Before seeing the results on wave 2 and wave 3 it was pretty obvious that the reversed formula wasn't what FFG used ... 2 points for 2 attack, 2 Agility, and 3 Hull ... That would be über powerful at 2 points.
Reverse Engineered Squad Point Formula
Ships without pilots is easy to figure out. Just take the ship cost and subtract the pilot skill. Subtract an additional point for being a unique pilot. This holds true for all but 7 unique pilots and the Tie Fighters. The exceptions are uniques for the B-Wing (+3,+2), Tie Bomber (+5+2), 1 Lamda (+2). 1 A-Wing (+2) and HWK-290 (+2). The Academy Tie was probably boosted to prevent 9 tie flights for balance reasons, the rest of the non uniques are ok, and the uniques got a discount of 1 point.
For convenience:
X-Wing 19, Y-Wing 16, A-Wing 16, B-Wing 20, Falcon 36, YT1300 26, HWK-290 14
Tie 10, Tie Adv 19. Tie Int 17, Tie Bomb 14, Slave-1 30, Lamda 19
Now we have a ship with 1 attack, the HWK.
I'd be interested to see if the different factions AND the different waves have different baselines. Sometimes it is a business decision to have cheaper/better baselines... I believe in 40k this is called "Codex Creep".
So this analysis doesn't include the big ships and A wing? Or only used them to test predictions? (If so, why predict the named variants when they were excluded from the original analysis?)
[EDIT: sorry, didn't notice how old the original thread was.]
It also seems the cards are super cheap compared to the costs built into the ship. Veteran Instincts, ps plus 2 is only 1 point-- quite a bargain. Same with the modification cards.
Edited by RealGeniusThe YT-1300 is again a bit of a freak. The Outer Rim Smuggler with it's vastly different statline is actually overcosted at 27 points, which was a surprise for me since the Firespray held true to the formula assuming we give it the -10/-11 modifier. The ORS comes in at a statline value of 25.75, or overcosted by the same 1.25 that the A-Wings are purportedly overcosted.
All the named YT Pilots, Chewie, Lando, Han, all come in undercosted at -7, with their value coming through the formulas at 49,51 and 53 respectively, versus their stated costs of 42,44 and 46.
From the rebels side, it seems as though a ORS YT-1300 is a bit of a bad deal compared to the other options points wise.
I've always felt the ORS is way over-costed, and I was wondering if it was done to prevent a certain number of them at 100 points.
So if the other YTs all end up with a 7 point discount and the formula predicts (rounding) 26, if we apply the discount... I'd play a 19 point ORS. That puts it right between the Gold and Gray Y-Wings which get more upgrade slots and higher PS for one less hull and shield.
Ships without pilots is easy to figure out. Just take the ship cost and subtract the pilot skill. Subtract an additional point for being a unique pilot. This holds true for all but 7 unique pilots and the Tie Fighters. The exceptions are uniques for the B-Wing (+3,+2), Tie Bomber (+5+2), 1 Lamda (+2). 1 A-Wing (+2) and HWK-290 (+2). The Academy Tie was probably boosted to prevent 9 tie flights for balance reasons, the rest of the non uniques are ok, and the uniques got a discount of 1 point.
Adding +1 for unique or -1 for unique?
Anyone want to do the whole regression with a new data set?
What would be the baseline 0 upgrades?
What would be the baseline 0 movement dial? How much would the improved dials cost?
You add +1 for a unique. Some uniques cost more as noted. So say for Wedge you have the base X-Wing (19) + PS9 (9) +Unique (1)= 29. A Saber Sqd Pilot is: Tie Interceptor (17) +PS 4 = 21
Has no one made errata like this into an english home made card generator?
No, because the point formula depicted here has been irrelevant since Wave 3.
No, because the point formula depicted here has been irrelevant since Wave 3.
Why would it be irrelevant? Actually it is a very interesting reverse engineering actually on what the base points are and does a great job explaining the points cost rigorously. He even explains all of the process in a transparent manner. Very well done.
No, because the point formula depicted here has been irrelevant since Wave 3.
Why would it be irrelevant? Actually it is a very interesting reverse engineering actually on what the base points are and does a great job explaining the points cost rigorously. He even explains all of the process in a transparent manner. Very well done.
Because ships aren't cost by that formula anymore. Actions, upgrade slots, and dial are all factored into cost nowadays. The individual values of each stat value are all different now, too. Plus, we have a lot of weird, unique abilities on ships that have to receive a points cost. For example, the ARC-170: It has an auxiliary arc, and although it's attack value is only 2, with the free, auto-add title, it gains 1 die out the front and focus to crit out the back. The ARC is cost with the title in mind, as well as the auxiliary arc.
No, because the point formula depicted here has been irrelevant since Wave 3.
Why would it be irrelevant? Actually it is a very interesting reverse engineering actually on what the base points are and does a great job explaining the points cost rigorously. He even explains all of the process in a transparent manner. Very well done.
The formula didn't work (see old TIE Advanced, ORS, X-Wing, old A-Wing, non-Soontir Interceptors), so they scrapped it. Now all ships are priced by a general feel and then adjusted during playtesting (at least thats what most people believe).
Today I think they START with the formula, then play test and to see about where the ships land. Also, there is a lot of "we don't want xxx happening in the game." For example, an X-wing will never fall below 21 points because they do not want 5 X-WIngs on the board at the sometime for a 100 point game. I have no "proof" of this, but it is just a feeling I get from how buffs are handed out.