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Updating X-Wing: Alliance Ship Stats
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cheshire
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PostPosted: Tue Mar 25, 2025 3:24 pm    Post subject: Reply with quote

Holy crapping crimoney, that is a lot of detailed data. I'm going to have to take a good look at this after the work day.
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FVBonura
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PostPosted: Tue Mar 25, 2025 3:33 pm    Post subject: Reply with quote

cheshire wrote:
Holy crapping crimoney, that is a lot of detailed data. I'm going to have to take a good look at this after the work day.

Thank you I appreciate it. I just wanted to put all the information in one place so nobody has to go running around searching for tidbits of data. This is how I work I put all of the pieces of the puzzle on the table and then I try to assemble it. Phase 3 will be dealing with hyperdrives, sensors, and weapons. Let’s get the core metrics squared away and we’ll work from there.
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FVBonura
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PostPosted: Wed Mar 26, 2025 11:43 am    Post subject: Reply with quote

For those following my research, I would like an opinion. Right now I am using the following equation for Maneuverability.

x = (Acceleration * Deceleration * Roll * Pitch * Yaw) ^ (1/5)

I am using all the acceleration metrics to compute maneuverability. For speed, I am just using the MGLT speed metric to translate Space Speed.

Question: Should I keep Acceleration and Deceleration with Maneuverability (Second Edition rules friendly) or should I integrate them with the MGLT speed metric (First Edition rules friendly) to compute Space Speed OR include those metrics in both stats???

Maybe I need to graph them both for your review?
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CRMcNeill
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PostPosted: Wed Mar 26, 2025 4:25 pm    Post subject: Reply with quote

Personally, rather than a single aggregate value, I’d like to see Maneuverability broken down into three or four categories for different criteria, something like Thrust/Brake (for acceleration and deceleration), Terrain (for handling rough/hazardous conditions) and Nimbleness (for making maneuvers and dodging attacks).

In practice, I used 1E Speed Codes stacked with the pilot’s skill roll to determine Range in dogfights.
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The CRMcNeill Stat/Rule Index
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FVBonura
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PostPosted: Wed Mar 26, 2025 6:19 pm    Post subject: Reply with quote

Unfortunately we are taking a significantly more complex video game and reducing its resolution so that it can be used in a role-playing game. I plan to display speed both as a unit of measure and a rating like first edition. I usually do my stats that way because there are times when a movement roll is more appropriate than a maneuverability roll. For now I will try to be conformal to first and second edition for the benefit of the most players and game masters. You are correct, there clearly are more acceleration metrics in this PC game that would be better translated into the role-playing game.
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FVBonura
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PostPosted: Thu Mar 27, 2025 11:16 am    Post subject: Reply with quote

CRMcNeill wrote:
In practice, I used 1E Speed Codes stacked with the pilot’s skill roll to determine Range in dogfights.


As per your request, I added 1E Sublight Speed Ratings to the speed data chart. I also integrated acceleration/deceleration to the geometric mean. What is interesting if you look at the Second Edition Conversion charts on page 164 of the 2.0 (Blue Vader Cover) rulebook, First Edition had a slightly better speed resolution than Second Edition.
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jtanzer
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PostPosted: Fri Mar 28, 2025 12:36 am    Post subject: Reply with quote

I personally think that the only thing 1e did worse than 2e was combat. To their credit WEG did release the 1e Upgrade which massively simplifies combat. I play paintball, and there's rarely time actually think about what you're going to do. Once you commit to a plan of action, you're along for the ride. The upgrade, while still lacking (seriously, no dice ranges for random difficulties?), is much more realistic in that regard.
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FVBonura
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PostPosted: Fri Mar 28, 2025 1:53 am    Post subject: Reply with quote

Any thoughts on the translation paper jtanzer?
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jtanzer
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PostPosted: Fri Mar 28, 2025 9:03 pm    Post subject: Reply with quote

It's a neat idea, however school is taking up the majority of my focus at the moment, so I'm not comfortable giving it a proper critique.
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FVBonura
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PostPosted: Mon Mar 31, 2025 10:27 am    Post subject: Reply with quote

I uploaded another polish pass. I always manage to find more mistakes than my peers. I have begun work on phase 3. I am measuring the 3-D models from the video game to get the following metrics:

Length, width, height, volume, density

Once I compare the densities to known hyperdrive speed stats, I can calculate hyperdrive speed stats for ships that did not appear in the role-playing game. I will then move on to sensors.

All peer review is welcomed.
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FVBonura
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PostPosted: Tue Apr 08, 2025 2:30 am    Post subject: Reply with quote

X-Wing Alliance Translation

I included/added the TIE Advanced in the translation formulae. The TIE Advanced will be compared to Darth Vader's TIE Fighter Prototype.

I uploaded another polish pass. I found a second mistake with X-Wing Alliance. Originally the TIE Advanced had a speed of 145 MGLT in X-Wing PC & TIE Fighter PC, then it was decreased to 133 MGLT in X-Wing vs. TIE Fighter PC and X-Wing Alliance PC.

At 133 MGLT the TIE Advanced is still faster than a TIE Interceptor and according to The Essential Guide, it should be somewhere between the speed of a TIE/ln and a TIE Interceptor.

Two mistakes, Totally Games is doing a great job in comparison to WEG.

Back to work on Phase Three. Peer review is welcomed.
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FVBonura
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PostPosted: Thu Apr 24, 2025 11:22 am    Post subject: Reply with quote

Density is proving to be problematic. The Preybird due to its very open design, has a density much higher than all the other ships. The Preybird due to its wide wings is mostly vacuum.

I tried using the "Point-cost Classes" from the XWA strategy guide which is a metric indicating the fighter's value in player-vs-player gameplay in the combat simulator. The best I was able to achieve is R^2 = about 3%. The PC Game and the Roleplaying Game are not speaking to each other in regards to hyperdrives, and I don't have a clue as to which might have a backup hyperdrive like the Firespray or the Pursuer.

Thoughts???
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FVBonura
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PostPosted: Wed Apr 30, 2025 10:40 am    Post subject: Reply with quote

UPDATE:

There is a correlation of about 61% between the Hyperspeed stats from the Star Wars Collectible Card Game and the Hyperdrive Multiplier stats from West End Games.

Unfortunately we have a very limited range of ships from the card game so I was only able to calculate the Hyperdrive Multiplier for the TIE Defender: x3 (class 3) for the SFS ND9 Hyperdrive Motivator in the Defender.

Again I lament for more alignment and collaboration between the license holders back in the 1990's. Crying or Very sad

In other news:

I added the TIE Defender to the Speed Translation Chart because of this statement in "The Essential guide to Vehicles and Vessels" page 176:

"The TIE defender is one of the fastest production fighters ever used by the Empire: it's nearly 40 percent faster at sublight than the standard TIE/ln."

Thus the TIE Defender was assigned a WEG Space Speed of 14 for the translation for starfighter speed.

Refinement continues as I try to resolve a formula for Hyperdrive speed. You are my peers and peer review is welcome.
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