Ok, not so much a step-by-step guide of rules as much as general axioms to keep in mind when designing ships.
So, I’m seeing a lot of custom-made ships on Armada… especially with regard to the Venator and Acclamator assault ships from the Clone wars now that *~*~*THE CLONE WARS*~*~*!! are coming back. And there are trends I’m noticing among them and many other customs out there that, well, make me kinda mad, honestly. These designs are presented with some very egregious advantages that have no thought for balance… Especially in the case of how they stack up against some pretty core designs and end up being superior (the last straw was seeing some Venator designs that made one poster ask, “Why would you ever take a Victory star destroyer ever again?”).
So with this all in mind, I’m going to lay down some thoughts I want anyone making customs to think about. Consider it a public service announcement to benefit anyone like me who is tired of seeing overpowered designs and wants some quality in their custom content.
Lesson 1. With Rare exceptions, Every ship has a weakness. Even if that Weakness is cost.
The Arquitens has a very unusual movement profile. The MC80 Home One type has a speed of 2 with a low battery compared to other heavies. The Victory Star Destroyer has no recourse against accuracy with XI7s, and is locked at speed 2. The ISD is the most expensive ship in the game (barring the new SSD). The Nebulon-B has side arcs that result in nearly instant death if fired into.
Almost every ship in this game has one obvious weakness. As you are designing your ship you have to ask yourself; where is an area this ship isn’t good in? What can’t it do well?
If you are trying to make the next Imperial-class star destroyer, the best balanced ship in the game, then there is only one answer: Cost. It needs to be expensive, and typically more expensive than the other contemporary established ships already in the game and produced by FFG. The reason why it should be is because it’s likely your ship hasn’t gone through the battery of play-testing FFG has done for their ships to make sure they aren’t imbalanced. Before you can put your design out there in the world, unless you can show that the ship has had a lot of playtests to guarantee its fairness, over-cost it. Either over cost it, or give it a glaring weakness of some kind.
I mean, consider the TIE Defender. Speed 5, blue/black AA with Bomber. It's the best starfighter in the game for sake of having a lot of advantages... but it's among one of the priceist starfighters at 16 points. It also has debilitating flaws of it's own- it's not great against aces (no swarm, lower chance for generating accuracy) and it's not a fantastic bomber either (not compared to two-dice monsters like the rogue Firespray and B-Wing), in spite of the fact that two dice are better at generating a hit and now you can use all facings on your battery die. Not to mention, you also need to command it in order to get the full use out of it.
Lesson 2. What is your ship’s “Thing”?
A Quasar Fire is a carrier. It is so much a carrier that it pretty much skimps on everything else… all for the sake of being cheap so you can use the extra points to buy some nice fighters. Arguably the Quasar is more weakness than strength (it doesn’t want to stick around when it’s getting shot at), but we know what the Quasar does and it isn't shy to tell you through it's stats.
The Arquitens is an arc-shooter, unquestionably. The firing arcs point to a ship that wants to stay in the approach and struggles when enemy ships pass it. It's the only thing this ship does, you're not pressing it into a fighter role unless you're a veteran player chasing a dare.
ISDs and VSDs are supposed to be kings of the battlefield and hallmarks of the Imperial aesthetic: Massive forward batteries with big hull and brimming with capability. But for their size they are typically expensive and hard to command.
As an example from ships not made yet, let’s look at the Rendeili Dreadnought-class cruiser (Or Imperial Support Ship. Coming to a wave near you?). If you ask me what the thing is? It’s a tanky broadsider. To justify making it not astronomically expensive, I’d gimp it’s mobility and drop the top speed to 2, as compensation for the nice things I’d be giving it.
From there I’d give it two braces and a redirect, healthy hull and shields, a Turbolaser and ion cannon on both variants with a weapons team, and the ever-present officer slot. But i’d lock it at speed 2, give it only one click on each of the speed joints (its smaller than the VSD, so just a bit more maneuverable), and not give it a support team. So it’s a space brick that sits there, turns ok, but won’t go anywhere fast. Maybe I'd make the arcs so restrictive too that you have to be almost parallel to it in order to hit anything with it. Kind of a reverse Nebulon situation.
But you wouldn't look at a Dreadnought and think, "I can make a carrier/close range brawler/awesome support ship/ the next demolisher" out of that. If anything I'd want players to think, "Boy, it's almost Admonition levels of resilient except not with a title, at long range, and it's not going anywhere fast."
Lesson 3. How does this compare to current designs?
Pull out every medium Imperial ship card and compare them. What do you notice? You’ll probably see that every ship after the Victory Star Destroyer has some big critical flaw or another in relation to the VSD.
If you need me to spell it out: the Quasar Fire commands fighters better but is weaker in protection. The Interdictor has greater resiliency and access to an experimental retrofit, but suffers in battery armament and commanding fighters. Crossing to the Rebellion the Assault Frigate has a good upgrade suite and is faster, but is under-armed and has less hull for sake of being cheaper.
This is because you don’t want a design coming along that is even better at doing something that a ship in the game (published and tested by FFG) already does, without a trade off. Imperial players were using discounted VSD-Is and kitted ISDs as carriers before the Quasar came along as a cheaper option with better upgrades. The reason the Quasar Fire didn’t replace the VSD and ISD in carrier roles is because of the Quasar’s glaring weakness of not wanting to be shot at. Ah! A weakness! Look at lesson 1.
So you don’t want a design showing up to make something obsolete without a trade off. If you design that Venator, it shouldn’t make someone think, “Well this is so great, why would I ever want to take a Victory?” It should be, "I want the protection of a Victory, but trade out my battery play for squadron support. Hey, a Venator!"
Note that doesn’t mean you have to make a design poorer than a ship already out there- it just needs to stand out. Your Venator can be weaker than an ISD-I because it’s older, but of the same size. But your Venator has fighter 5 instead of fighter 4, and that purchase was made by making it slower and depriving it of some great flexible upgrade slots (like no ion cannons, torpedoes, or defensive retrofits).
Lesson 4: Four Axies.
Let’s see if I can make this chart here work in formatting:
Cost
Firepower – Fighters
Support
Say you have 9 points to allocate anywhere along these axes. The uneven number is intentional because no ship is going to be completely balanced along these lines. The point here is to consider the role of your ship… the more you go in one direction, the less you’ll be in the other directions. Something like the Arquitens is good in firepower and cost, but not fighters and supporting other ships. The Interdictor is a great support ship, but it suffers in cost, firepower, and fighters.
You can consider a chart like this when you want to define the character of your ship and want it to suffer in a particular area. You want your Subjugator-class cruiser to come into the field? It’s got high firepower from the ion gun and fighter commanding, but it’s poor on cost (because it’s expensive) and it’s not a good support ship.
A note here, Support is kind of a weak category on the basis of how decentralized support is. The Rebels get fantastic support out of their officer category (Look at Ashoka!), and the Empire only have something like the Interdictor. That is, only thing beyond Flotillas… which pretty much answer any support demand any fleet might desire.
It’s not the only thing, though. Redemption would be a title that nudges a Nebulon closer to the support role. Fighter Coordination Teams, when they aren’t letting Yavaris circumvent their one restriction, are another support role item. Interdictors are overwhelmingly this from combo cards like Projection Experts and the Experimental upgrade slot cards. Support is often a category that is overlooked, but could be a fun area to explore that FFG’s upgrades so far haven’t yet- content with letting the flotillas do that work.
Lesson 5: Test your designs
This is why I’m not more prolific with my own customs, because I have that itch too. But I stop myself because when I’m about to go down that route I hear myself saying, “Well, I can’t say this design is completely finished, because I haven’t Tested It Yet .” Then I look at all the other designs just pumped out there, over and over, and I see a content creator who isn’t putting the care and love into honing their design into something truly special.
It’s easy to make content, but not necessarily GOOD content . FoaS has made this very easy with Kuat Drive Yards… and the result is unchecked bloat. Go look for any popular design there you’ll see almost everyone having an opinion on specific starships (There are fifteen Venator designs of various sub classes on KDY as of this writing, and likely a lot more out there not on the database). If you were to pick up any of those designs and put them on the table, I’d almost wager real money there’s some kind of flaw that makes them not work well… or make you ask yourself, “Why would I ever take anything else?”
I’m looking at one design right now with three Red AA dice. How does it feel to one-shot 13 point X-Wings at long range when it rolls 5-6 hits? Rebel players, does that sound good to you to have lots of hull carved away each time this thing decides to shoot fighters? Whats worse is that’s cleaning up after you’re hit with five fighter squadron activations. All of that is without upgrades of course, for 90 points.
If your starships is doing wonders on the table and easily eliminating mainstay lists, you gotta wonder if people are going to find it fun to play against. In fact, during testing why don’t you give your ship to your opponent and play against it? See how fun it is when your ship is used against you . The best ships are ones that are on the table you don’t mind possibly facing in a tournament.
It bears repeating, test your designs! If you’re not going to test it, at least consider all of the other points I’ve made here before pushing out an overpowered turkey that would make an Imperial player forsake any ISD to take your wunderwaffen.
I think that's it, at least enough to get it out of my system.
Guys, creating content is fun. But please, please put care and consideration into making it. Make good ships, not fanship ones. Nothing is perfect in the universe, and your design shouldn't be either.
But imperfect can also mean interesting . Give me a speed 1 large ship with 5 shields on every facing and carrying 2 braces and 2 contains, hull 7. Add three offensive retrofit slots with an experimental slot, with blue/black batteries and fighter 3, command 2, engineering 1. Tell me That isn't interesting, because what I described could be the start of a hapan battle dragon!
Edited by Norsehound