I've seen this thread topic come up at least 10 times in the time I've been on this forum, and the consensus has always been "Well, you left out these variables".
So, I figured I'd start by listing all of the possible variables, and their interactions, and we'll figure out the numbers for them later.
Please let me know in the comments if I've missed anything ![]()
Attack Dice and Agility Dice
In my model, these are never going to simply be added to the score. They are not stand-alone stats, but rather multipliers.
As a proof of concept, Let's look at a Rookie vs a Bandit. They have the same action bar (no defensive actions), the same Agility value, and comparable Maneuver dials. The missile and the torpedo slots are roughly equal.
The key difference is that the X-Wing had 3/2 of the Z-95's attack dice, and some minor bonuses as well. Lo and behold, the Rookie costs a little more than 3/2 of the Bandit.
Similarly, that +1 Attack explains the similarly large shift between the Outer Rim Smuggler's cost and Chewbacca's.
Hull and Shields
This is going to be a flat statistic, though effected by the Agility dice multiplier. The real trick is going to be determining the difference in price of these two very similar stats. A Shield is crit-proof, and therefore worth more than a Hull, but only 8/33 of the Crits will be double damage (well, 7 are double, and 2 are a 50% of also being double), and Crits aren't that likely to be rolled, so it's going to be a minor issue.
Fortunately, solving this will also end the Shield/Hull Upgrade wars. If Shields are better than 1.33 of a Hull, the Shield Upgrade is still worth taking. If it is less than 1.33, that 1 extra point is getting spent poorly.
Actions
Target Lock is improved by having more Attack Dice, having an Ordnance slot, having Focus, having a High PS, and having a poor dial.
It competes with Boost/Barrel-Roll for the "Action to use when you don't have a shot", and with Focus for offense.
Focus is improved by having more Attack Dice, having more Agility dice, having a Crew slot, and having good mobility.
It competes with all other actions for offensive and defensive purposes.
Evade is improved by having more HP and having fewer Agility dice.
It competes with Focus, Cloak, Boost, and Barrel-Roll for the title of best defensive option.
Boost and Barrel-Roll are improved by having more Attack Dice, more Agility dice, having a Crew slot, having a high PS, and having a poor dial.
They compete with all other actions for offensive and defensive purposes
Cloak is.... hard to talk about.
Upgrade Slots
In my understanding, most of the points for filling an Upgrade Slot is left to the upgrade itself, but a portion of the upgrade's worth is left in the ship itself to fill the slot. This is how the Shuttle wound up costing as much as the X-Wing, despite losing hard in a joust when neither have upgrades.
Modifications allow for the addition of extra HP, the Boost action, the Target-Lock action, extra Agility Dice, and improvements to the Torpedo/Missile slots and the Cloak action.
Torpedos and Missiles require a Target-Lock action, and are improved by having fewer attack dice, and compete with Cannons.
Bombs are improved by having a High PS and good mobility.
Cannons and Turrets are improved by having low attack dice and high survivability.
Crew are improved by everything. The more options you have on your naked ship, the more valuable Crew can be.
Astromechs are improved by having high Hull, high Shields, and lots of non-green 1 or 2 maneuvers.
Systems are improved by having good maneuverability and many action options.
Elite Pilot Talents are improved by everything.
Maneuvers
This one is going to be tricky, as we'll have to establish a combinatory weighting system for mathematically quantifying this.
The variety of Turns and Banks are more important than the variety of Koiograns (past the first), which is more important than the variety of Forwards.
The difference between Green and White isn't as important as the difference between White and Red, which isn't as important as the difference between Red and Non-Entity.
On a previous thread, I showed that the X-Wing and Firespray-31 are the median dials, having the most common numbers of bearings (2 turns left and right, 3 banks left and right, 4 forward options, and a 50/50 on 1 or 2 koiograns) in their most common distances (2-3, 1-3, 1-4, and 4/3-4, respectively) in their most common colors.
Pilot Skill
Having a higher or lower Pilot Skill only matters when comparing two ships.
Against an Academy Pilot, Wedge Antilles might as well have the same PS as a Rookie.
As such, the number of the Pilot Skill isn't as important as the odds of placing it in its proper role. High PS improves attack dice, and Low PS improves Agility dice.
Low PS improves Maneuverability, and High PS improves Boost/Barrel-Roll actions.
Titles and other specific ship quirks
The Falcon and the Firesprays both improve their attack dice substantially with an increased arc. They also do odd things to the importance of dials.
Similarly, being able to double-dip in the EPT pool and removing 2 points for the cost of the missile slot may do a LOT for the A-Wing.
Specific Pilot Abilities
This will be determined on a case-by-case basis. Unfortunately, there's a lot of this to slog through, so picking out exact values and variables will be difficult.