP table shows 1 XP for damaging an enemy ship and 1 XP for destroying an enemy ship. Since destroying an enemy ship requires you to damage it, do you actually get both awards for 2 XP (or more, depending on what you blew up)?

This is correct, and means you get: (edited for correctness)

1 XP for dealing at least 1 damage to a ship, or destroying an emplacement.

2 XP total for killing a TIE Fighter

3 XP total for killing a Shuttle (large) or other TIE type

4 XP (and everybody else gets 1 XP) for killing an Elite enemy.

I think the book's XP table and reference card's XP table are slightly mismatched and could cause confusion. Will fix for v0.7

Edited by armoredgear7

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Before either of those, I'm more likely to add Scum AI and expand the Rebel campaign with the half dozen missions that weren't developed enough to make the beta release. I do agree with your reasoning though - the Imperial campaign would be a lot more work and it would have to feel quite a bit different. None of this expansion content is going to happen soon, but I'm interested in the highest quality so I think it will be worth waiting for.

 

 

Understandable and appreciated - expanding the Rebel offering and including missions and AI for more Imperials and suchlike would be great. Also perhaps the option to pilot Large ships in specific scenarios?

 

Also while I have your attention - what's the resolution in the following scenario -

We were playing the first mission in the Defector arc (? I think, unsure) with the Lambda shuttle that needs to be disabled, but it ended up disabling itself by crashing over an asteroid. We were unsure who would get the XP for it, so decided to give each player 1xp rather than the 3xp to the player who disabled it (it didn't even crash because of Ion tokens or blocking, so we literally couldn't decide a single person to count as disabling it).

 

 

I don't think this is mentioned anywhere in the book. In this case, either the last player to damage it or no-one gains the XP. It's rare, and I think it only ever happened to my alpha playtest group once or twice in 30+ missions flown.

 

Wow, really fantastic work. This is something I'd gladly pay for honestly.

I'm really curious whether you've kicked around any ideas for allowing players to take large based ships, like the YT-1300. I can't put my finger on it, but something allowing multiple players to crew a large ship seems like it could be fun...somehow.

 

Thanks! I will gladly accept Paypal donations at josh.derksen@gmail.com, to offset the cost of hosting the files.

 

This looks pretty awesome. Only one question I've run into so far:

 

The XP table shows 1 XP for damaging an enemy ship and 1 XP for destroying an enemy ship. Since destroying an enemy ship requires you to damage it, do you actually get both awards for 2 XP (or more, depending on what you blew up)?

This is correct, and means you get:

1 XP for dealing at least 1 damage but scoring no kills.

2 XP total for killing a TIE Fighter or Emplacement

3 XP total for killing a Shuttle (large) or other TIE type

4 XP (and everybody else gets 1 XP) for killing an Elite enemy.

I think the book's XP table and reference card's XP table are slightly mismatched and could cause confusion. Will fix for v0.7

 

 

Does this mean you should get 1 XP for damaging an emplacement (and anything 'treated' as an emplacement per mission scenario)? we've been playing only get damage XP if it is to a ship

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Here is an idea for making a yt-1300 a starting ship.

1) Lower the hull and shields by 1 (hull 5, 3 shields and give 6 exp to start.

2) Have a separate track for Hull and Shield upgrades, The track goes PS 3, 5, 7 Hull and PS 4, 6 for shields.  These are in addition to the standard modification slots, and must still be paid for.

3) 1 Omni (or more?) slot that can can be used for any upgrade type (not including huge ship upgrades) unlocked at PS 5.

 

The ship will be slow to fully upgrade as it has a lot of options, but that is sorta the hallmark of the yt-1300.

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Bman2883 -

"Does this mean you should get 1 XP for damaging an emplacement (and anything 'treated' as an emplacement per mission scenario)? we've been playing only get damage XP if it is to a ship"

You've been playing it right.

Sorry, my previous post is incomplete/wrong. It is intended to be:
1 XP for dealing at least 1 damage to a ship, or destroying an emplacement.
2 XP total for killing a TIE Fighter
3 XP total for killing a Shuttle (large) or other TIE type
4 XP (and everybody else gets 1 XP) for killing an Elite enemy.

This is because emplacements are very easy targets.
You're nearly guaranteed to deal damage if you fire at them, and it makes them too much of an XP farm given how many usually appear in a mission.

 

I am in the process of making sure the Earning XP reference card and table in the campaign book match.

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Personally, I wouldn't downgrade the ORS or WSF. Just make them count as an extra player if someone is flying one. This scales up the adversaries in two ways: 1) obviously you used the column for players +1 and 2) any PS increases are still only divided by actual number of players when averaging so you could be at further disadvantage.

A two dice primary attack is not overpowered despite the 360.

It would definitely be fun to bring a YT. There should be multiple illicit slots on its upgrade card.

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I think id like to see large base ships require two players to crew them. A pilot and a gunner, this would mean youd each have to pay the xp to move over to the ship, and it would have two listed pilot skills - one for movement and one for combat.

Crew slots would be tricky to figure out, but i guess you could do away with them altogether and replace them with something else like purchasing crew abilities for the ship itself (cheaper than pilot abilities but a finitenumber of them).

Itd require some funky figuring out so it effectively had a split stat block allowing each player to fill half the ept/mod slots snd obviously require teamwork but would be very rewarding.

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Let large ships be crewed by a pilot, up to two gunners, and then other players that take crew slots. Small ships with crew slots maybe should allow for another player to join in.

 

The pilot controls the dial, moves, performs one action from the action bar, and can shoot thru the main firing arc.

The other players can be

Gunner (up to two players):

Contribute one of your Elite Talents to the ship.

During the Activation Phase, you may perform a Target Lock or Focus action, but keep the tokens next to yourself instead of assigning them to the ship, as only you may use them.

During the Combat Phase, you may attack with one of the (turret), or (cannon) secondary weapons that have not yet been used this round (if available, otherwise perform a another primary attack).

 

Engineer (up to one player):

Contribute one of your Elite talents to the ship. 

During the Activation Phase you may perform a Focus, SLAM, Cloak, or Boost action, if they are available in the ship's action bar. Alternatively,  you may perform these other actions

- Action: You may assign a reinforce token to one of the sides of your ship's base. When defending, if the reinforced side faces the attacker, you may add an (evade) result to your defense roll. Discard the reinforce token at the end of the End Phase.

- Action: You may drop a bomb that has the Action: header in its text.

- Action: Roll an attack die, you may spend Focus tokens to modify this roll. With a (hit) or (crit) result, turn face up one (torpedo) or (missile) upgrade card.

 

During the combat phase you may attack with one of the (torpedo) or (missile) secondary weapons that have not yet been used this round.

 

Copilot (up to one player):

Contribute one of your Elite talents to the ship.

During the Activation phase you may choose to do one of these options:

- Decrease or increase the speed of the pilot's chosen maneuver by one without altering its difficulty.

- Increase or decrease the difficulty of the pilot's chose maneuver by one tier, keeping it within the green-white-red range.

- Assign an Evade token to your ship.

 

During the combat phase, you may reroll a number of green dice up to the ship's printed Agility score, or 1, whatever is higher.

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Am I the only person that really wants a Tie Advanced AI?

I have two of them (and the raider mods), but lack defenders and phantoms so would really love some AI cards for them to add more variety to the games.

 

You know the campaign has an AI card for the TIE Advanced, right?

 

 

Not actually flying a ship is not fun guys

 

You play x-wing to move ships around

This. There are a lot of reasons the campaign doesn't currently include the freights as player-character ships. This may change in the future, but it requires a more elegant solution than what has been suggested above (if one even exists). One of my golden rules with designing this campaign has been to change as little as possible from the core game and simply add to it.

Edited by armoredgear7

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