With so many mathwingers out there trying to "crack" the cost value with different vectors and concepts I have decided to try and pin down the origin or the 0 vector and see if we can move from there. So here is a concept I call the 1 point ship. It is a ship of the bare minimum in stats, dials, actions, upgrade slots. Some might say this would be more of a 0 cost ship but I think 1 is a better starting point to anchor down and find the K factor in all these vector fields we try to create with our Costing formulas and equations.
Without further ado, the 1 point ship;
First the basics stats. Lowest stats for all ships. Well if you go by combining all the minimum stats into one ship you will get.
- Pilot Skill 1
- Firepower 1
- Agility 0 (or 1, more to follow)
- Hull 2 (or 3 with no shields)
- Shields 0 (or 1 with 2 hull)
However that is not exactly the bare bottom of the ship as you can still drop it down to 1 hull. However doing so will negate the effect of critical hits. So for the one point ship to keep all game play mechanics and functionality we will leave it at 2 hull. As for Agility the lowest value is 0. However agility also represents how difficult it is for a ship to be hit or how much maneuver flexibility a ship has in dodging incoming fire. I will go further into agility when I get to base type.
Now onto the dials. Taking what Every ship has in common. The 2 straight green. That serves as the starting block for all maneuvers however after that you are going to have to need to branch out and have more maneuvers than that. So with it we will add the 2 banks. Now for many ships they have banks that are green but for the rest banks are white. Now we have a basic functioning ship with a dial of {2 LBank White, 2 Straight green, 2 RBank White}. Still that leaves out the different speed mechanics for all ships. So we can add in the 3 straight white and add that value to our set of maneuvers for the 1 point ship into a new set {2 LBank White, 2 Straight Green, 2 Rbank White, 3 Straight White}. Now while all ships do not perform all the maneuvers available for a common example the 5 Straight or the 1 turn still there is a set of maneuvers all ships have. For example All ships have a 2 turn but it is at varying difficulties. To factor in these difficulties we take the lowest common denominator for every maneuver shared by all ships in the game. Now if we take the different sets of values we can create overlays to form a maneuver matrix for the 1 point ship using the lowest value in each on the maneuver cells. The difficulty value from highest to lowest is green white red blank. So any ship with whites maneuvers will replace all green maneuvers. Any ships with red maneuvers will replace all maneuvers with. And as for maneuvers that do not apply to all ships the blanks we simply remove those maneuvers from the set.
So first lets take out all the bearings sets that do not apply to all ships:
- K-Turns
- Stop
- S-Loops
- T-Rolls
- Reverse Maneuvers
With those out of the way we can create a simpler matrix.
Speed LTurn LBank Straight RBank RTurn
- - - - - -
- Red White Green White Red
- - Red White Red -
- - - - - -
- - - - - -
So as speeds 1, 4 , and 5 are eliminated we now have a set shared by all ships to serve as our starting point for our dial. So the maneuver set for the 1 point ship's dial will be.
- 2 LTurn Red
- 2 LBank White
- 2 Straight Green
- 2 RBank White
- 2 RTurn Red
- 3 LBank Red
- 3 Straight White
- 3 RBank Red
Now we have a dial starting point for ALL ships in X-wing.
To action and action sets. At the start there were 4 basic actions, Target Lock, Focus, Barrel Roll and Evade. Now with Wave 2 boost was added and with other waves we ended up with cloak and mobile arc. However since we have ships that came out before any of those actions we are going to ignore any action that came out after wave 1. Along with huge ship actions as they don't fit into the model with different mechanics all together. So back to X-wing and the TIE Fighter. The X-wing action set is: {Target Lock, Focus}, where the TIE Fighter is: {Focus, Barrel Roll, Evade}. Now for the Target lock almost all of scum ships and nearly all rebel ships have the TL action where most of Imperial Ties don't have the Target Lock. TIES being nimble enjoy evade and barrel roll where most rebel and scum ships do not have those actions. So if we look an the intersection of all sets of actions from all ships we are left with the focus action. So our 1 point ship will have a focus action in the action bar.
Time for the upgrade slots. Well when you look at the single Academy pilot you have the {} (null set). However as you climb the pilot skill for TIE Fighters you encounter the EPT slot. Still there are many ships that do not have EPT slots despite their pilot skill: Y-wings (rebels), Lambda Shuttle, K-wing, TIE Punisher. However given our 1 point ship starting at a pilot skill of 1 it is the lowest skill ship out of a set of pilots with higher skills. Now there are a few ships that have EPTs on their lowest skill pilots: Firespray (scum), Jumpmaster 5,000. However none of these ships start at pilot skill 1 which is the starting point for our 1 point ship. So for upgrade slots our one point ship will have the {}.
Firing Arcs and Firepower. At the start there was only 1 type of firing arc. The standard firing arc. Wave 2 brought in Auxiliary Firing arcs and PWTs. Wave 7 modified the auxiliary arc a little and Wave 9 brought in mobile firing arcs. However since all ships started at the standard firing arcs we will also start at the standard firing arc. Lets take this time to talk about firepower as well. Now the lowest Firepower ship is the HWK-290 which is used by 2 factions thus acting as 2 ships in X-wing with Firepower 1. Now it is a given fact that the Devs no longer will create 1 firepower ships due the their woeful performance on the battle field and the power creep in both attack and defense dice in the meta. The latest Scum ship the Quad Jumper which thematically fits better as a 1 Firepower Civilian ship but with the current situation in the meta they have decided to make it 2. However with the HWK-290 still in existent for our 1 point ship we will start at 1. Now if in the Future FFG does pen and ink errata all 8 Pilot cards and base tiles from 1 to 2 we will still maintain the 1 Firepower for our 1 point ship as the change was more from the effects of power creep and not the basic foundation of all ships.
Small or Large Base. This is a big one (pun not intended) as the size of the base effects many basic concepts from maneuvering to firing arcs. Having a larger base makes it easier for other ships to get that ship in arc. It effects the maneuver considerably. And if you look at our maneuver set many of those maneuvers were removed or turned red (i.e. 2 and 3 speed hard turns) because of large ships, also the large ships have the lowest agility value of 0. However large ships all have shields and our small ship starts off with 0. Furthermore in a tournament change a large ship with half hit points is rounded to half squadron points for MOV. That right there would have to make Large ships cost no fewer than 2 points which is one point beyond the limit of our 1 point ship. So the 1 point ship will have a small base and with a small base we can give it the natural agility of 1. However remember when transforming from a small to large besides doubling the hull and adding shields you have to subtract 1 agility starting at 1 firepower, 0 agility, 4 hull and >0 shields. Since as mention before this would be more than 1 point we won't be discussing any further on the transformation from small to large base ships in this topic.
More on Hitpoints. It is common knowledge that while the lowest hull value for all ships is 2 and the lowest shield value is 0. The lowest hit points for all ships is 3 which our one point ship is lacking in 1 hit point. Now where do we add in that hit point as 1 hull will take it out from the lowest hull value taking it out of the range of getting destroyed by a dealt face up damage card. Also 2 hull and 1 shield should be more value than 3 hull taking outside the range of our conceptual 1 point ship. However coming soon is the Light Scyk title for the Scyk making the first damage card always face up. Thus making it more of a 1.7 hull and 1 shield ship. Of course the scyk is still a 3 hit point ship and probability states that the weakened hull won't be an effect often. It does round down our 3 hitpoints ship down to a range of 2.1<hitpoint value<3.9. Since it can fall below 3 and we are making a theoretical ship of absolute minimums we can round down the hit points to 2.
So taking everything into account we have our 1 point ship.
Small Base Pilot Skill 1
Firepower 1 (standard firing arc)
Agility 1
Hull 2
Shields 0
Maneuver Dial {2 LTrun Red, 2 LBank White, 2 Straight Green, 2 RBank White, 2 RTurn Red, 3 LBank Red, 3 Straight White, 2 RBank Red}
Action Set {Focus}
Upgrade Slots {-none-}
Squadron Point Cost: 1
So to complete the ship. With all this it merely serves as the framework for a ship. Since the lowest point a (legal) ship could cost is 12, our one point ship would not fit into that legal category for any tournament. However given the frame we now can attach a chassis to it to make the other ships or any other ship we may like. So what is the chassis that will go onto the one point ship? Well as of now we have only two ships that are 12 points, The Z-95 and the TIE Fighter. Both are built up in very divergent ways. Now the Scyk is getting a title that will allow it to drop down to 12 points however that is a title upgrade and not the base ship. Even though we did use it as a rational for not increasing the one point ship to 3 hitpoints, but because how it diverges from the standard models of other ships we will not treat it as a basic 12 point ship. Much like the basic A-wing is 17 points, even though with chardaan refit the minimum point cost for A-wings is functionally 15.
And speaking of chassis what about the faction of the one point ship. True that the Imperial Chassis differs from the Rebel/scum chassis wildly. Because of this the one point ship will remain factionless. Now if we were to put a faction on it what would the point cost of a faction be? Rebels tend to go for shields (but not always) scum will have target lock (but will not always bee the case) Imperials tend to go for more agility (but not always). All three have 12 point cost ships, the Rebels will have a unique 13 point ship and scum will functionally have 2 while Imperials cheapest ship will remain the academy pilot for the foreseeable future. So for what effect the faction would have on our one point ship as we build up its chassis is rather insignificant. For that reason also we will leave the One Point ship as factionless.
Edited by Marinealver