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Kdubb

Design Space- What is left?

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So the question is simply this- design space wise, what is left for ship creation for FFG? Here are some possibilities.

 

- 0 agility small base

 

- Speed 1 K-turn, Sloop

 

-Different speed Talon Rolls

 

-4 agility ship (would be difficult to implement with stealth device, but maybe an insanely fragile, 1 or 2 hull ship)

 

-3 attack small base turret

 

-Imperial ship with turret upgrade

 

-small base rear arc, 180 arc

 

-White T-roll

 

-Green K-turn, Sloop, T-Roll

 

 

 

 Any thing else you would like to see or think is inevitable?

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Each primary stat X 5 (0-4) +(not sure what the mathematical operator is here, but basically all times each other) each secondary stat X13 (0-12) X 2 for each possible non-focus ability X each special upgrade Then X however many dial permutations.

 

 

= a lot. Someone bring a Mathwinger in.

Edited by DariusAPB

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Each primary stat X 5 (0-4) +(not sure what the mathematical operator is here, but basically all times each other) each secondary stat X13 (0-12) X 2 for each possible non-focus ability X each special upgrade Then X however many dial permutations.

 

 

= a lot. Someone bring a Mathwinger in.

Oh no doubt there is limitless possibilities, but other than "x attack x agility x hull x shields", what can we see being introduced? That's more of what this topic is looking to discuss. I'm not at all indicating that we are "running out" of options. I am just asking what we think we may be seeing.

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Gunboat isn't on your list.

Was waiting for this one. :)

 

But outside of a new combination of a stat line and upgrade slots, what do you think the Gunboat could add to the game outside of that? The YV brought the 180 arc. The IG was the first large base 3 agility ship. The Jumpmaster has an asymmetrically colored dial.

 

What would the Gunboat have up its sleeve?

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Oh, ok. Well anything in the EU is possible, we've had infinity+1 different ship ideas threads. so really... that.

Plus anything the new movies introduce.

Plus anything FFG decides to make up with Disney's consent.

 

 

It's a huge universe.

Sorry, I'm still not being very clear haha. I mean mechanic-wise. Like arc-types we haven't seen on small ships or ships at all, new movements, etc. Maybe new actions for new post-maneuver options. Things like that.

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Well, we have as mentioned alternative fire arcs, including off centre or partial.

I'm sure there are more special movement possibilities.

an ability to use multiple turrets.

guided, slower, possibly targetable warheads.

Hyperspace mechanics.

Countless possible EPTs, like I'm not even going to try here.

The ability to grapple or tow ships, maybe linked with a boarding mechanic. I acknowledge that this is similar to tractor beam.

Randomized, or semi randomized attack and defense stats.

off centre flight pathing.

What if a ship could rather than flight path forward suddenly zip sidewards, with only a barrel roll effect forwards?

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A ship with a rectangular base

They blew their chance with the k-wing so probably not happening

A small ship with aux arc

TIE sf or ARC-170

A ship that is used by all 3 factions

ARC-170

A cheap torpedo ship for Rebels

N-1

An imperial astromech ship

V-wing

A ship with 4 agility

Vulture droids or either Jedi starfighter

A small ship with turret upgrade for imperial

TIE sf possibly

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Broadsiding ships would be interesting. That would throw a curveball to the meta for awhile lol.

 

Also still waiting for some kind of disengage ability: after performing a hard turn, you may perform a red 2forward maneuver as well (doubling the stress if applicable). Probably best as an EPT though, or another engine mod-type card (not as expensive since its not as universally useful)

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Gunboat isn't on your list.

Was waiting for this one. :)

 

But outside of a new combination of a stat line and upgrade slots, what do you think the Gunboat could add to the game outside of that? The YV brought the 180 arc. The IG was the first large base 3 agility ship. The Jumpmaster has an asymmetrically colored dial.

 

What would the Gunboat have up its sleeve?

 

It's not just about what they add to the game, but also what they add to the faction. The Kihraxz and M3-A are very similar statistically and with similar capabilities to the X-Wing and B-Wing, but filled roles for Scum that they didn't have in their toolkit.

 

For the Imperials, they could probably benefit from a small-ship heavy starfighter with three attack dice, especially if it can start in the low-20s for price.

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-- Upgrades that affect set-up/deployment.  Adaptability was sort of a step in this direction, but you could do things like:

  • Rush of Battle:  At the beginning of the game, you may deploy this ship up to Range 2 away from your edge of the board.  If you deploy beyond Range 1, receive a stress token.
  • Advanced Recon:  This ship deploys after all other ships during set-up.

-- Upgrades that allow you to flee and re-enter the battle.  We've played around with something like this in scenario play, where exiting one board at a certain point allowed you to enter another board at another set point.  It really got us thinking about deployment and not merely rushing everything into the scrum, since you had to watch for someone suddenly emerging in an undefended area.

 

-- Combined/concentrated fire for multiple ships.

 

-- Ordnance replenishment.  Not what we have now that keeps you from losing them, but something that allows you to get them back once their gone.  Maybe having to fly back to within Range 1 of your edge of the board and taking an action.

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Options which could be done (not everything to everyone's taste):

 

Disabling weapons on other ships (e.g. mag-pulse).

Asteroid movement.

Boarding mechanisms.

Cruise missiles.

Suicide ramming.

 

Remote Explosives

cUPfsMN.jpg

Remote Token
Reference Card
This card explains the rules for a remote token and serves as a reference to remind players of its effect. Some card abilities such as "Remote Warhead" can cause a ship to receive a remote token. A ship with a remote token is subject to the following special rules.
In any subsequent activation phase the original attacker can choose the Action "Trigger Remote" to detonate the token. The defender and any ship at range 1 of the defender suffers 1 damage. Then discard this token.

Ship assigned a remote token which also carry an [astromech] or [agromech] may choose Action "Removal Attempt". Roll an attack die, on a [critical hit] result discard the remote token.
 

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A small/large ship: a ship that has the lenght of a large ship, but the width of a small ship.

 

I doubt we'd see a new base type at this point.  Even the epic ships used the large ship bases.

 

Ya agree. FFG missed a HUGE opportunity when they made the IG large base. Make a medium base for them and the K-wing, Punisher, Misthunter and maybe Jumpmaster. Man, it hurts a bit every time I think of how sad it is they missed on that.

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