Hello all, I can't seem to find it anywhere, but does anyone know of a resource that breaks down the cost of a unit?
This is needed for Creating custom units for a project I am hoping to work on.
Unit and ability cost breakdown
There's really no such thing. While you can kind of ascertain some costs from upgrade cards that simply give you keywords, that's still not that accurate given they take up a slot and that upgrade may only be available on a particular unit, etc. I guarantee they just talk a lot about it, put a price on the unit, compare it to other stuff, and then playtest and adjust as necessary. Frankly, the mechanics of this game don't really lend themselves well to the type of math-heavy formulaic determination you're looking for.
I know there is a set price for some things like the z6 cause the price difference between a phase 1 z6 trooper and a phase 2 z6 is just the difference between an extra phase 1 and a phase 2, but once u start trying to figure out specific keywords and such it, it gets alot harder/near impossible to figure out
P.s did some quick math a z6 costs 12 points by itself
Edited by lunitic5013 hours ago, arnoldrew said:There's really no such thing. While you can kind of ascertain some costs from upgrade cards that simply give you keywords, that's still not that accurate given they take up a slot and that upgrade may only be available on a particular unit, etc. I guarantee they just talk a lot about it, put a price on the unit, compare it to other stuff, and then playtest and adjust as necessary. Frankly, the mechanics of this game don't really lend themselves well to the type of math-heavy formulaic determination you're looking for.
I'm honestly just looking for a rough guideline.. I know FFG has a “feels right” method of game design. A starting point if you will.
I think the B-1 is about as basic as you can get, that's 6 points per mini with no surge, white dice, 1/1 health/courage and it has a positive keyword and a negative keyword, average speed. Somebody could probably use that as a basis of some math, but not me.
5 hours ago, That Blasted Samophlange said:I'm honestly just looking for a rough guideline.. I know FFG has a “feels right” method of game design. A starting point if you will.
You're starting point is all the units that currently exist. I'd start with the most basic Corps (Rebel Troopers and Stormies) and go from there.
As you figured out white attack dice =2 pts when it's range 3 and it doesn't surge to hit
So this seems like it is factored to the amount of damage expected by the units attack dice
So the attack dice of stormtroopers is 3 pts , attack dice of rebel troopers is 4 ,
If this is the case then the saves are likely added to this. So stormtroopers. save 3 out of 6 , so 3 pts for defense and rebel troopers 2 (6 and 6 accordinly)
Now trying this out on Rebel Veterans who roll 5 and 2 they cost 12 pts each so the training slot is worth 1 pt which makes me think that (at least on corp) that each slot is worth 1 pt
So rebel trooper = 2 def +4 attack +4 slots = 10 pts nimble free
Rebel Veterans = 2 def + 5 attack + 5 slots = 12 pts defend free
Fleet troopers = 2 def + 6 attack +4 slots = 12 pts (so range 2 + ready keyword must be total -1l
Stormtroopers = 3 def + 3 attack + 4 slots = 10 pts (so aim must be valued at 1 pt)
Snowroopers = 3 def + 3 attack + 4 slots = 10 pts (so range 2 + steady = 2l
shoreroopers = 3 def + 4 attack + 5 slots = 12 points (target must equal 1l
Trying this out on B1s gives us 1 ref +2 attack +3 slots =6 pts ( keywords come to a wash)
Phase 1 clones 3 def +4 attack +4 slots = 11 pts (keywords plus clone trooper mu st be worth two points here )
now I've had to make a lot of assumptions here also force and command slots are clearly worth more than a single point
hope that helps
I'm also willing tot accept its quite likely totally wrong. Not sure what additional wounds or higher courage works out as
Edited by syrath
Thanks for all the input. I really was hoping that with all the probabilities people go over there would be a cost analysis and breakdown done.
My issue is making some near operative level corps units. Knowing how much a point of heath was worth for instance would be helpful. Sigh
6 hours ago, That Blasted Samophlange said:Thanks for all the input. I really was hoping that with all the probabilities people go over there would be a cost analysis and breakdown done.
My issue is making some near operative level corps units. Knowing how much a point of heath was worth for instance would be helpful. Sigh
The problem is that the units with more wounds carry other keywords that also have a cost that makes the figuring out part horrendous
1 hour ago, syrath said:The problem is that the units with more wounds carry other keywords that also have a cost that makes the figuring out part horrendous
Only because we don't have upgrades for all of the keywords.
For instance, we "know" the points costs of Unhindered, Scout 1, Spotter 1, Precise 1, Expert Climber, and Sentinel thanks to upgrade cards that only add those specific keywords. We can also assume that the price of Scout 2 is just the cost of Scout 1 times two since there isn't an extra cost (beyond the upgrade slot) for increasing Scout 1 to Scout 2 using Recon Intel.