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Yeah, I like the prequels and the Clone Wars, but I don't think I'd buy the corresponding ships for this game. They just don't catch my imagination and fuel my excitement like the OT ships. Now if they through in a couple Old Republic ships (Aurek fighters, Chela Fighters, Sith Interceptors, Stingers, Starsabers, Chaos fighters), I think I'd be down with that. Obviously, that doesn't have as much appeal.
If I were them, I'd probably just wrap up the Rebellion era starfighters and then move on to a fleet game. I don't think they'll get a huge response with the Old Republic or Clone Wars era fighters.
Agree. There's no place for prequel ships in this game. There's nothing inspired about any of the designs.
Without Signature
IG-58 said:
It'll be a short game, then.
Amen. I think when I have squads of X-wings and TIEs and all manner of Rebel vs. Imperial craft, I'll want to expand my collection. Prequel ships can be fun and add a lot of variety. Especially if they stay away from capital ships.
Do I think it's a little odd that it will still be called X-wing? No, not really. There are Y-wings after all.
Some people play to win. I play because it's one of the few ways to fly an X-wing here on Earth!
I don't think it will necessarily be a short game. They could introduce new Rebel/Imperial fighters with color variants and new pilots. Will it be shorter than if they went to the Clone Wars era? Sure. But I think they could keep this going for a few years without the CW ships.
IG-58 said:
It'll be a short game, then.
Maybe we'll get a campaign book or two.
He who thinks only about himself will destroy himself.
qwertyuiop said:
IG-58 said:
It'll be a short game, then.
Maybe we'll get a campaign book or two.
Oooh, I like that idea!
I'm sure the community will be able to come up with good scenarios as well, and that should keep interest going.
I have a drawn out plans and have been hunting for parts to make a moon star fighter base or an asteroid star fighter base. Rather simple but i want to be careful with the automated defenses and not overpowering with it. But simply it is an imperial asteroid base that the rebels found and sent things in to destroy. Just wish i had proton bombs in a Y-wing to soften the asteroid up a bit.
May the force be with you… always
And i just reread what i wrote and i feel terrible about my grammer. So sorry guys and gals.
May the force be with you… always
the problem to me is not scale but power level of the capital ships. they are chalk full of turrets and launchers and iirc the only way the rebs actually killed a couple was to make them crash into each other not by actually shooting them down.
i think the capital ships are better as a doom tracker for a rebel scenario ie the rebels have X turns to complete a scenario before the star destroyers gets in range or the rebs have to take out a fleeing tie fighter before it makes it back to its destroyer. It could also be part of the battlefield that if the rebel ships enter a certain zone they are in range of a destroyer and take fire kind of like the rolls for collision.
my biggest worry for x wing is a lack of ships after wave 2. they have pretty much hit all the iconic ships in the prequel and there isnt much left for wave 3 and beyond.
Without Signature
Now, what do you mean by "Wave Two." I consider the first release to be Wave One, the upcoming Falcon/Slave/A/Int. to be Wave Two and the as-yet-unknown followup to be Wave Three. Three is still golden, as it will have B-Wing 100%, TIE Bomber 95%, and Lambda shuttle about 85%. What ship #4 is, no one has any idea whatsoever. If Wave 3 is successful, there's still a buttload of options, granted EU, but GOOD EU: Z-95 Headhunter, TIE Defender, Skipray Blastboat, Outrider, E-Wing etc. There's still OT goodness to be had!
Thus do I undo all Gordian Knots!
In addition to the ships you mentioned, there are plenty of other potential products, including:
Scenario books, Campaign Rules, New pilots. Rules for attacking bases, and outposts. Atmospheric combat, ground attacks and attacks against capital ships. Frieghters to be escorted (or attacked).
An Imperial Star Destroyer reportedly has 60 Ion Cannons and 60 Turbo lasers. The X-Wing game is too small in scope to really deal with players attacking and destroying an entire Star Destroyer. An ISD carries 72 fighters (36 TIEs, 24 TIE-Int and 12 TIE Bombers). Even without the fighters, it would probably take a force of 40-80 X and Y-wings to take out an ISD. Using that many fighters isn't practical (or affordable).
I think that scenarios involving ISDs would involve 4-8 rebel fighter attacking a portion of the ISD. Their mission could be to destroy some turrets so the strike fighters can attack safely, or to destroy the shield generators on top of the command section. The point is, if its a big objective/target, the X-Wing game is scaled such that the scenario involves the play just playing out a piece of the operation with limited objectives.
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