Third Faction Details

By Vorpal Sword, in X-Wing

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!

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.

Star Viper: 25 @ PS 1

M3-A: 12 @PS 2

IG-2000: 37 @ PS 1

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!

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.

I don't think we'll ever see a ship below 11 points.

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.

That's very interesting! I appreciate the insight.

I agree as far as a ship at or below 11 points, if only because I don't know how I'd feel about something that can get 9 or 10 bodies on the field in a tournament. I was surprised to see both the Z95 and the Scyk be revealed as Fringe ships, since they appear to occupy similar space while building lists. I anticipate some sort of upgrade or modification to the Z95 to make it stand out a bit more, otherwise I can't yet see why I wouldn't just use the Scyk, especially if they both start at 12 points. 12 still sounds right for the stat line however, and I always appreciate more options than fewer!

You make an interesting point about actions simply being thematic, and I can see your perspective. It is easy enough to point to the Engine Upgrade mod and say that A-Wings and Interceptors have 4 points bundled in their cost somewhere, but I wasn't always sold on that line of thinking. That isn't to say FFG has been completely holistic in their pricing approach, but I see how they might not make direct connections of "Boost = 4 points, Missile Upgrade Slot = 2 points" etc etc. Then again, there are still only two ships that can Boost natively, and they're the only two that make sense thematically to have that extra maneuverability packaged standard. It's an interesting point of view!

The "area-control" idea is very very helpful, I hadn't thought of literal area-of-field-covered as a point-efficiency mechanic before. It seems to have held true with the YT-2400 and the Decimator as well, and controlling map area through turrets is going to be even more important moving forward (not that it isn't already). Thanks again for the insight!

Edited by Tsiegtiez

I can't remember the post when I got the basic formula at the moment but it goes like this:

Baseline stats are 2/2/3/0

base cost= 2+PS

+/-8 per Attack

+/-8 per Agility

+/-4.25 per Hull

+4.5 per Shield

Energy=Energy Value squared

Combined with the other factors I mentioned, most ship fall around 1-2 points of these predictions. Obviously play-testing would be necessary to see if points need to be added or removed.

I've been checking out how +/-3 per Hull, and +4 per Shield works recently, I haven't applied it to every ship yet, but it seems to come close.

I wonder if the Star Viper will have the K-turn... it'll be nasty. K-turn, S-loop, barrel roll, boost... wow, sounds like what a Tie Defender or Tie Avenger could do... sweet.

I can't remember the post when I got the basic formula at the moment but it goes like this:

Baseline stats are 2/2/3/0

base cost= 2+PS

+/-8 per Attack

+/-8 per Agility

+/-4.25 per Hull

+4.5 per Shield

Energy=Energy Value squared

Combined with the other factors I mentioned, most ship fall around 1-2 points of these predictions. Obviously play-testing would be necessary to see if points need to be added or removed.

I've been checking out how +/-3 per Hull, and +4 per Shield works recently, I haven't applied it to every ship yet, but it seems to come close.

Now that's the kind of insightful workings that had me lurking on the forums in the first place! That's really incredible.

If FFG tipped their hand with the cost of Hull and Shield upgrades, I wouldn't be too surprised, but I still doubt that's exactly where they value them. They do occupy your only Mod slot after all! ~4 poitnts seems right, possibly -.25 for Hull and +.25 for shield, but we'll have to see what they do to price out the Scyk to have a better comparison!

I don't think we need more scum factions. The entire "Scum and Villainy" faction isn't going to be Black Sun, that's just the theme they went with to start. The beauty of a "scum" faction is you can put in a ton of stuff that is cool, but not really worth having a full faction for.

The "Scum" faction acts as a wonderful "catch all" and really eliminates the need for more factions unless that faction is a major galactic power with it's own distinctive look and feel.

I doubt we'll see another faction myself unless there is one in the Sequel Era. Because they only need to hold out another year and a half till new ships start rolling in, and they have plenty of stuff now to release before then. After that it will go crazy, because we'll be getting a new movie every year, the Rebels series, and a ton of new novels, comics, and video games.

But for the next year and a half, it seems like FFG has everything they need.

Before I begin I say yes to Vader in TIE Defender!

The could, and still could, have other factions be just Black Sun or ZC or any other Rebel group that was to violent to be in the RA, or the Huts. All these factions are very difrent, they have diffrent force structures, and motives. The ZC is a heavy hitting Rebel force willing to kill of EVERY other faction if they don't serve Zann.

It would be great if they a a 2nd upgrade kit for the game that comes with lots of ZC base stats for using ZC TIEs or WIngs and other shared craft.

My only one issue with S&V is it. Fels like everyone else is thrown into it, when lore wise that couldn't hapen.

I forgot to mention that large ships seem to get a -10 to their final cost. But that doesn't always seem to hold true. So with the IG-2000 the PS 1 might be only 27.

Also you usually either add 1-2 for most named pilot abilities or decrease the cost of the generics (Major Rhymer's ability costs 4 points, which might be the highest I found). This doesn't apply to some ships, such as the TIE fighter, where the named pilots basically have free abilities. Personally I'd cost Howlrunner in the 19-21 range.

My only one issue with S&V is it. Fels like everyone else is thrown into it, when lore wise that couldn't hapen.

Edited by Radarman5

My only one issue with S&V is it. Fels like everyone else is thrown into it, when lore wise that couldn't hapen.

I don't see why not, bounty hunters will work for anyone who pays them, and the Black Sun and Hutts could easily work together if it's worth it for each party. Look at the crime families in The Dark Knight, none of them liked each other, and they Hated the Joker but they worked together because Batman was a common enemy that none of them could handle alone.

Well for starters the Bounty Hunter gild wants Boba Fett dead because the Empire hired him to destroy it. Fett feels like a contracted Imp bounty hunter that does jobs on the siderather than a licenced Bounty hunter.

Hutts and Dark Sun could and have worked together BUT they would like to kill the other group off.

Pirates dont just ally themselves with other pirates all though I could see them team up because the Imps have rolled into there sector.

Zann is to blood thirsty to be on the same level as the other factions he wants to rule or kill them all.

Clearly you haven't seen enough Sons of Anarchy. There's all sorts of team ups between gangs and individuals who want each other dead, but they put it on hold to deal with the common threat. Also, it sounds like a bunch of these S&V pilots will have abilities that screw eachother over.

I hope they allow for some mercenary hiring for the Rebels and Imperials. Put a point limit on how much 3rd faction you can have in your squadron depending on the side. Any upgrade cards attached to the 3rd faction ships add to that point limit (sort of like influence restriction from Net Runner Android.)

100+ points no more than 40 points on mercenary ships.

75-99 points no more than 30 points on mercenary ships.

60-74 points no more than 20 points on mercenary ships.

Less than 60 no more than 15 points on mercenary ships.

Also, it sounds like a bunch of these S&V pilots will have abilities that screw eachother over.

Xizor's ability is a backwards Draw Their Fire that works on hits too.

I hope they allow for some mercenary hiring for the Rebels and Imperials. Put a point limit on how much 3rd faction you can have in your squadron depending on the side. Any upgrade cards attached to the 3rd faction ships add to that point limit (sort of like influence restriction from Net Runner Android.)

100+ points no more than 40 points on mercenary ships.

75-99 points no more than 30 points on mercenary ships.

60-74 points no more than 20 points on mercenary ships.

Less than 60 no more than 15 points on mercenary ships.

Highly unlikely given the designer's philosophy of wanting each faction to maintain its identity.

No reason you couldn't houserule that though.

Edited by Lagomorphia

Also, it sounds like a bunch of these S&V pilots will have abilities that screw eachother over.

Xizor's ability is a backwards Draw Their Fire that works on hits too.

We could certainly see more abilities that have an "it's all about me" attitude. When I saw Xizor's card, I had the same thought, reverse Draw Their Fire. In the Team Covenant interview with some of the designers, they mentioned the new Hawk Pilots, as opposed to being supportive, are anti-supportive or debuffers against the enemy. So, we will likely see a lot of abilities that screw over the enemy, as well.