Here's an idea. Why not bring out refits for everything? Any upgrade slot you don't use you can get points back for not using them!
To be perfectly clear I am not serious.
no iam no fan of refits !!! thsi dman minus card is absolute trash
hull upgrade = 3 points
Shield upgrade = 4 points
PS = 1 point
Pilot Ability 1 point i assume
this formula can be done with many ships for example
ps 1 tie fighter 3 hull = 12 points
PS 5 night beast 3 hull = (3*3)+5= 14 + 1 = 15points
ps6 Backstabber 3 hull = (3*3)+6 +1 = 16 points
or Hwk 290 1 shield 4 hull = 12+4= 16 points for the ps 2 pilot
we could go on with that formula on other ships like the tie bomber aswell
6 hull = 18 points but the ps 2 one is 16 i asume cause of 2 defense instead of 3 its lowered 2 points down to 16. while jonus is 22 cause of 16 + pilot skill of 6 and ability pushes him up to 22 but and rhymer would have been 23 or 24 for even numbers but hes 26 odd priced and we have some other examples for odd priced named pilots aswell like tycho but i think that my formula is kinda ok for the most ships we seen so far
I am just going to quote myself from this thread:
Emphasis on the bolded section in the middle.
Background
There are at least four ways to predict a ship's "fair", or "balanced" cost. If you can think of more, please chime in and I will add them to the list.
- Extensive play testing
- Comparing similar ships and differentially adding or subtracting points for different capabilities
- Converting attack/defense/dial/upgrade/etc parameters into a form that can be used as an input to Lanchester's Square Law
- Combat Salvo Model numerical simulations
Notice that I did not include the linear regression formulas that have previously been developed. Linear regression formulas that look backwards at existing ship costs and try to figure out a fixed price for each kind of upgrade/dice/etc are fundamentally flawed and were doomed to failure from the start.
A few thoughts on each category:
- Play testing: This is obviously the best method, and technically doesn't belong in this list since it doesn't predict balanced costs, it actually proves what the balanced values are. The main downside is that it requires a large sample size, and therefore cannot be used for discussing upcoming waves (even fully revealed ones), or custom stat ships that people have put together but haven't had much (or any) time to test yet.
- Differential point costing: This is the easiest of the three "theory crafting" methods, and it works OK for comparing ships that are very similar. As the differences between the two ships becomes greater, the margin for error becomes much larger. It also assumes that you can accurately assign point values for the different capabilities, which isn't trivial, but sometimes can be gleaned from looking at the point structure and capabilities of existing ships.
- Lanchester's Square Law: this is the method that I will be discussing here. The difficulty is in figuring out how to accurately quantify all of the various game mechanics to obtain a numerical "combat effectiveness" for each ship. A ship's cost is then proportional to the square root of it's combat effectiveness. This approach has scaling problems when the point squad is low, such as in X-wing, since the assumptions of the continuous time differential equations upon which it is based break down. Thankfully, this is relatively easy to compensate for.
- Salvo Model: this is by far the most difficult method, and takes a fair amount of expertise to generate a reasonable model. Even if there was an ideal simulation, there is still not necessarily a direct link between the results and a points prediction, since a ship's balance is not just based on a single matchup, but rather an aggregate of the entire metagame. I will undoubtedly get around to building such a model eventually, but more for analyzing matchups and less for predicting overall balance
well then i leave the math up to u then ;P
hope u got the right formula