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I'm way too excited for this game. So instead of twiddling my thumbs and wearing out the F5 button on the FFG site (in vain, I might add) - what ideas for scenarios do you have?
Scenarios can bring reinforcements at specified times, of course the sides don't have to be equally strong, you can have mines and asteroids spicing things up, but what really makes scenarios more interesting to me is the story behind them. So I'm looking for ideas for those.
The video games certainly provide lots of inspiration. Always in pairs:
* Escort one or several ships (transports, prototypes, etc.) until they can jump away or reinforcements arrive
* Destroy some ships despite escorts
* Protect one critical small and fast NPC ship while something gets on board and then flies away (important character, data cache, etc.)
* Destroy that one small and fast ship before it gets away
* Fly in, ID something with close-range sensors, get away
* Keep the enemy from getting too close to a particular installation or ship
* Bombing run - get one of several ships to the place where it can let go of that big nuke it carries (like through a trench on a moon or something)
* Destroy all the ships that could destroy the moon (what do you mean, no moon?)
* Place beacons on some transports, or disable them with the Y-Wing Ion Cannon
* Do not allow the beacons to be placed
* ID one of several transports as one with something important by getting close, let an NPC ship (or ships) pick up whatever that is, protect the NPC ship(s) and that transport
* Deny all those things without destroying the important stuff (unless it's already on the NPC ship) by stopping the ID or destroying the NPC ship(s)
Any other ideas for scenario goals?
I think you've touched on most of the typical scenarios... and I think my F5 key is broken, I keep not seeing any changes to FFG's site.
Other scenario ideas:
Traitor in the midst - If you have a bunch of players, you can secretly designate one of them as a traitor who can 'turn' on his friends at some point in the battle. Gives a more powerful force something to worry about.
Assault escort - (really a combo of the ones already listed) Disable a target ship and protect the assault gunboat which goes in a docks with the disabled ship. Either escort the gunboat back with prisoners, or escort the target ship after repairs are made.
Suicide Run - Your small rag-tag force must hold off the hordes for as long as possible to let your allies evacuate. Kill as many as you can and replace any killed with new ones. You can have an established number of turns to survive or take turns with your opponent and see who lasts the longest.
Campaign of Action - String a few scenarios together to represent a longer engagement by making one side alot weaker for individual engagements. Easy example would be 4 separate engagements of 2 X-Wings and 2 Y-Wings against 4 Ties where the X and Y Wings cannot repair or resupply between engagements.
WEIRD WAR FOR BOLT ACTION
ROBOT TROOPER SAYS LETS KICK IVANS BUTT!
I have had a few ideas, including the bombing run (where you have to get to a certain spot to let go of the bombs etc), and of course obvious military scenarios like escorting duty, intercepting enemy squadrons, assasinating enemy VIP's on shuttles, protecting civilian transports or space stations, and chasing enemies through a minefield trying to stop them escaping.
before coming up with my own stuff im going to wait and see whats in the game. All of this stuff might be covered.
Most of these games sadly lack any worthy official scenarios, scenarios, if done right, are a lot of work to playtest and these games sell without the additional work. I think we will have to make our own scenarios and campaígns...
Pete aka The Masked Minstrel
Scenario play is the only reason I will be buying this game, and will determine whether or not I will be buying into it at all.
I LOVE the old school game TIE Fighter, it had so much story for being a flight simulator - many of the missions from that would make excellent scenarios.
The things that I really want to see in this game though are.
- TIE Bombers making torpedo runs on a Base / Cruiser etc.
- Some mission where you have to battle a capital ship also, miniature wise it would be impractical to make a miniature 'heh' of a star destroyer or Nebulon-B frigate, so those kind of things will probably be a mat or something flat like that.
Scenario idea: A TIE carrier (I would say an ISD, but the weapons on one of those tends to make the game about the Star Destroyer instead of the starfighters) jumps into the system and TIEs deploy. The TIEs need to achieve an objective (destroy a fuel depot or what have you) while not losing their carrier and getting stranded. Rebel Alliance can choose between defending their cache versus attacking the TIE's base. In short, the interesting tension in the scenario is the players splitting and coordinating their forces between the two objectives.
Campaign idea: the backdrop for the campaign is an Imperial base. For each mission, the TIEs setup with their base in the middle and their TIEs wherever they want. The Rebel player then rolls a die to see which side of the table their fighters jump in from. This is supposed to simulate the Alliance jumping in at some random time while TIEs are patrolling. The Rebels may have reinforcements enter after some TIEs have taken the bait and been diverted. (That idea was also taken from the computer games.)
Rebel missions vary from destroying defenses, destroying supplies, intercepting arriving/departing ships, hit and run, interdictor trap, disabling the station, etc. Damage and loss of fighters can carry over between missions.