So I wanted to give people something of an insight into the process I'm going through before I release the first version of Phoenix Rising. The whole basis of PR is to utilise the wealth of data from FSA v2, which was widely lauded as being one of the most balanced games out there. So how do you do that when you're creating a new game?
Well the basis of this is statistical analysis - lots of it. Modelling a game like Firestorm is a fearsome process, because there are so many variables. In chess, there is a constrained 8x8 board, a set number and type of pieces and modelling that is difficult enough. There are a couple of hundred different Firestorm Ships, and a multitude of different interactions between them and their weapons, MARs etc....it's close to infinite in variation.
However, there are some restrictions that can be imposed - Scenarios impose limits on where ships can be at the start, movement limits where they can get to, turn limit and weapon arcs constrain weapon lethal zones....it's also not necessary to model EVERYTHING, just a representative selection of conditions that each ship can be examined under.
Now this still means there's a HUGE number of things going on, but it allows ships to be compared using actual criteria that are present in the game, rather than an arbitrary "feel". Once this has been done, all that's needed in the new game is to produce similar statistical results, and you have your ground level ruleset balanced for the prior edition - plus or minus any "tweaks" desired - the important thing here is that you can make these modifications with an actual idea of their impact, rather than just "winging it" - which is, to be fair, how most games development is done!
So - as I've mentioned in the past - the way I've approached this is by evaluating ships on two main criteria - how survivable they are against other ships, and how able they are to destroy enemy ships. When you boil everything else away, this is the crus of the value of most units in TTGs - how mean and tough are they, and how able are they to project that power (it's no good being super destructive if you never get in range to use that power). Now this all needs doing TWICE, of course - once for the old Firestorm Ruleset, and once for Phoenix Rising's rules. The great thing about doing this is that it's dynamic - when you change something, you can clearly see the impact that has on that ship and others.
So just how involved is this? Well, here is ONE cell from the Firestorm Armada calculator, used to calculate how many ships are able to damage it in one range band;