I formed my first test squadron and flew the starter mission the other night. Since I'm running a mono-campaign, 4 ships is my max. Beyond that I can't keep track of all the different details. I went with a 30-points starting value so I could use a TIE/Def with at least some type of upgrade. So here's my starting lineup:
Unity 1 - Rebel HWK-290: Ion Turret, Moldy Crow, Jan Ors
Unity 2 - Rebel T-70 X-Wing: Vectored thrusters, R2-D2
Unity 3 - Imperial TIE/Def: TIE MKII, TIE/x7
Unity 4 - S&V Y-Wing: TLT, R4 Agromech
As mentioned, to compensate for the increase in power of the starting ships, I've replaced all standard TIE/LN's with the TIE/FO. I modified some of the AI logic to utilize the S-Loops, target locks, and evades. Here's what I ran with for the first time out. Sorry no update card. I'm a .NET developer by day, and not really proficient with graphical design.
TIE/FO's can swerve from 4K to a S-Loop and vice versa
All TIE/FO's are equipped with a Comm Relay
Movement Changes from a standard TIE/LN:
The movement changes have worked so far, though they have not come up much. Also, if the TIE needs to swerve from a 4K, it can swerve to a 2-Sloop, and vice versa.
Action AI:
- Remove Stress or resolve critical
- If no evade token, evade
- Barrel roll to get a shot
- Barrel roll to avoid arc and keep a target in arc
- Target lock is an enemy ship is inside arc an within range 3
- Focus
At first, this seemed pretty good in theory. However, in practice I found that the TIE/FO's never hit anything, and very few things hit them. This led to a very boring game. Now, this was against a squadron without many upgrades, but it does lead me to a few theories. As a campaign progresses and players get access to things like Predator and PTL, the FO's will start dropping a bit faster. Also, players will be more inclined to take abilities that will negate tokens (4-LOM, Old Teroch's pilot ability, etc), which may lead to players feeling at a disadvantage if they don't have something along those lines, which is not what I'm going for.
All TIE/FO's are equipped with a Weapon Guidance tech upgrade
- Remove Stress or resolve critical
- Barrel roll to get a shot
- Barrel roll to avoid arc and keep a target in arc
- If enemy ship is in arc and within 3, focus
- Evade
Looking at this, this means the TIE/FO's are going to be a bit scary on the offense. As long as they still have a focus, it means that they are going to get at least one hit in when they fire. Now, this does mean they will never use target lock, but that's not necessarily a bad thing. When you have 8+ TIE fighters on the board, keeping track of target locks for each of them can be daunting.
Of course, I'm also thinking that I should just make this simple and just give all TIE's a shield upgrade instead of using the TIE/FO's as the standard TIE. Then just make the TIE/FO one of the ships that can be appear at random and include elite options.