does anyone have the points system worked out for ship values? (a formula per say)
example:
PS 1 = points?
attack 2 = points?
and so on
does anyone have the points system worked out for ship values? (a formula per say)
example:
PS 1 = points?
attack 2 = points?
and so on
Major juggler has done extensive work on that subject. Look him up on these forums and you should find what you need.
Thanks
You realize that that could at best only give a baseline cost, correct? Movement dial, upgrade opportunities, and pilot abilities are variables that are much harder to quantify. Other factors matter more on match up: eg, the cheapness of a unit allows you to field more, which creates an advantage against tanky, single-angle units of the same value. You can't factor that last one until the match up, though. Lastly, there's of course player skill.
You realize that that could at best only give a baseline cost, correct? Movement dial, upgrade opportunities, and pilot abilities are variables that are much harder to quantify. Other factors matter more on match up: eg, the cheapness of a unit allows you to field more, which creates an advantage against tanky, single-angle units of the same value. You can't factor that last one until the match up, though. Lastly, there's of course player skill.
Pilot abilities have been shown to usually cost 0 or 1 point following the baseline of +1, ps is +1 point cost.
I also think it's possible to put a cost on upgrade slots and some sort of coefficient based on dial which modifies total point cost. Nobody has broken those things down publicly that I've seen yet, but it would not be surprising if it could be done.
The tactical advantages of a ship are immaterial to what op was asking about I believe though.
does anyone have the points system worked out for ship values? (a formula per say)
example:
PS 1 = points?
attack 2 = points?
and so on
There was a fairly accurate one a few years ago. But then Wave 3 came out and blew it all to hell.
And MajorJuggler's formula isn't exactly a cost formula.
Isn't there also a bit of a synergy cost, for lack of a better term. I.e. 3 agility and two shields, together are rarer, or worth more than their individual costs?
Agility and hull/shield can be rated together as a 'bulkiness' rating. Adding a hull or shield upgrade to a TIE increases its bulkiness more percentage wise than adding it to an X-wing. Those points are more cost effective on higher agility ships, or even ships with Evade actions. Fat Falcons with basically two evade actions are bulky indeed. I'm sure it's been worked out as a formula by some super nerd by now.
The reason I ask,is I am looking to use some shapeway ships in a campaign. Just looking to get close, not exact.
There is a formula that works out fairly well, usually within +/-1-2 points when you try it on the FFG models. This works best for the Small & Huge ships, but not so well for Large ships. There seems to be a point reduction for Large ships, but I haven't found a constant modifier.
Start with a baseline of:
Attack 2
Agility 2
Hull 3
Shields 0
Energy X
Base cost is Pilot skill + 2
Add/Subtract 8 points for every point of Attack/Agility you add or remove
Add/Subtract 4.25 points for every Hull you add or remove
Add/Subtract 4.5 points for every Shield you add
Energy cost is Energy Value squared (so EV x EV)
Named Pilot abilities generally add 1-2 points to the cost, but some can be higher (such as Rhymer's cost of 4). Other times, such as with TIE Interceptor pack's pilots, a point is removed from the cost of the generic rather than added to the Named pilot.
Then last bit has more to do with area control that raw stats:
There's a limit to the number of ship in a 100 point squad, so the minimum PS cost for Small ships is always 12, and Large ships is 4 (you can see this sort of concept in either the Epic or Escalation tournament rules, I forget which one).
Primary Turrets (range 3) are limited to 3 ships, so the minimum is 26 points.
Secondary weapon turrets with a range of 2 (ICT or BT with ReconSpec, as BT alone isn't very effective) are limited to 4, so the minimum cost is 16 (obviously you can use Autoblaster Turret, but this is about area control, and AT has much less coverage then ICT or BT).
As for the Dial, if there's a 1 to 1 ratio of Red to White or Red to Green, reduce the total cost by 4, while adjusting for the other area control guidelines.
All this will give you a solid starting point, but you need to look at what upgrades it can take and any OP/broken combos that might be possible, and adjust you costs to account for it. Then play test it and adjust until you're satisfied with a final result.
Edited by Radarman5I made this point cost calculator a year ago in google docs spreadsheets, here's a link to a copy of it if anyone wants to use it:
X-Wing Custom Ship Point Calculator
Edited by Radarman5I've added all the spoiled Wave 7 info from the FFG previews and the Leaked pics of the K-Wing & TIE Punisher cards, and so far the old formula is still very close, generally within .25 - .75 of the printed costs.