That's pretty close to what I had been guessing actually. I'm not sure if they're going to actually come down at 12 points for the PS2 Scyk, simply because it seems objectively better than both the TIE and the Z95, but that might just be me. If they decide to go with an 11-point PS1 Z95 generic pilot, then 12 for a Scyk feels right, otherwise it feels a little too efficient. Unless they're compensating for not being able to field the TIE/ln as the Fringers!With those stats here's my first guess at cost. IG2000 is probably off, the system I use is only accurate (usually within 1-2 points) for smal and huge ships.Has anyone seen the stats listed in the other thread? Someone took snaps of each screen at the panel. Just speculation other than that bcuz they're subject to change. Some of it is hard to make out, but it's interesting
IG2000
3/3/4/4 focus TL Boost Evade
Star Viper
3/3/4/1 Focus TL Boost Barrel Roll
M3-A Interceptor
2/3/2/1 Focus TL Barrel Roll Evade
Lots of agility in the new faction, and the IG2000 is going to be a beast to take down.
Thoughts? Discuss!
Star Viper: 25 @ PS 1
M3-A: 12 @PS 2
IG-2000: 37 @ PS 1
The Star Viper at 25 sounds spot on, where you can just barely field four (like the Phantom) but it really isn't as good an idea as buffing three.
How did you arrive at 37 for the IG-2000? Don't get me wrong, it feels like it's right or very very close, but it's kind of funny that it's basically a Defender with both a Hull and Shield upgrade. Do you feel like the native Boost action and the large base cancel each other out? Or that the dial will have negative connotations?
My belief is that cost is determined primarily by stats and area control and what it can be pairs with in a 100 point squad. The dial only factors in if it has an exectionally high degree of green or red maneuvers, and that actions are based only on what ship needs to fit the theme of the, and they have no effect on cost. The area control idea is that there is a maximum of 8 ships per 100 points, that drops to 4 if they're equiped with range 1-2 turrets (5 with BT and no recon spec, but thats not very effective, imho) and 3 if they have 360 range 3 primary weapon.
Like I said though, my projections for large ships vary greatly. Some are spot on, others are way off. I was surprised to see huge ships fall within .75 points once I figured out how engery is costed. At least I think I did. Also, I didn't come up with the basic fomula, Just the energy, red/green ratios, and area control factors.