I'm thinking the following:
Statline:
4 3 4 3
Bullseye firing arc. Makes sense for a "superiority starfighter."
Upgrades would be system, tech, and cannon.
I would put money on 2 generic and 4 unique pilots.
Thoughts?
I'm thinking the following:
Statline:
4 3 4 3
Bullseye firing arc. Makes sense for a "superiority starfighter."
Upgrades would be system, tech, and cannon.
I would put money on 2 generic and 4 unique pilots.
Thoughts?
Well seems to be the FO version of either the TIE-Advanced or the TIE-Interceptor.
As we compare the TIE Fighter to the FO version we see it gets a shield (and a target action and some dial improvemants)
So my Idea would be 3 3 3 2 (basically the best of Advanced and Interceptor combined
4343 seems a bit much I would fear that such a ship might either be OP or unplayable cause it is too expensive. With the E-Wing we see that this can lie so close to each other that a ship might become unfixable without making it OP.
EDIT:
-Bullseye is an interesting mechanic I would like to see on this. However as this might be a very maneuverable ship BE could be really strong.
-Standard is 2Generic and 2 Unique so I guess it will be that way.
You are looking at a near 40 points for the generics with that statline. A Cannon would be kind of redundant on a 4 dice primary.
I think more like a 3/3/2/3 statline, and a near interceptor like dial with segnors instead of the 2nd k-turn. Maybe 3 green turns green instead of 2 speed as well. I think it will be like the Imperials version of the protectorate, but slightly beefier.
Edited by Jo JoI could see 3/3/3/3 with a bullseye arc and +1 die against targets in the bullseye arc as a title being cool. But the trouble with that is it's going to be priced around the same as a Defender, in a meta where a small and shrinking number of (good) ships have only the front arc to shoot from.
Some kind of out of arc firing will be needed for it to compete.
White talon roll... think about it.
3/3/2/2
All green threes, white T-Roll, Systems Slot, Tech Slot
Boost, Barrel Roll, Focus, Target Lock, Evade
TBH I think it would be awesome to see something like this
3/3/1/3 or 4/3/1/2
1 hull would be utterly ludicrous in a game in which Kylo crew exists.
3/3/3/1
It's a Tie Interceptor with a shield like the FO Ties are Tie Fighters with a shield.
It will have Talon Rolls.
My guess is a system, tech upgrade, title and EPS
4 reds on a bullseye arc with high maneuverability might be a bit much.
6 minutes ago, Gibbilo said:TBH I think it would be awesome to see something like this
3/3/1/3 or 4/3/1/2
These would be dead on arrival. How much points would you like to invest in them if you realise that your opponent might bring
Lt. Blount + Deadeye + Advanced Homing Missile for 21 Points?
Just now, TasteTheRainbow said:4 reds on a bullseye arc with high maneuverability might be a bit much.
Just what the empire needs right now, then
3 minutes ago, thespaceinvader said:Just what the empire needs right now, then
![]()
Anti-empire tech will give imps only that 1 list. But yea you've got a point there.
Whatever it is, it has to be really good.
If we get another TIE-AG, well...
15 minutes ago, Hannes Solo said:These would be dead on arrival. How much points would you like to invest in them if you realise that your opponent might bring
Lt. Blount + Deadeye + Advanced Homing Missile for 21 Points?
Well if Blount sees play again I wouldn't mind. Plus I don't think the presence of blount would make this a one and done deal... You pick an ace then you can outmaneuver Blount's range 2 restriction for the adv homing missle and his 85degree arc on a very mediochre dial. Suddenly good flying matters again!
Or if you cost the generics right, sure blount can blow up one of them before they get to fire, but what about the other five or 6? He'll get smoked in return with plenty of firepower left to spare.
Or you could maybe bring a handful of generics with rage QD to double shot Blount.
Or what if you play scum and they don't have Blount?
My suggestion might not be the best design but it's different than what we have and potentially interesting. I don't think the presence of one ship being able to fire one missile with a serious restriction that needs good flying from both parties would make it DoA.
As noted, Kylo crew is what makes it DOA. You give it ISYTDS and crit it, it dies instantly.
Black Market Slicer Tools are also very scary to it.
3 minutes ago, Gibbilo said:Or if you cost the generics right, sure blount can blow up one of them before they get to fire, but what about the other five or 6? He'll get smoked in return with plenty of firepower left to spare.
a 4 3 1 2 Statline you can field 5 or 6 off?
Sry bro but your math is a bit off
1 minute ago, Hannes Solo said:a 4 3 1 2 Statline you can field 5 or 6 off?
Sry bro but your math is a bit off
care to do the math for me? Give the generic a ps1 and a ps3.
not 5 or 6, 6 or 7.
lol.
You can only get 8 Light Scyks and they're more or less 2/3/1/1, functionally.
5 minutes ago, Gibbilo said:care to do the math for me? Give the generic a ps1 and a ps3.
To field 6 one can't cost more then 16
A Prototyp Pilot A-Wing costs 17 (with a Statline of -2Red +1Hull and -1 Shield)
So you think it could basically have +2 Red Dice and cost 1 point less?
Squad Points’ = 2 + ‘Pilot Skill’ + (‘Weapon’ – 2) x 8 + (‘Agility’ – 2) x 8 + (‘Hull’ – 3) x 4.25 + ‘Shields’ x 4.5
Not mine, not an exact formula and crazy special abilities or really good/bad dials have to be costed as you see fit. But when tossing out stats for small ships this is a good way to get approximate cost. Large ships often get discounts (which is dumb since they can ignore or have lessened penalties, and has created many of our meta problems) so don't be using this with them.
2 hours ago, Hannes Solo said:To field 6 one can't cost more then 16
A Prototyp Pilot A-Wing costs 17 (with a Statline of -2Red +1Hull and -1 Shield)
So you think it could basically have +2 Red Dice and cost 1 point less?
Well you are right, with the current model. But if one hull (x/x/1/x) is such a drawback as you state, then maybe yes it could have +2 dice and cost 1 point less?
Or now all of a sudden are you telling me ship from went from DOA to OP?
My guess is that there is a middle ground, we (designers, playtesters, community) just have to be creative.
Perhaps its time, for certain ships in the future, to get away from the linear cost per stat.
Wishlist
1. PS10 - Kylo Ren Pilot Card - Ability - ISTDs Crit is Assigned if your opponent suffers a hit or crit. You may assign Blinded Pilot an infinite # of times per game.
2. Attack - 10 , Def - 10, Hull - 4, Shield - 4
3. Interceptor Dial + 3 Sloops - All 1s and 2s are green - Rebs get Kanan Crew, we get dis.
4. Cannon Upgrade - Title multiple Cannon Red dice by the largest # you can think of before attacking
5. Systems Upgrade - Advanced Sensors + all green 1s and 2s
6. Focus, TL, Evade, Boost, Barrel Roll - Autothrusters auto include...deal with it
7. No Bombs - They are dumb
8. Just Forward Arc
9. Base 20 Pts for Kylo - Fair and Balanced
10. Auto Regen All Shields after executing a green move.
#KYLOWINS
Edited by Boom Owl26 minutes ago, Gibbilo said:Well you are right, with the current model. But if one hull (x/x/1/x) is such a drawback as you state, then maybe yes it could have +2 dice and cost 1 point less?
Or now all of a sudden are you telling me ship from went from DOA to OP?
As I elaborated already.
4 3 1 3 is a pretty nuts statline. I mean this ship has 4HP which is a bit squishy but on pair with an a-wing or an Interceptor. In general Shields are better then Hull as long as you do not have a way to ignore shields. So the ship you imagine is pretty OP on the one side, while having a hard counter that makes it worthless.
In the end the game would be decided the moment you compare your lists, if your oponent plays the hard counter you loose if he doesn't you win - no need to play the game.
That is a very poor design.
1 hour ago, Lobokai said:Squad Points’ = 2 + ‘Pilot Skill’ + (‘Weapon’ – 2) x 8 + (‘Agility’ – 2) x 8 + (‘Hull’ – 3) x 4.25 + ‘Shields’ x 4.5
Not mine, not an exact formula and crazy special abilities or really good/bad dials have to be costed as you see fit. But when tossing out stats for small ships this is a good way to get approximate cost. Large ships often get discounts (which is dumb since they can ignore or have lessened penalties, and has created many of our meta problems) so don't be using this with them.
Yeah, I would guess 3/3/3/1 at about 22 pts for a PS4 generic. I would hope for 1 generic and 3 uniques. These things don't seem like something you would hand to a rookie.
In my opinion only two things will decide if this ship will be playable or not - the highest base Pilot Skill and the presence of Boost action on its Action Bar.