ISO: custom squad builder to implement house rules

By MajorJuggler, in X-Wing

I count 245 pilots, and 259 upgrades. Trying to price each pilot + upgrade combination would be 58,555 combinations to work through. The actual number is less because not all ships can take all upgrades, but it's still ten thousand or tens of thousands of permutations. Trying to implement any 'combination taxes' for permutations of particular upgrades, with particular pilots, gets into the millions of combinations.

Simpler is better!

4 hours ago, Chibi-Nya said:

Would require compiling the list of popular combos for every single pilot, which would be big and a mess. Why I said that just seems awfully complicated.

Not really, just take the most recent premier tournament results and focus on those upgrades. It would be less complication to taking the entire pilot/upgrade list and re-costing everything. I am all for an anti-meta formats, but again I don't have the time to go through every ship/pilot/upgrade and redoing the numbers. Especially after 11 waves plus special expansion releases. If you are trying to go after the meta, aim for the top.

14 minutes ago, Marinealver said:

Not really, just take the most recent premier tournament results and focus on those upgrades. It would be less complication to taking the entire pilot/upgrade list and re-costing everything. I am all for an anti-meta formats, but again I don't have the time to go through every ship/pilot/upgrade and redoing the numbers. Especially after 11 waves plus special expansion releases. If you are trying to go after the meta, aim for the top.

Most of the top meta stuff is good because of a combination of:

  • the particular upgrades are undercosted or need more tactical tradeoffs
  • the chassis is too cheap
  • the pilot ability is too cheap

Particular combos are always going to be the best on certain loadouts, like PtL on Fel, etc. As long as there's still a reasonable amount of build diversity, then that can be more of a "feature" than a problem.

I know it's extremely new, but what is your preliminary opinion on the TIE Aggressor (more specifically, the basic Sienar specialist), @MajorJuggler ? I think it's at least 1 point overcosted by current-day standards. Might be even more on your end since I'm using some bad ships like TIE Bomber, TIE Fighter, and Y-Wing as reference.

Edited by Chibi-Nya

Hello @MajorJuggler , I hope the project is advancing well.
Just a question that has gone through my mind lately : do you plan to change missiles and/or torpedoes so that the two slot types become really different ?
If you did, what does it look like ?

Community Mod development is going, mostly still just trying to establish the ideal baseline to work from, since I am changing both X-wings and TIE Fighters. I have about 10 ships that are now testable, and have an infrastructure set up to analyze those 10 ships pretty comprehensively.

I'll be looking at missiles and torpedoes later, probably in my third internal "wave" of balance releases to be tested. The general notion is to make missiles more accurate, and torpedoes do more damage. But I am a little ways off yet still. Got to get those X-wings and TIEs where I want them first!

GuidoKessel and Sozin are going to start work on a squad builder soon(tm). They were pretty busy getting stuff ready for vassal league season 5.