I really like Alex's design approach to game balance, it is exactly the same that I would have, and is the same philosophy I have with house rules. (Granted House Rules obviously allows for much greater flexibility.)
I'm still convinced that I have better tools at my disposal (MathWing) for getting a good first-cut estimate of ship value, especially looking older wave releases. It has accurately predicted the low performance of the TIE Advanced and A-wing, and more recently: the high performance of the ACD Phantom and Falcon + Z-95s, low performance of generic E-wings and Defenders, and sharp drop in use of generic X-wings. E-wings and Defenders still have some time to gain traction, but I strongly suspect that even after Worlds we won't see much generic E-wing and Defender use, they're priced just a little too high. The model's certainty on E-wing cost in particular is quite high, since the ship has common functionality with other ships, making it easier to baseline against.
What's interesting is that they are on their 3rd team for design / balance, and it sounds like they took over for wave 5. Hopefully balance continues to improve, while still increasing the overall depth and ship capabilities. It is a difficult tightrope to walk...
So I have a question: Your math is base on 100 point squads? Is it possible the generic E's and TIE/D's fit better in Epic? I ask because I haven't had a chance to play Epic yet, but I'm dying to. I've been coming up with a few squad lists for when I can make this happen, which have included some of those fighters.
The math shouldn't significantly change going from 100 point to larger squads. The basic underlying assumption is that a ship's value is proportional to the square root of its: (attack power times durability). At 100 points, the curve starts to diverge from (A*D)^0.5 for ships valued at 30+ points, because the ships keep dealing out 100% of their damage until they are completely dead. For smaller point value ships (like TIE Fighters) you can knock them off faster, and immediately decrease your opponent's damage output. For this reason I actually use an exponent of ^0.52, and I plan to revisit this again later with a more precise solution based on an analytical solution of a differential equation with non-continuous first derivative. (Technical way of describing the above scenario of a ship still doing 100% damage while it still only has 1 hull left.)
Anyway, onto your question, there are multiple factors that come into play with larger point values that can change the curve from simply being a square root:
- It is easier to consolidate all your forces together if your ships are more expensive. In a 100 point game this isn't so much an issue, but in a 300 point game with 12+ ships your focus fire starts to become less than optimal since the ships are physically spread out. Advantage: more expensive ships.
- In a 300 point game, a 30 point ship is now only 10% of your squad, not 30%. So the actual value is going to be much closer to the pure square root ratio. I.e. a 3/3/3/3 ship is going to last at least one round in a 100 point match, but in an epic match enough stuff can focus fire it at once that it can die in one round, so the ship loses the "boost" that it gets in a 100 point match. Advantage: less expensive ships.
I haven't run numbers on comparing these two factors, but I speculate that they about cancel each other out, and if anything, slightly favor the less expensive ships once it degenerates into a furball after the initial pass.
Edit: Of course, certain pilot abilities (like Rexler Brath) are obviously better in Epic play, but I'm just talking about the base ships.
Edited by MajorJuggler