The Big Prequel-Ship Stats Argument Thread

By Bucknife, in X-Wing

54 minutes ago, CaptainIxidor said:

I mentioned it in my posts, in a generic statement about shuttles and worries that their role is heavily covered by the LAAT/i.

On further consideration, I think we should get at least one of the different dedicated shuttles. It could be cheaper and possibly on a smaller base. Sort of the analogue of the HWK-290 as compared to the YT-1300 as a crew-carrying platform. The LAAT/i will likely have 2 crew + 1 gunner, or 3 crew. The various shuttles might have just 1 crew, or 2 at most. And they're better armed than I originally recalled (except for the T-6, which I personally do not want other than it might add more named Jedi crew upgrades).

Looking at Wookiepedia it looks like the LAAT/i carried 30 troops, which compared to the Lambda which can carry 20+ would make me think that they will give it 2 crew slots or I guess if they wanted the other bigger shuttles to be more unique they could give them 2 slots while the LAAT/i has a Crew and Gunner slot to represent the Gunner manning the turrets or the like and a VIP or commander/Jedi on the LAAT/i giving commands on the way to the landing zone. Looking at the other shuttles the Nu shuttle can carry 30 passengers, the Eta can carry 10, the Theta 4-6, and the T-6 can apparently take a ' Yes ' amount of passengers.

The plus that the T-6 has going for it is due to the Forces of Destiny short that shows it with turrets on the side which would give the Republic a large based bowtie arc ship.

4 minutes ago, Animewarsdude said:

LAAT/i carried 30 troops, which compared to the Lambda which can carry 20+ would make me think that they will give it 2 crew slots or I guess if they wanted the other bigger shuttles to be more unique they could give them 2 slots while the LAAT/i has a Crew and Gunner slot to represent the Gunner manning the turrets

LAAT/I having 2 crew, a gunner and a 3 full front arc makes sense from this, though they might tone that back for gameplay reasons.

I like the idea that someone mentioned before of having the bubble turrets attached to taking damage on the LAAt/i.

It might need to be on a 0-cost configuration card to get a proper use out of it.

Quote

Attack 2 > <
2-3
Charges 1

Whenever you take damage, you must spend one charge from this card, or turn a crew or gunner card face-down.
If your charges are inactive, you cannot use attack with this weapon.

Or should we put inactive charges on the crew? We don't have an upgrade discard mechanism anymore, so I wanted to avoid that type of wording.

2 minutes ago, CaptainIxidor said:

Or should we put inactive charges on the crew? We don't have an upgrade discard mechanism anymore, so I wanted to avoid that type of wording.

Could just treat it like Stealth Device so once you take a damage (maybe a damage card) it becomes inactive and you lose the effect.

Doesn't cover everything but does highlight some of the ships that will likely be the first to be brought to the game.

Does anyone else remember the "momentum surfing" the Vultures did during the dogfight in Phantom Menace?

Like, totally adjusting firing angles without actually changing vector?

databank_vulturedroid_01_169_6ef9fd50.jp

I vote these guys get 1 tallons, 2 tallons, and 5ks.

7 minutes ago, Bucknife said:

Does anyone else remember the "momentum surfing" the Vultures did during the dogfight in Phantom Menace?

Like, totally adjusting firing angles without actually changing vector?

databank_vulturedroid_01_169_6ef9fd50.jp

I vote these guys get 1 tallons, 2 tallons, and 5ks.

Tallons and K-Turns flip direction. I don't recall them doing that though that just means I'll have to watch it again to check. Balance wise?? Erm… Depends.

2 minutes ago, Hiemfire said:

Tallons and K-Turns flip direction. I don't recall them doing that though that just means I'll have to watch it again to check. Balance wise?? Erm… Depends.

Oh yeah. I know it's not exactly what my example is implying. I just thought the tight tallons would make sense based on what they are capable of on screen.

Yeah, check it out.

I wish I could find a clip of that moment specifically, but yeah, it's somewhere in the dogfight where a murder of vultures flies past and they all start twitch-flipping and rotate-shooting without actually changing their momentum.

19 minutes ago, Bucknife said:

Does anyone else remember the "momentum surfing" the Vultures did during the dogfight in Phantom Menace?

Like, totally adjusting firing angles without actually changing vector?

databank_vulturedroid_01_169_6ef9fd50.jp

I vote these guys get 1 tallons, 2 tallons, and 5ks.

It will be interesting to see how they translate the ship, it has to be cheap and basic enough to fill the swarm slot but still be likely more maneuverable than the Tie Fighter on average. Maybe they will just swap the K turn the Tie gets for 2 or 3 speed talon rolls instead.

9 minutes ago, Hiemfire said:

Tallons and K-Turns flip direction. I don't recall them doing that though that just means I'll have to watch it again to check. Balance wise?? Erm… Depends.

I think the clip that @Bucknife is referring to.

11 minutes ago, Animewarsdude said:

I think the clip that @Bucknife is referring to.

@ 2:36 or 2:37 roughly.

Right before that fatal line..."try spinning, that's a good trick".

Lol.

22 minutes ago, Bucknife said:

@ 2:36 or 2:37 roughly.

Right before that fatal line..."try spinning, that's a good trick".

Lol.

Watched the clip. The Vultures tilt and drift a bit, basically chaining a couple of banks together (1 left one game turn equivalent, 2 right the next). Ks and Tallons are a 180 turn, with the Talon roll adding in a "side step" to it. I'm not against K-turns (speed 4, maybe 5) on the Vulture, Tallon rolls are a bit of a stretch though. Especially the smaller ones.

24 minutes ago, Hiemfire said:

Watched the clip. The Vultures tilt and drift a bit, basically chaining a couple of banks together (1 left one game turn equivalent, 2 right the next). Ks and Tallons are a 180 turn, with the Talon roll adding in a "side step" to it. I'm not against K-turns (speed 4, maybe 5) on the Vulture, Tallon rolls are a bit of a stretch though. Especially the smaller ones.

I mean... I'm all for being literal on this...

" After performing a 'straight' manuever, you may rotate your ship 90 degrees .".

I mean, sure.

That's not OP on a 2 hit point spammer, right?

1 minute ago, Bucknife said:

I mean... I'm all for being literal on this...

" After performing a 'straight' manuever, you may rotate your ship 90 degrees .".

I mean, sure.

That's not OP on a 2 hit point spammer, right?

On one meh. On all 8 members of a squad.... Likely.

8 minutes ago, Hiemfire said:

On one meh. On all 8 members of a squad.... Likely.

Talk about some perfect kill boxing...

14 minutes ago, Bucknife said:

Talk about some perfect kill boxing...

I'd be fine with it if it meant they had to suffer a stress token to do it and they had a ship ability that made them so that when they would suffer a stress token they instead suffer an ion token. That would allow them to have 1 deadly turn but it comes at a cost.

Alternatively have it be a unique droid starfighter's ability that required them to be at range 1 of the unique ship and that they still suffer a stress or ion token.

honestly.. they aren't "drifting" much at all. just a couple degrees worth off the direction of travel. and it it hard to tell if that is whole ship or just the wings. it is probably just a limit of the compositing methods used in the film. (remember, they were still using model work for a lot of those shots, just with digital elements overlaid)

given the vulture droids have their wing-panels on articulated mounts, allowing them to split and act as legs, i could see them being able to aim the guns off-centerline by quite a bit. not sure how that could be translated to game use though.

that said, the description of the vulture droid is that it is able to pull maneuvers few piloted fighters can, so it having a really good Dial with lots of fancy maneuvers would fit anyway.

Edited by mithril2098

Republic Shuttles

Nu Shuttle

- It is likely the main shuttle or the heavy shuttle for the faction with the largest crew slots for the Republic likely 3 considering it can carry 30 passengers. It has 6 laser cannons, so likely either a 4 forward arc or it could instead have a 3 forward arc and have the cannon slot, the latter of the two helping keep its cost down overall. The cannon slot would make even more sense when the ship has been noted to on occasion use a tractor beam. All things considered, the LAAT/i would be the slower speed ship on a medium base that is more heavily armed while the Nu Shuttle would the large crew carrier and would be a little faster, likely red maneuvers, and tankier with more hull and shields.

Eta Shuttle

- It is only a little longer than an X-Wing so could either be on a small or medium base. It has 3 laser cannons so likely only a 3 forward primary. As far as upgrades go likely a single crew slot, modification slot, and maybe a sensor slot. Since the ship was based on Lambda concept art they could give it a relatively decent Lambda dial. It was mostly a craft used by Jedi so could be used by them and just bring more Jedi crew and pilot options; however Palpatine flew one when he went to confront Maul on Mandalore so he could technically be a pilot for it too unless Kagi flew it instead.

Theta Shuttle

- Well, the Theta shuttle is an odd one since it was in canon only really used by Palpatine and high ranking Imperial officials, which would mean that it would be competing with the Lambda and Tie Reaper for the support shuttle role and also has to compete with the Sentinel shuttle which could more easily fit into the niche better as a heavy shuttle that brings Rebels crew options to the game.

T-6 Shuttle

- Looking back at the Forces of Destiny short it seems like the guns on the ship's sides there could only be arced forward and to the side so likely a 180 degree front arc for the ship. It didn't have tons of room for crew it seems but could likely feel a 1 crew role for a tankier shuttle, with the possability of a missile slot since it apparently had one in legends. Again, the ship would mostly serve as a way to get more Jedi crew and pilot options. Honestly, I think we would likely either get this or the Eta since aside from base size they sort of would serve similar roles.

Alternate Republic Large Ships

Twilight

- This is the safe bet, it can have an asymmetrical dial, weird firing arcs, and was flown by Anakin, Ahsoka, and Obi-wan. We will get it sooner rather than later.

XS Stock Freighter

- This one could sort of be placed in a few places really. Its origins in Legends would place it in Scum, but would be competing with the Scum YT-1300 and likely prevent the YT-2000 from being added to that faction. In canon it was used by the Onderon Rebels meaning that it could either be slotted into the Rebels or Republic. The Onderon Rebels weren't exactly part of the Republic but they were unofficially supported by the Jedi and the like to help fight back against the separatists so could be placed there and would be able to take on the role of a non-shuttle large ship with a bowtie mobile arc.

My speculation is that the faction identity of Republic will lean toward heavy dice modification, while Sepratists will lean toward raw dice, particularly on the droids who will lack the usual calculate stacking.

Like, giving a Jedi Starfighter a ship ability that allows rerolling defense dice, combined with force tokens, AND an action. While vultures are 3 green with maybe a calculate token, but there's a bunch of them. A clone ARC might grant a red Lock at the start of combat (lock version of scum han), in addition to pilot focus, while sith force users focus on arcdodging and unpredictability (see Darth Maul's cloaking large base)

I could also see the CIS getting missiles or torpedoes that only require them to be Calculating since they obviously won't be able to be Focused to fire off Proton Rockets without some ship that can give them focus tokens.

8 minutes ago, Animewarsdude said:

I could also see the CIS getting missiles or torpedoes that only require them to be Calculating since they obviously won't be able to be Focused to fire off Proton Rockets without some ship that can give them focus tokens.

Discord Missiles requiring a Calculate action sounds good to me. :)

So, I like the idea of vultures with a 2Att/3Agi/2H/0S stat line. Maybe Calc / TL / Evade / BR action bar? I agree the dial should be way good - like interceptor/a-wing/fang. Also, I hope vultures do not have any ship ability with native calculate sheninagans - that can be left to pilot abilities and support ships.

So Tie Fighter/Z-95 is 23 points. Do you make the dial good enough on the Vulture (as a trade off for 1 less HP/calculate) to make the Vulture 23 as well? Or could it be down in the 20-22 range? Probably not 20 because then you could fly 10 of them. Or maybe it will be 20 ;)

39 minutes ago, HanScottFirst said:

So, I like the idea of vultures with a 2Att/3Agi/2H/0S stat line. Maybe Calc / TL / Evade / BR action bar? I agree the dial should be way good - like interceptor/a-wing/fang. Also, I hope vultures do not have any ship ability with native calculate sheninagans - that can be left to pilot abilities  and support ships.

So Tie Fighter/Z-95 is 23 points. Do you make the dial good enough on the Vulture (as a trade off for 1 less HP/calculate) to make the Vulture 23 as well? Or could it be down in the 20-22 range? Probably not 20 because then you could fly 10 of them. Or maybe it will be 20 ;)

8 ships/list is the hard cap last I knew. With 2/3/2/0 as a stat line they could have integral PTL with the ability to do the same action twice and still be worth no more than 25 for the most basic "generic"... Less wishing for them to be clay pigeons and more looking at viable capabilities please. If you want to face them, people will need to want to play them...

Edited by Hiemfire

that's why i keep advising for them to have great dials and stuff like linked actions or a PTL type ability. because making them more durable would be odd, but they are supposed to be these really tricky to fight craft. fluff wise they get their maneuverability played up heavily, because of the 'lack of a human pilot" aspect, so making them superb arc-dodgers seems like the way to go.

Edited by mithril2098

What's this about Z-95s being bigger during the Clone Wars?

Also yeah, the ARC-170 shouldn't be weaker than the Rebel version, given the Rebel version was scavenged. Also, even if it was a bit weaker, the 3 to 2 dice drop is massive, it would represent being a LOT weaker.

Just now, mazz0 said:

What's this about Z-95s being bigger during the Clone Wars?

Also yeah, the ARC-170 shouldn't be weaker than the Rebel version, given the Rebel version was scavenged. Also, even if it was a bit weaker, the 3 to 2 dice drop is massive, it would represent being a LOT weaker.

The Z-95 could possibly find itself being on a medium base I think. It was nearly as wide as a ARC-170.

I think people only mention the ARC-170 being weaker due to 1.0 having it have a primary attack of 2, and it was bumped up to 3 with the title it came with; such that people assume it meant that whatever the Rebels did to it made it better rather than the title just being there to have it so that the rear arc wasn't a 3 primary too. The fighter only has 2 forward laser cannons but they are medium laser cannons so they should be represented with a 3 primary the same way the Firespray has a 3 primary.