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1) Errata all Pre-maneuver repositioning to System Phase (Advanced Sensors, Precog, SNR) and fix Tractor rule to make Ensnare less toxic

2) Justice for RZ-1s (Prices and ace pilots)

3) Extra Talent slot for TIE Interceptors

 

Bonus: Adrenaline Rush back as a one-charge talent for Tomax and Rhymer.

Edited by ClassicalMoser

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1. Scum only illicit upgrades that permit spending of 1 result (not picky which type) from a primary attack to apply a strain, deplete or ion token to a target. Would probably need to be priced based on highest primary attack value on the ship.

2. A mod upgrade that adds the SLAM action to the action bar.

3. In the spirit of this being a wish list: Scum squad pack that includes all the sweet generic and TIE upgrades being introduced that aren't double slot (the double cannon can go into a HS&A or simmilar expansion). 

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1 hour ago, ClassicalMoser said:

1) Errata all Pre-maneuver repositioning to System Phase (Advanced Sensors, Precog, SNR) and fix Tractor rule to make Ensnare less toxic

2) Justice for RZ-1s (Prices and ace pilots)

3) Extra Talent slot for TIE Interceptors

2)  The Consular Corvette as the first 2.0 Huge ship

3)  A semi-linear campaign set.

Edited by Darth Meanie

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8 minutes ago, Tyhar7 said:

Jam token rules change so they persist over rounds until they are used.

1. Both empire ships with the Jam action would love to jam at range 1-2, since the Shuttle is too slow and the Reaper is too fast to really use jam reliably. ISB slicers could be changed to provide that.
2. When looking for new lists, I always feel like the empire is lacking cool options between 50 and 60 points.
3. Add some bombs that make a single Punisher with Trajectory Simulator worth it. Concussion Bombs look like they're too good on Punishers and will be nerfed. :(

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1. Separate hits from damage by adding different dice

2. Make HangarBay the standard format, at least below premier events

3. Different scoring/pairing. Eg bid is lost after first points are lost; full destruction gives extra mov; losing ships does not worsen mov, or to a lesser degree; etc

Honorary mention is the objective instead of full destruction. Or make that an objective too, with a downside you don't score 200, but a bonus if you do 🤷🏻‍♂️

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1. Asteroids apply the 1.0 Autothrusters ability while obstructing (instead of gas clouds), while keeping hit/crit damage + no attacks

2. Debris Fields 100% apply strain instead of stress, while keeping crit damage

3. Gas clouds 100% apply 1 jam token AND 1 ion token instead of strain, no damage

All obstacles still skip perform action step

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1 hour ago, Darth Meanie said:

1) Justice for (prices and ace pilots) Tie Interceptors

Isn't the current meta the first one where soontir hasn't been an extremely successful and aggressively costed ace?  Like, the *definition* of ace?

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1 hour ago, Ablazoned said:

Isn't the current meta the first one where soontir hasn't been an extremely successful and aggressively costed ace?  Like, the *definition* of ace?

I'm looking to see more of the TIE Interceptor, not the TIE Soontir Fel. 🤨

Lore wise, I'm OK with (for example) the TAP* and TIE/ba existing a Top-Ace-only ships, but the TIE/in should be more useful as an all-around chassis, IMHO.

A.  I'm sad it lost all of it's other alternate pilots from 1.0.

B.  It features TWO mod slots (!!) and absolutely nothing useful (??) to put into them, now that autothrusters is baked in.

As an Imperial enthusiast, having the Squint have no flavor is like the Rebels having crappy X-Wings.  Honestly, seeing the Squint still be useless outside of Fel yet again is one of the main reasons I'm not playing the Galactic Empire much in 2.0.  (Of course, I'll need to give the TIE Heavy a round or two.)

*Honestly, the TAP has lots of options that are all fun, including the generics.  I wish the Squint was as fun to put on the table as a TAP.

Edited by Darth Meanie

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  • 1. Banlist.  I'd love to see some ship/upgrade or upgrade/upgrade pairs banned.  Can't run R2-D2 and Inertial Dampeners on the same ship.  Can't put Passive Sensors on Vader.  Can't put C-3PO on Leebo.  Right now, that's my comprehensive list, and I'm not sure I'd add anything else.  I think it'd be a good tool, sparingly used, but there's a few cases where one pilot has demanded high scaling on an upgrade, or slots have been removed, to prevent something nasty, but at the loss of something fun.  Leebo can't crew at all.  Han can't dump his garbage.  Banlist kinda solves those.
  • 2. Extensive testing of a radical redesign where shooting is low-to-high initiative, but a lot of pilots got reordered (Han and Kylo move first and shoot first, Soontir and Fenn Rau move last but shoot last, Luke and Academy pilots are in the middle).  Maybe it works, maybe it doesn't, so my wish is only for extensive testing of such a scheme.  I think it'd be interesting if instead of high-init pilots being both Arc-Dodgers and Initiative-Killers, and low-init pilots only being Blockers, things were redone so Arc Dodging was the *only* think high-init pilots did.  Well, that and grabbing locks easily (Passive Sensors takes a hike--a ship gets easy locks but shoots last, or has to get locks the hard way, but shoots first).
    • 2.b. Couple this with Extensive testing of a nerf to Initiative killing.  Not an elimination of it.  I'm fine with someone getting kinda hosed, but not completely owned.  It it enough for there to be a bit of dice-screwing on a single die?  Could it stack if more ships pile on?  I feel like there's certainly a place for IKill mechanics, and putting a hurt on someone by shooting early should be a thing.  But maybe it's just a smaller penalty?
  • 3. Gand get the force.  That's the generic Findsman and Zuckuss.  Probably would need some kind of slight redesign on Zuckuss crew, but I think it'd make the G-1A into a pretty interesting ship with a single force charge on each one (well, other than 4-LOM... dude is fine as is).
Edited by theBitterFig

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1. Redesign of Tractor mechanic (went from feel bad for the tractored to feel bad for the tractoree. Finding the middle ground would be nice)

2. Expansion packs distributed more regularly (semiannually?) for upgrades and additional pilots (eg. RZ-1 A wings and Tie Interceptor)

3. Illicit upgrades that help give Scum a faction identity (bags of dirty tricks that only Scum can use)

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1. Errata all pre-maneuver repositioning (Advanced Sensors, Precog, etc) to happen in the System phase.

2. Recall the Nantex, read the devs the riot act for creating the worst-designed ship either edition of the game has ever seen, and force them to rebuild it from the ground up.

3. TIE Avenger expansion.

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A) Thematic squad building rules

B) Thematic/Historical scenarios and campaigns

C) Cleaner rules reference, rulings, card interpretation,  general tone down of complexity 

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