Audacious balance: Should we try to balance generics out first? (now that the game has existed for a while)
I'm going to posit some positions here. I'm looking for people to analyze, support or refute them with good reasoning and data (either anecdotal or hard numbers). I hope people generally do arguments and suggestions like this. Look for counter-issues, provide reasoning, provide some data.
The best balance is when diversity is highest. See xwing 1.0, starcraft 2.
I think that one of the most doable things we could do to this game is immediately begin balancing out the generics and generic spam (mostly without upgrades) as a way of methodically pushing the game towards a stable balanced state. After that, it should be much easier and transparent to do balancing for 1. Initiative scaling, 2. Pilots individually, 3. Upgrades, combos, etc.
Here's another very arguable point, (that even myself could argue against) - generic spam is one of the lesser NPE, abusive,easy archetypes as a top-tier strat.
Historically, the most powerful spam archetype is probably the Howlrunner Tie Swarm. As people know though, a very difficult list to play correctly. However, it was known to reduce options very considerably for quite a while. Also generally as a strategy, there usually isn't more one can do to buff up the list at list building stage, so in terms of future proofing, its pretty easy to avoid a runaway combo disaster like 3 Jumpmasters.
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Here's a bunch of generics that I think could go down in price PAST THEIR CURRENT SPAM LIMITER safely without breaking the game. At this point cost, are singles or non-all-list numbers of this ship still balanced? Do you think that if a bunch of these changes happened (so theres a bunch of spam lists to choose from), would these be balanced in the general meta? Is there a spam + ace build with upgrades that becomes out of hand? (Note that upgrades themselves might need their own balancing, if the naked generics look fine, but adding the upgrade makes it broken, its likely an issue with the upgrade cost)
REBEL
Xwings and Bwings 41->40 points - 5 Xs, 5 Bs. I think this one is the most dangerous one. 5Xs sounds like a very tanky list with strong firepower and lots of mobility choices. 5Bs in a bit less worried about and think it would be a very interesting spam power list and really make a knife fight spam list really interesting. However, I think 5 of either of these would likely still be ok.
Blade Bwing 43->42
Cavern Angel Zealot 41->40
Red Squadron vet 43->42
Ewings Knaves 54->50 - 4Es. I think this one is easily doable, not overpowered and would be rather fun, zooming around, taking locks.
Rogues 56->53
IMPERIAL
I'm almost audacious enough to ask for reduction to the tie Fighter, but I'm not. I still think its pretty worthless as a filler in small number but I'm not sure of that.
Defenders 70->68? Still 2 only- (Still can't have 3 of them at that cost, would need 66) hmm. Not sure if this really should go down by much, even though 3 Tie Defenders seem not so good/fine, I'm more worried about these combo-ed with an Ace. (maybe??) (At 66, you'd easily be doing 2 Defenders + Vader/Whisper_upgraded)
Onyx 76->74
Interceptor 34->33 - 6 Alphas. All, everyones favorite. Now this looks like dastardly fun while being simultaneously dangerously awful? The Init1 sucks, but you'll have tons of blocking potential. This could easily be too easy to block things too, but I think some table time might show that to be false?
Sabers 40->38. Add predator or unreleased targeting computer? Doesn't seem broken.
Strikers 34->33 - 6 Strikers. Again a fan favorite. I think this would be exactly the same criterion for power as the Ints.
Black Squadron Scout 38->37 - 5 of these at Init3 each with a seismic charge. However, seismic changes are harder to drop than they used to be, looks ok.
SCUM
Z 24->23, Empty Illicit slot isn't worth 1 point.
FIRST ORDER
Silencers 52->50 - 4 Init1 Silencers. Again this is more of an issue of generics + aces. I definitely think 4 Silencers wouldn't really break things. Note that 2.0 silencers start at Init1 now.
First Order Test Pilot 58>54. Init4 silencers at cheaper would make for that good midrange + ace list like the very acclaimed QD + 2 Silencers lists. Also, currently no good double mods exist for generic silencers.
REPUBLIC
Ahh, my favorite topics.
Torrent 25->24? You could already fit 8 of these into a squad, and I doubt its a very good list at all. Sadly, the Z at 23 has a much better dial, this offsets the extra hp ever so slightly. I still find these to be rarely worth anything if ignored.
Blue Squadron Protector Init3 = Gold + 2. 26 or 27. These definitely need to go down a lot. Would be good for missile spam or Dedicated spam.
Delta 39->36. These are still better than a Init1 Alpha, but not by that much. I expect they still hit like wet noodles.
CLT likely should use a different formula
Jedi Knight with 7B - 7B from 15->12, total 54->51. I do think 4 of these would be a royal pain the tush. I think its too dangerous to allow 4 in a list.
Arc 42->41. These are also just about right. I do think 5 Arcs would be probably a bit too strong. It would be awful to fly that list though. That medium base is cloggy and not fun at all. But that amount of firepower+durability is pretty staggering, esp with the rear arc.
Squad Seven Vet 47->44 it is ridiculous.
SEPARATISTS
Generally I think these are fine, if a bit on the strong side.
Vultures - the main issue I think is that ESC is too cheap and provides so much extra power. Yet, balancing around that is not right either. Due to its serious spam blocking capacity, it would be wrong to bring down the naked Vulture by too much, otherwise it becomes rather easy to block the board very cheaply and body blocks are still good things in this era of the game.
ESC 4->5. (I really think it should be more like 6 points, but the extra point probably should be baked into the Vulture cuz of how strong bodies are). I don't think raising each Vulture with ESC up by a point is necessary.
Trade Fed Drone 20->19 ; check would be 25 meaning 8 with concussion missile? (Still probably not that great?)
Separatist Drone 22->21
Precise Hunter 26->23
Haor Chall Proto 23->21
DFS-311 24->23
DFS-081 27->24