Pilot Skill and its Limits

By Astech, in X-Wing

Pilot skill is arguably the most important statistic in X-wing, especially in larger tournaments where meta-game is a factor. Give or take, the current distribution is:

By Faction.PNG

Overall X-wing.PNG

You can see from the second graph that the pilot skill distribution approximately matches a bell curve, with the more extreme pilot skills (1, 2, 8 and 9) having less pilots than the middle pilots skills. The average pilot skill is 5.1, which makes a good deal of sense since it's the median (number in the middle). All this is interesting in its own right, and I'm certain the developers keep this distribution in mind when creating new cards.

Here's my question:

Given the definition of the game, and its utter dependency on a balanced mix of pilot skills and abilities to match, will we ever see pilot skills outside the 1-9 range?

I'm wondering because there are a lot of pilots out there that deserve a PS higher than 9, but seem to have been handicapped under it. Wedge, Luke, Han, Vader and Fel (and Jaina if she's ever released) are the notables. Poe got a pretty speedy boost to PS 9 for his fairly impressive cannon-fodder destruction, but can that compete with Luke juking to avoid Vader while simultaneously blowing up the death star without a targeting computer? Thematically, it makes sense, but mechanically I'm a bit concerned. On the one hand, PS 10 pilots with the option for an EPT break the PS 11 ceiling, leading to a dramatic meta shift.

Say Wedge was brought back as a PS 10 pilot. VI would be pretty much stapled to him, although PTL or Predator would be an option. The trouble is that every PS 9 ace now has to worry about Wedge's awesome ability plus some kind of damage boosting mod, and PS 8-9 aces with VI have to worry about a new and highly effective PS 12 ace that simply trumps them all. On the one hand, i would be a great meta-bomb to get some fresh ideas out there, but on the other it really ruins a lot of builds out there (triple-imperial aces most notably. I think the key is appropriate costing, so PS 9 wedge is 29 points, perhaps making PS 10 Wedge 32 points could balance it out.

On the other end of the spectrum, PS 0 is about as low as you can go (and enhanced scopes already goes there), however there's never been a printed pilot skill as low as that. This makes a good deal of sense (who could be worse than a fresh academy TIE pilot), but it could be a valid Named Pilot ability somewhere down the line (PS 0, "When attacking, if you are touching another ship roll 1 additional die"). I don't think pilot skill 0 will happen unless PS 1 swarms come back, which is unlikely.

Despite the obvious downsides of PS 10+ (ruining the days of most PS 9s, Presenting an amazing new PTL or Predator platform), I believe it could be a valid addition to the game somewhere down the line.

As a followup question, which pilot in Star Wars lore (legends and canon) do you think is most deserving of a base PS of 10 or more?
I'm leaning towards Luke, Jaina or Jagged Fel.

No.

I think maybe we will see a PS 10 pilot, but their ability might read 'Your pilot skill cannot be raised above 11.'

Considering the only current ways to get a ship to PS 12 are two pilot special abilities (Roark Garnet and Epsilon Ace), I doubt they'd allow it via a native PS 10+VI. It seems like they want PS 12 to be a rarity.

I think PS 1-9 may be the range we'll always see for printed Pilot Skill values.

The high end of Pilot Skill doesn't interest me as much as the low end. A PS 1 unique pilot with an EPT slot could be dropped to PS 0 using Adaptability, which could be great for certain blocking / ramming / bombing abilities. It wouldn't surprise me if we see that some day, but printed PS 10+ seems really unlikely and unnecessary.

Edited by DagobahDave

Astech, you're a real thinker. Great inquiry......I can't see a good reason to raise the PS bar. There may be some mild disagreements in the current allocation, but they are minor.

I think 12 will be the utmost limit we'll see.

I thought this was going to be a discussion of the limits of the pilot skill design.

And in that regard: if the game were to be developed all over again, I think it would have been a great benefit if "activation skill" and "combat skill" had two separate values. It'd open things up to where a PS2 pilot in the activation phase could still be a PS7+ pilot when it comes to actually shooting, or a PS9 arc-dodging pilot would still have to wait until the PS4 mark to actually shoot. Essentially, it would give us a bit more design space when it comes to making different ship and pilot combinations behave differently.

I do not think there is going to be more than 9. You cannot fit double digit numbers in the current PS window while keeping the current card design, font type and size.

You would invalidate Roark and Epsilon Ace.

5 hours ago, DagobahDave said:

I think PS 1-9 may be the range we'll always see for printed Pilot Skill values.

The high end of Pilot Skill doesn't interest me as much as the low end. A PS 1 unique pilot with an EPT slot could be dropped to PS 0 using Adaptability, which could be great for certain blocking / ramming / bombing abilities. It wouldn't surprise me if we see that some day, but printed PS 10+ seems really unlikely and unnecessary.

Maybe the PS 1 Scyk in the C-roc has an EPT.

55 minutes ago, PhantomFO said:

I thought this was going to be a discussion of the limits of the pilot skill design.

And in that regard: if the game were to be developed all over again, I think it would have been a great benefit if "activation skill" and "combat skill" had two separate values. It'd open things up to where a PS2 pilot in the activation phase could still be a PS7+ pilot when it comes to actually shooting, or a PS9 arc-dodging pilot would still have to wait until the PS4 mark to actually shoot. Essentially, it would give us a bit more design space when it comes to making different ship and pilot combinations behave differently.

I would love that, it works really good in Tanks.

You know you say it would invalidate Roark, but does he ever see play? I don't typically use him. I haven't played anyone that does. Sudden pilot skill 12s running around might actually make him more important so you can at least get simultaneous fire. That being said, I believe 1 to 9 works perfectly well, and is best left alone. Although I would be down for a new Wedge....

I think 1-9 is already too wide. Most of the jumps between PS right now are worthless. 1-3 pretty much is ship dependent: is this my blocker or do I want it to do something. 4-6 is almost no mans land with a few here and there. 7-8 is more popular right now but the jump to 9 is almost always pair with a better ability and higher PS so unless it does something special or you just don't have the points (in which case you rebuild) it almost doesn't matter.

I know it's a core game mechanic but it's probably the one I like least.

If we do get a pilot with PS 11, his name should be Nigel Tufnel and his ability should be extremely awesome.

2 hours ago, PhantomFO said:

I thought this was going to be a discussion of the limits of the pilot skill design.

And in that regard: if the game were to be developed all over again, I think it would have been a great benefit if "activation skill" and "combat skill" had two separate values. It'd open things up to where a PS2 pilot in the activation phase could still be a PS7+ pilot when it comes to actually shooting, or a PS9 arc-dodging pilot would still have to wait until the PS4 mark to actually shoot. Essentially, it would give us a bit more design space when it comes to making different ship and pilot combinations behave differently.

Who says this couldn't be a neat EPT!!

Saesee Tiin might deserve a pilot skill above 9, but the game doesn't need it.

Quote

I can't see a good reason to raise the PS bar. There may be some mild disagreements in the current allocation, but they are minor.

While the points brought forward by everyone are definitely valid, I do think there are a few mechanical reasons to introduce it.

One of the X-wing's man problems (alongside every other small base ship without boost/barrel roll) is that anything with a higher plot skill that does have those actions is at an extreme advantage. This has been talked about before, and it's a major problem with those ships. Giving the X-Wing access to PS 10+ pilots would be a really effective way of getting over that hurdle. Some have suggested a limiting EPT, but what about a title:

Rogue Squadron Pilot (Title, 0 points, X-wing only.) - "Split" pilot skill between combat and activation phases, and it goes a long way towards helping the X-wing.
During the activation phase, you may treat your pilot skill as 10 (or 11 for 1 point, or 12 for 2). You cannot equip this card if your pilot skill is 3 or lower.

Honestly, you've probably got the way it will continue to be handled - with external mechanics. Formatting means single digit PS on cards. Natural nines will continue to be fairly rare, and typically exist in ships with EPTs so the can push to 11 if they want - but they are still outmatched by certain effects which make you PS 12 - and 12 is the number picked because it is effectively the maximum. 0 also is probably the "minimum" as negative PS doesn't really make sense.

But enhanced Scopes has existed since Rebel Aces, you've got a couple of pilot abilities, Hyperwave Comm Scanner lets you play with PS in Setup. I expect in order to explore new design space (I/E the evil realm of more rules and game diversity - I know how many people hate and fear this) card which play with PS will continue to exist and grow and try out some new things, such as changing PS in different phases under certain conditions or something. VI and Adaptability kind of encompass all the basic PS altering mechanics directly, short of some kind of "Beginner's Luck" or "Brashness" EPT which reduces PS in exchange for some other benefit. 1-9 as the "printed" scale, 10-11 as the "additive only" and then 0 and 12 as the "special mechanic" zone where they only go there under certain conditions to be the absolute minimum or maximum in normal situations seems like a pretty good balance.

From a graphic design standpoint, it's absolutely not a problem to have PS 10 or higher printed on a ship card. You wouldn't even notice if the font was a little smaller than usual. Some people thought we'd never see a small-based ship with a rear firing arc because of graphics issues on the ship base plate. FFG broke with tradition and redesigned the entire stat bar for the TIE/sf to make it work. This is a much simpler graphics issue to solve, if needed.

lol Rebels have more 9s than they do 1s. I would laugh but then I remember there are more E4s in the Marine Corps than there are E2s.

Now for actual criticism besides not making a distinction between unique and non-uniqe pilots. I would like to see the actual graphic for pilot skill chosen. I am sure it would be a "smile" curve where the most picked are the 1-3 and 7-9 and 4-6 would be the lowest picked.

11 minutes ago, Marinealver said:

lol Rebels have more 9s than they do 1s. I would laugh but then I remember there are more E4s in the Marine Corps than there are E2s.

Now for actual criticism besides not making a distinction between unique and non-uniqe pilots. I would like to see the actual graphic for pilot skill chosen. I am sure it would be a "smile" curve where the most picked are the 1-3 and 7-9 and 4-6 would be the lowest picked.

4-6 probably used to be the least picked. However, I feel like that has changed in the era of Ryad/Vessery, Kanan/Biggs, and Asajj/Manaroo. You're starting to see more pilots picked who fall into that space.

How about Tired Bob the pilot ... he starts at PS9, then his pilot skill decreases each round thereafter.

He faces off against Fast Learner Louie, who starts at PS 1 and increases in PS each round.

3 hours ago, BlueMusketeer28 said:

You know you say it would invalidate Roark , but does he ever see play? I don't typically use him. I haven't played anyone that does. Sudden pilot skill 12s running around might actually make him more important so you can at least get simultaneous fire. That being said, I believe 1 to 9 works perfectly well, and is best left alone. Although I would be down for a new Wedge ....

In my local group there is a guy that has been tweaking his A-Wing list for awhile. A few times I have fought him it was Jake, a Green, a Prototype, and Roark. The Green runs Swarm Tactics, gets bumped to 12, uses tactics to put the Prototype at 12, and Jake is running VI (and PtL) to attack at 9. Gets the prockets off before taking any return fire and can really put some hurt down.

I dunno of any Roark play at the upper levels, though.

1 hour ago, PhantomFO said:

4-6 probably used to be the least picked. However, I feel like that has changed in the era of Ryad/Vessery, Kanan/Biggs, and Asajj/Manaroo. You're starting to see more pilots picked who fall into that space.

Because FFG has realized what a handicap middling pilot skill is and started to put their most powerful pilot abilities with the middle pilot skill instead of with the highest pilot skill and relying on the point cost for ballance. Can you imagine if Ryad was pilot skill 9?

Edited by Marinealver
3 hours ago, Marinealver said:

Now for actual criticism besides not making a distinction between unique and non-uniqe pilots. I would like to see the actual graphic for pilot skill chosen. I am sure it would be a "smile" curve where the most picked are the 1-3 and 7-9 and 4-6 would be the lowest picked.

Some noteworthy PS 4-6s in top tournament squads right now: Manaroo, Asajj, Ryad, Vessery, Biggs, Kanan.

I suppose that's why Miranda and PTL Dash struggled in the PS 9+ Palpy Aces meta, but these days they're on the high end of PS in many match-ups.

I would like to see VI banned from tournament play, and pilots' PS rebalanced around that (Dash deserves to be at least 8, *grumble grumble*).

Edited by StriderZessei