kmanweiss said:
R5Don4 said:
Fascinating that the maneuver dials also do not factor into ship cost either.
This is my problem too. I actually did the math on this weeks ago and came up with the same numbers, but it just didn't feel right. The manuever dials add and detract so much value to the different craft. The lack of value for abilities bugged me also. I keep thinking something's missing.
I suppose they may have just decided to throw some of that stuff to the winds, but it feels so wrong mathmatically to ignore factos that make such a big difference to ships.
That's a bit of a facile view of the balance of the game. Just because the model doesn't take into account things like Action Bars, upgrade icons, the difference between Attack and Defense dice, etc. doesn't mean that the people at FFG ignored those factors as well.
That they didn't ignore those factors is obvious. For example, the Xs look like they are worse than the TIE/ADs on the surface but the Xs have more attack dice instead of defense dice. Each attack die is more than 15% better than a defense die. How should that be factored into action bar abilities and upgrade icons? My model doesn't go into any of that but the people at FFG obviously did or else Xs would have more icons on their bars than they currently do.
Take a look at the difference between the X's movement dial and the Y's. The X's is strictly better. How did FFG take that into account? I'm not sure myself but I think they took into account how powerful the Ion Cannon is (it really is an auto-include).
Part of doing modeling is knowing the model's limitations. The model I came up with is incomplete. It isn't an theory of everything in the game and doesn't claim to be. It models one part of the game, the effect of Ship stats on squad point values. Like I said before, it doesn't take into account action bars, icons, movement dials, abilities, or anything else. It doesn't make sense to say the game is balanced or imbalanced based on it.