1 hour ago, Parakitor said:I had the same question. I understand that comparisons against the current game don't paint an accurate picture, but warning lights started going off in my head when I saw that you can fit 6 TIE Strikers in a squad. I've been terrorizing a lot of squads just with 4 + Doom Shuttle, so bumping it up to 6 Strikers is amazing. I'd play that all day! ...after I buy two more Strikers. It seems like it would be a heck of a squad to beat. I guess I'll just test other stuff until the TIE Strikers are ready to be play tested.
It's a valid point, a few ships end up becoming much cheaper simply because there's no easy way to make them better. The low PS TIE Strikers are difficult to buff without giving them an obnoxious hull increase, so the only other alternative is a cost decrease, which means you can field a whole ton of them. On the other hand, the new benchmark low-PS generic is the New And Improved X-wing which is essentially:
PS2, 3.5 / 2 / 2 / 5 at 41 points
vs the TIE Striker:
PS1, 3 / 2 / 5 / 0 at 30 points (no LWF)
PS1, 3 / 3* / 5 / 0 at 33 points (with LWF)
* virtually 3 AGI with Lightweight Frame
The TIE Striker efficiency is really solid, almost as high as the X-wing's. If I had even more pricing granularity, then I would have started them out at 30.5 points, but I didn't want to over-complicate things any more than needed from a player's perspective.
The general plan for large-scale beta testing once a squad builder is available, is to run some vassal tournaments. I'll start with a 3-week-long tournament with only wave 1 ships, but all upgrades are legal. Then we will do another tournament with all ships through wave 2, then another one adding waves 3-4, etc. I'll have to start thinking about cool custom swag that I can give away to participants and the winners.
Anything and everything is certainly fair game for anyone to test and try out now, but when we really get the ball rolling I want to get the fundamentals really nailed down.
Edited by MajorJuggler