7 minutes ago, Brunas said:Strikers are probably the worst example to use for your opinion on prices. Strikers moving last are incredibly degenerate - countdown and sabacc are lower initiative and more expensive than duchess presumably for a reason. But, ailerons makes them one of the very few ships where you'd actually consider paying 4 points to move up to i3. If 5 ship rebel starts to be common, opinions on black squadron scouts should (but probably won't) invert.
Right. I'd argue that "right now", all of the higher init generics are basically wasted points, other than cases where you "need" to waste those points to get a talent slot for a talent that is - by definition now - too cheap (trick shot, juke).
The fact that only i1, i5 and i6 matter much right now doesn't *have* to the case, but conversely I don't see it changing any time soon. FFG doesn't seem to want to give us i5/i6 generics, nor restrict powerful pilot abilities to lower initiatives. Thus even if we do have a few powerful abilities on i1's and i2's, the fact is you can "have it all" and get an i5/i6 with a great ability, and many of those pilots/abilities/chassis get stronger at high initiative as well, making it a pretty easy win-win. It's not shocking that this is the majority of what we're seeing fielded even outside the "I'm an ACE" effect.
FFG certainly *could* price these super-aces through the roof, but it seems pretty clearly by design that stuff like Luke, Poe, Boba, Vader, etc. feels strong in all aspects *and* sees significant table time. Given that, I'm not sure how we really dig out way out of the "generic initiatives don't matter" situation, and realistically I can't call FFG wrong for the balance they have struck here since I imagine the current setup appeals more to the majority of players.
I'd personally be curious in a balance that was more about powerful abilities on low initiatives and high initiatives "just" getting the board knowledge advantages. That seems much easier to balance against one another than trying to figure out how valuable ex. Luke is against all combinations of 1-7 Tie Fighers then trying to pick a middle-ground that works "okay" for both the start and end of the game... Unfortunately there's significant thematic issues with that solution so I doubt we'll see it.
This is one of the reasons why I think people need to get over the notion that there's some sort of "one correct/balanced price" for things. In reality there are tons of covariant factors in the game that prevent this simple notion of pricing being the case. For almost every case where someone can come up with a clear example where something is the "wrong" cost, you can come up with another one where it's clearly "wrong" in the other direction. At a certain point you have to accept that most upgrades for instance need to just be priced for somewhere just under their peak utility... that means they are going to be garbage on a lot of ships and stapled to a few still, but that's okay.
And no, variable pricing is not the solution to everything...it's tempting, but the "there's no true correct price" argument strikes even more fundamentally the more you try and break things up; you're just creating the illusion that you have some idea of the complex optimization space.
Let's be real for a second: the most important thing is that the meta gets shaken up every once in a while. All our grandiose notions of "everything is viable" (and don't try to define what that means too clearly else it falls apart) don't even pass the smell test in hyperspace, let alone extended. Honestly if every few months we just got a points update that randomly increased and decreased most upgrades by a few points with a bias based on how commonly it was fielded, that would probably accomplish the goal nearly as well as whatever the process is now






