I just made some updates.
I tweaked how I was calculating the PS1 equivalent cost: I now subtract the named pilot value (-1 for Steele, -3 for Vader) after I adjust the ship PS1. The previous method made named pilot abilities worth proportionately less when applies to a higher PS pilot. This change essentially gives Vader a boost of a couple percentage points across the board.
The math is beyond me to figure out but as an answer to my curiosity could you please enlighten me as to the numbers if we gave the advanced a 5point heavylaser cannon (eg some form of negative point upgrade that allowed cannons)
I am aware that this fix is unlikely but I would very much like to see the comparison to the initial scenarios.
Erm, I could, but not really motivated to, since it's not a reasonable fix. Sorry!
According to Juggler that would be way too little to make it competitive, but then again he talks mainly about jousting values. And i dont really believe jousting is the only thing that matters!
In this case it is. The problem with the TIE advanced is that right now it doesn't have anything other than jousting math. It doesn't have exceptional maneuverability or other fancy tricks (advanced sensors, turrets, etc). All it does is roll red and green dice until it is destroyed. So if it doesn't have decent math for its red and green dice then why would you ever use it?
I ran the "House Rules" numbers again, with an additional optimistic assumption that the FCS will deliver a free Target Lock every single round. If you are chasing around Fat Han, then this would be applicable after the first combat round. Notice that the efficiency is over 100%, making them actually better than a TIE fighter in this role. This still does not consider how Proton Rockets and Cluster Missiles would be given huge boosts from the FCS.
So this option does provide a unique role, at least for a straight-up damage title card. And the FCS Cluster Missiles would be glorious against VT-49's.