Maneuver Frequency

By Tipperary, in X-Wing

Generally, maneuvers seem to be thought about solely on a dial level, or "what can this specific ship do". I like designing new ship cards as thought exercises, where the pertinent maneuver data is "can I give this ship something that hasn't been done before". Hence the following chart:

ibzNGHsVTr3B0z.png

Speed range is 0-5, background is maneuver difficulty, number colour is Rebel/Imperial/Scum, numbers are how many ships, per-faction, have access to a given maneuver. Note that Scum Firespray/HWK/Y/Z are listed despite having the same dials as their counterparts.

Currently, all revealed dials are covered, though S-loops aren't listed since we don't yet have data on how extensive they'll be.

The data pretty much speaks for itself so I'm not going to add too much, only that I wonder why there isn't a variant of the Damaged Engine crit that makes all straights red.

Edited by Tipperary

The numbers: Red is Rebel, Black is Imperial, and Yellow is Scum?

And the color of the 3 boxes shows the color of the maneuver? With the numbers being how many times that maneuver occurs in that color, separated by faction?

This is awesome work, and the first 2 comments should _not_ be taken as criticism! But I want to make sure I'm reading it correctly. It took me a few seconds to realize the bottom row was 0, and not 1.

Confused the heck outta me.

Very interesting work, thanks for pulling it together. It would also be interesting to see it graphed on a mat overlay, similar to:

http://randolphw.github.io/echolocation/

The numbers: Red is Rebel, Black is Imperial, and Yellow is Scum?

And the color of the 3 boxes shows the color of the maneuver? With the numbers being how many times that maneuver occurs in that color, separated by faction?

This is awesome work, and the first 2 comments should _not_ be taken as criticism! But I want to make sure I'm reading it correctly. It took me a few seconds to realize the bottom row was 0, and not 1.

Confused the heck outta me.

Yep, you've all got it. Probably should have added a legend, but I guess I was too intent on prettifying it, the .txt original was pretty spelt-out.

Very interesting work, thanks for pulling it together. It would also be interesting to see it graphed on a mat overlay, similar to:

http://randolphw.github.io/echolocation/

Unfortunately collating is pretty easy compared to coding.

Interesting note: Unhinged Astromech gives one of the slowest ships in the game a set of maneuvers that no other ship—of any speed—has got.

Edited by Tipperary

Unhinged is unbelievably incredible on Ywings. I had one chasing a Decimator with Rebel Captive, and he just zoomed around doing Hard 3's clearing the stress every turn. Goddamn beautiful.

yeah i was gonna sayshould be a compilation of navigatory upgrades too...

unhinged astro gives scum 3 greens...

inertial gives scum hard stop

R2 gives rebels all 1 2 greens...

i wish imperials had some of those choices. would make defenders a lot easier to use.

The problem with imperials is that they don't have a unique upgrade 'trait' - Astromechs, Salvaged Astromechs and Illicit Upgrades can be assumed to be faction-specific in the short run (and probably in the long run too).

Hence, FFG can put whatever they like in the Scum Salvaged Astromech cards and not have to worry about abusable interactions with E-wings and their ridiculous Astromech/Sensor/Elite Talent combinations*, and Rebel Astromechs don't have to worry about balancing the reverse.

Imperial fighters don't have anything similar. And...frankly, shouldn't. But this means they don't have anything which can readily improve their capabilities - which is probably in turn why Modifications (which are slotless) have become their 'thing' - see the Royal Guard title.

* I'm not saying E-wings are unbalanced. They're not. But having all three slots on one fighter makes balancing new upgrade a nightmare because the downside you assumed balanced it may be disregarded by one or more of the others - e.g. push the limit/advanced sensors/R2 Astromech.

Every ship has a green 2 straight. That much I know.

That's why I would suggest for dial errors treat it as a white 2 straight and skip the action phase.