I'll use Lanchester's Law to get a Figure of Merit for the "regular" starfighters. I'll use a baseline of 120 points, because that's roughly the lowest common denominator. Note: the point level doesn't change the balance at all, it just avoids using "fractions" of a ship in the math, for most of the ships.
I think I have to disagree with your remark on points level not changing the balance of play. Within Lanchester's Law, that assumption works, but it hides the systematic error inherent to Lanchester's Law, i.e. the advantage of high hull/shield ships being able to fire for additional turns. This biases your result in favor of Ties and against survivable ships like the defender, so I think all in all the gap will be smaller than expected.
Also, one comment with respect to the way you treat defence dies in your model: if I understood correctly, they basically give a bonus to survivability based on defense dice. However, the worth of a defense die is hugely match-up dependent. Defense dice are most useful against many weak attacks. This should favor the Tie fighter against the Z-95 in a direct matchup, even if their performance against the average list is comparable.
Some points that I have already made in this thread, but are pertinent to your comment:
- Lanchester's assumes piecewise small changes which allow the use of differential equations, which means that yes, it assumes that damage output drops off as you start taking damage. The continuous time model 100% fixes this, because the damage stays at 100% until the exact moment the ship is destroyed. If you look several pages back, you'll see that the practical difference at around 90-120 points for 30 point TIE Defenders vs 12 point TIE Fighters was about 10% in favor of the TIE Defenders. If you increase the point limit, then this advantage disappears, and it tracks Lanchester's almost perfectly.
- The continuous time simulation unfairly gives a slight advantage to large hit point ships, because it assumes no wasted extra hits when destroying a ship. I.e. if you have 1 hull left and you eat 3 hits, the attacker still only did 1 damage. With more ships on your side to chew through, this will happen more often, and therefore slightly reduce your opponent's damage output. To quantify this, you really need to use a Salvo Combat model, and use the per-hit probability density functions, not just average damage.
- The points limit that you choose doesn't change the relative FoM. I.e. if you use a 60 point limit instead of a 120 point limit, every single FoM is decreased to 1/4 the value (FoM proportional to N^2), but the relative FoM between all the various ships remains identical.
Some new points:
- Different ship vs ship matchups will always have different results than merely the average. Some matchups will favor one ship vs the other. ANY method that tries to justify a point cost for a ship has to deal with this fact. The method I used is, so far that I have seen, the most "fair" approach when you want a single value that is an aggregate across the entire meta game. If you have a suggestion, I'm always tweaking my scripts and approach...
