Can anyone post me the consensus of how ship points cost is calculated?
1pt per PS level
4 pts per shield point etc?
Thx Pete
Can anyone post me the consensus of how ship points cost is calculated?
1pt per PS level
4 pts per shield point etc?
Thx Pete
You'll have a hard time finding any kind of consensus.
If there IS a formula you'd better believe that it is no where near as simple a "1 point per PS level" because it would also need to account for various interaction. Look at the basic Rookie Pilot and Blue Squad Pilot, where does the difference in points come there? We could also look at A-Wing/Z-95 or TIE Fighter/Interceptor/Advanced.
Maybe I will invent my own then, but I was hoping something close was out there.
Maybe I will invent my own then, but I was hoping something close was out there.
I would hope that your formulae would account for actions, slots, and maneuverability: things that have been sorely lacking in the attempts thus far.
I was hoping to come up with formulae to allow creation of custom ships in a league, so cost for TL, Focus etc and for dials.
We may be able to judge things by how much a modification to gain something costs but those are generally one time things. Some of the cost equations are going to need to be very inter-related such that increasing one stat will increase the cost of another stat at the same time even when that other stat doesn't change.
Looking around at thing it appears a hull point costs 3 points which would seem to say a 0/0/3/0 ship would need to cost 9 points. Gaining a removable +1 ability also costs 3 points so saying 3 agility dice cost 9 points would be unreasonable. As it should become clear just putting those two things together and you're now at 18 points for what could be a TIE Fighter or Interceptor but without any attack or actions yet.
Some guy on...board game geek I think, said he had hashed out an excel spreadsheet for making your own pilots. He said that if you tried making most of the existing pilots with it the points came out right, so it was probably pretty accurate.
Here it is. I haven't actually looked at it or anything, just saw that it exists.
http://boardgamegeek.com/filepage/86960/ship-stats-vs-points-balancing-system
Edited by ForgottenloreThere seems to be several theories floating around. If you look through some of the "Is X competitive?" or some of the Tie Defender speculation threads you'll see most of them. Just start from a base tie fighter and add on or delete abilities or PS and you should get pretty close. The only issue that seems to crop up is how to value evade and shields i.e most ships with evades with extra health or firepower seem to cost more so there's some sort of point hike being paid by high evade ships.
Another way to go about it is to create the ship you want by just taking a base starfighter of your choice and going to town with modifications, even taking multiples, until you get the ship you want (although I'd limit myself to not going above evade 3). While this means you ship will not be competitively priced, the chances of you making a game breaking ship are pretty slim so a lot more people will be willing to play against you.
This was discussed a while back on this forum. I am not sure if it still works with Wave 4 or not, but I am pretty sure it works with Waves 1-3 mostly. I have used it to make some stats for some custom ships from the Star Wars EU, (Preybirds and CSA IRDs)
I've designed a few different games over the years and the method I use for figuring points values is the " seems about right " calculation. You may find that the game designers use a similar method. After playtesting a 100 point game, this new What-do-we-call-it Class ship seems a bit cheap for the stats - bump it up a few and see how that plays. Indeed, there may be no fixed calculation at all.
I am thinking the same thing as Parravon. I want to charge a "credits" cost so players can create their own ship and fly it. (With suitable limits on max attack, def etc.)
I will award them a starting amount of credits to build their base ship. Models must be representative of the ship you are flying, so if you want a small base and a turret, your base model (not stats, physical model) must be a y-wing, HWK or Tie Bomber, or suitable model that is from another range or is modified from an FFG model so it looks like it has turrets on the model. (models must be in scale)
Edited by EnglishpetePete, sounds like what you're after is an ongoing campaign where skills and ship can be improved upon. Every game I've designed has had this feature at some point and it makes for great gaming. Start out with a "nobody" pilot and if he survives an encounter, award him experience points. Award more points per kill. With these points he can buy upgrades or pilot skill. Easy. "Nobody" should eventually become "Somebody". Great fun.