OP: There are many things that the X-wing developers have even said they would potentially do differently now.
- Change to 200 points and double ship costs to allow finer gradients of point assignments.
- Potentially change how turrets work.
- Adding new kinds of dice like in Armada.
All of these require math to get done correctly. Be aware that, just like FFG, if you make a new system without having the prerequisite mathematical background to understand what it is that you are actually creating, you will be driving by the seat of your pants, blindfolded, and you won't even know where the track is. Thankfully for house rules the bar is very low, and you can easily re-iterate if something is broken.
Pilot skill, for instance, makes it really hard to price glass-cannon-style ships
Yup, this is relatively hard. It's not a probability problem. To solve this you need to go back to the fundamental equations defining combat. One of the things I did for MathWing v3.0 was to re-derive the fundamental combat equations using different assumptions that are more applicable to X-wing, rather than the continuous time differential equations that Lanchester used.
In the process I derived the solution for what shooting first is worth purely from a jousting perspective. I now have properly PS-derated jousting values for all the ships based on the meta's PS distribution. Ironically one of the first things I set out to do years ago during wave 2 was to quantify exactly why the poor Alpha Squadron pilot never gets taken. Now I finally know.
as well as actions that allow repositioning. (Barrel roll and boost are weak at PS1 and extraordinary at PS10-11.)
Yup. This is fundamentally not a jousting factor, until you get really smart about using analytical playtesting... which has a pre-requisite of MathWing v3.0 or equivalent, so will almost certainly never happen at FFG.
Varying green dice among ships makes it a complex task to compare ships' durability, and it sets high-Agility ships up for inconsistent results across games.
X-wing Combat Models by stochastic process (instead of plugging in average damage and durability into deterministic lethality:value curves) is in the mental queue for MathWing 4.0.
I already implemented the exact stochastic solution for Axis and Allies combat years ago (which is significantly simpler), so it appears that I might come full circle.
It isn't too hard to write a program that takes a new card, and prints out all new combinations that card introduces. Testers can certainly review each new combination, but the time it takes to do this review, and to subsequently test troublesome combinations, and iteratively re-work the new card till it is truly balanced increases with each card added.
To make matters worse, to get balance right you need to actually analytically evaluate the identified combinations, and that can potentially take even more time, plus the right expertise. Testers are good at providing feedback and generating data, but are generally terrible at actually fine-tuning game balance correctly. There are several years of empirical data just in X-wing to back this up.
I'm interested to see where this goes, it is interesting on paper but balancing is gonna be a nightmare I bet.
Yup.
First, thanks for honoring this thread with your presence. (no sarcasm)
I do some math here myself, but the system is iterative, so costs can be adjusted at any time.
I need to reiterate my "upgrade" to the game is not an ambitious project . As I said in the OP, this is for those who want to try something different (I want to try it myself with the HotAC campaign).
I have no pretensions of solving all X-Wing problems.