citruscannon

Supremacy: An alternate game format.

119 posts in this topic

Hi folks, 

I've started this thread as a repository for assets for a new alternate game format. I covered a bit of ranting earlier in a previous post about development and game balance, and so I'm following through on this. 

In a nutshell:

  • This is a recosted, errata'd, slightly modified version of the X-wing game, based on the historical development of the meta. At the minute, it will not include custom cards, beyond a single category, called "Chassis" (+edit+ this has been changed to "variant" from player feedback. I'll update the pages below on the next pass), which will play a role replacing the "Title" upgrade card. "Titles" will be used for unique ships only. Each version will involve a recosting of ships based on feedback and playtesting, so points will be "live" so to speak, and maintained in an online squad builder. The adjustments may change over time, but ultimately trying to stay true to the 'feeling' of original X-wing.

I've drafted a cover page as a teaser for the format. Stay tuned!
I'll add the current state of every page to this thread, every time I upload something new. Be sure to check the last page to see the current pdf state.

vasvvsv.jpg



so far... (I think we'll hit 15 pages when done wave 1)

 

Edited by citruscannon

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First few pages. (Note that the link has not been put in for the squad builder. I am building this by learning based off of the setup of geordanr's YASB via github. I have quite a bit of coding experience I need to obtain to do this successfully, so it should be a fun project to sort it out. I've set up a preliminary fork to this effect.). Art assets from Paul Youll are used without permission, as placeholders for the minute. I will replace these with my own artwork.

So what is Chassis? Well, simply put, this is a split of the original use of the "title" upgrade. Titles will be reserved for unique or named ships, and will be able to apply even with a chassis in place (unless indicated otherwise). The purpose of this card is to allow for ship-specific rules that allow a little diversity in squads for generic ships. Say for example you had x-wings, which maneuvered a certain way, but you wanted a way to represent the finely tuned machines that rogue squadron used, or modifications by wraith squadron, but one of those ships was a reconaissance x-wing, or an advanced T65. Well, in this case the chassis would confer a specific effect unique to the X-wing, but then you'd have an additional level of modification for the specialized squadron the ship is in, that could conform across ships. most importantly, this is a very useful design space area to address giving ships some flair, and widening the roles you can play with a vanilla set of ships, and I was not happy with the use of "titles" for things like "adaptive ailerons". That's the design of the chassis dammit :P

So coming up in wave 1:
X-wing
TIE Fighter
Y-Wing
TIE Advanced


Wv5Saby.png


UcUxKRU.png

715imbS.png

Edited by citruscannon
CRCL, Veldrin, Ailowynn and 1 other like this

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Interesting! Looking forward to trying it out!

Could you clarify the defense bonus a bit? Is the extra die present at every out of arc secondary attack, or only those at range 3? As written, it could be interpreted either way.

Edited by RowUrBoatGently
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6 minutes ago, RowUrBoatGently said:

Interesting! Looking forward to trying it out!

Could you clarify the defense bonus a bit? Are the extra die present at every out of arc secondary attack, or only those at range 3? As written, it could be interpreted either way.

Ah, I see what you mean. Yes it's simply to give the r3 bonus against secondary weapons out of arc. I've adjusted it to read:

"If defending at Range 3 against a primary weapon attack, or at Range 3 against a secondary weapon attack fired outside the attacker’s firing arc,"

Edited by citruscannon
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2 minutes ago, Admiral Deathrain said:

That is some great presentation! I will be interested to see where you are going with this one.

hefty reconstruction, adaptation and imitation of an alternate universe version of the X-wing manual and assets. The hard part was done before me! (primary graphic design choices for text placement and themes), all I've done is reconstructed enough that I can tweak it a little!

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Looks great!!!

Are you going to use the existing movie characters/pilots or are you creating a whole new staff?

When will the first wave 'arrive'?

 

cheers

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15 minutes ago, DonDingo3000 said:

Looks great!!!

Are you going to use the existing movie characters/pilots or are you creating a whole new staff?

When will the first wave 'arrive'?

 

cheers

So to keep points costing "on the rails" as much as possible, I'm going to release ships into the builder in the same order they were released by FFG. The first pilots available on X-Wings, for example: Rookie Pilot, Red Squadron Pilot, Biggs Darklighter, Garven Dreis, Luke Skywalker, Wedge Antilles.

Right now I'm going to focus purely on a "meta hindsight is 20/20" view of the FFG releases. But some things will be different, and certain design priorities in this ruleset will hew a little different than the FFG release. If we start approaching a generally-accepted "this is pretty darn balanced" view, I'll have a look at slotting in the odd pilot who has been missed out inexplicably by FFG.

Vader, Wedge, and Han for example will be pilot skill 10 ships. These are the most skilled pilots in the Galaxy, at least in this ruleset. You will not be able to bump a ship past Pilot skill 9 in any case with upgrades, so if you want to take one of these ships out, you're going to have to be creative. They will be expensive, ships will be balanced points-wise accordingly. 

First wave is made and balanced. I will release this one without the squad builder as I just need to finish the art assets. While I'm sorting out the imbalances I've introduced into the first wave, I'll be building the squad builder. The squad builder will kick in for wave two, which will include the A-wing, the TIE interceptor, the Millenium Falcon, and Slave 1.

I will not be making changes you would not be able to replicate with physical ships. for this reason, dials will stay the same. That said, the chassis you pick for a given ship will play a LARGE role in determining its movement abilities. The chassis will not generally contribute to action economy, but mostly to maneuverability and access to upgrade slots.  T-65B vs. T-65BR Snoopscoot vs. T-65C-A2, for example.

Edited by citruscannon

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13 hours ago, citruscannon said:

Hi folks, 

I've started this thread as a repository for assets for a new alternate game format. I covered a bit of ranting earlier in a previous post about development and game balance, and so I'm following through on this. 

In a nutshell:

  • This is a recosted, errata'd, slightly modified version of the X-wing game, based on the historical development of the meta. At the minute, it will not include custom cards, beyond a single category, called "Chassis", which will play a role replacing the "Title" upgrade card. "Titles" will be used for unique ships only. Each version will involve a recosting of ships based on feedback and playtesting, so points will be "live" so to speak, and maintained in an online squad builder. The adjustments may change over time, but ultimately trying to stay true to the 'feeling' of original X-wing.

I like the concept, and it's vaguely similar to a few older community projects. I'd highly recommend introducing new dice types (even if you have to use Armada ones as a stop-gap measure). The lack of variety in dice hurts the game quite a bit.

I'd also recommend that you get someone with a pretty serious mathematical background to double-check your changes and additions. MajorJuggler is probably the most experienced at this in the X-Wing field. A moderate change in the efficiency of an upgrade can really wreck a competitive game like this (*cough* JM5K *cough*).

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15 minutes ago, Hannes Solo said:

I really like the idea but can you name it 'Model' or 'Variant' instead of 'Chassis'?

 

11 minutes ago, thespaceinvader said:

I like 'Configuration' myself.

sure, could also do spaceframe, airframe.

Airframe Variant?
Just Variant?

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here is a set of prototype cards for the X-wing frames.
Keep in mind that the point costs of the pilots is not the same. But effectively, the upgrade bar of the pilot will either have an EPT (or any special upgrades to that particular pilot if that were the case) or nothing. 

Then you add any upgrades from the chassis/variant/frame card, and you've got your kit to loadout with.

iAqPxC7.png  9y51A1O.png  x1oVrVR.png

Edited by citruscannon

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50 minutes ago, Astech said:

I like the concept, and it's vaguely similar to a few older community projects. I'd highly recommend introducing new dice types (even if you have to use Armada ones as a stop-gap measure). The lack of variety in dice hurts the game quite a bit.

I'd also recommend that you get someone with a pretty serious mathematical background to double-check your changes and additions. MajorJuggler is probably the most experienced at this in the X-Wing field. A moderate change in the efficiency of an upgrade can really wreck a competitive game like this (*cough* JM5K *cough*).

yea, I've thought about it, but at the same time, the gametype is highly flexible in terms of immediate online fixes. If something is coming out of the wash as an overly powerful combo, or just really weak, it can be dealt with immediately. I'm embracing the whole "floppy points" system. That said, I'm thinking that especially after wave 2, I'll need to start thinking about jousting values and everything so it may be a good time to start investigating it. 

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1 minute ago, Sk3tch said:

T-65C-A2

Is that meant to read speed 3 maneuvers? or [3 Straight] maneuver? 

just straight 3. Minor engine upgrade from the T-65B. The access to the system slot and extra munitions is where the point comes in.

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1 minute ago, thespaceinvader said:

I'm assuming pilots will have a limited set of configurations they can be assigned to?

yep, pilots are tied to the ships as they are in X-wing. 
So wedge is not flying an E-wing, but he can fly any of the three configurations for an x-wing

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1 minute ago, thespaceinvader said:

Also, AC2 is worth way, way more than Recon-x.  System slot AND green turns?

Wow.

AC2 hasn't got green turns :), just the system slot.

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4 minutes ago, thespaceinvader said:

I'm assuming pilots will have a limited set of configurations they can be assigned to?

I'm hoping he keeps the pilot-to-ship configuration as-is, but puts the EPT on the Pilot/Ship card instead of the Chasis

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