surf_rider56 wrote:How do people pick what abilities to give what characters? It seems to me like a Chicken or Egg question; do you create a character and then assign certain abilities or pick a set of abilities and then decide what character best fits it?
It just depends for me. Usually, for my sets, I pick the character first and go from there. Sometimes, I think of a good combination, then try to figure out a character from that; however, that doesn't happen often, and those customs are usually subpar.
surf_rider56 wrote:Another question is how do you guard against going total Fanboy on a character.
Hehe... Not going total fanboy?
You mean something like this?
Joking aside, I try to have a certain "theme" when I create my characters. This is most obvious in the recent Darth Caedus customs, which can be found in
this set. I currently have two out of four of them finished.
Though right now I kind of have a sudden urge to make a complete fanboy Caedus... Hmm...
surf_rider56 wrote:Do you have a set policy, on how to assign x abilites to y type of character? I think I previously laid out my idea abilities
1-3 abilities - Common character
2-4 abilities - Uncommon character
4 -6 abilities - Rare/Very Rare characters
6+ abilities - only if its a Major SW character.
I think that I tend to follow a rough pattern of:
1-2 SAs and FPs for commons
3-4 SAs and FPs for uncommons
4-6/7 SAs and FPs for rares
6-? SAs and FPs for very rares
Basic stuff like Melee Attack, Double Attack, Force 3, Force Renewal 1, Droid, and so on don't count. Also, I tend to change this up a bit for Uniques. It all depends on what I'm going for with the custom, really. Compare my
Qui-Gon Jinn with my
Darth Nihilus. Both rares, but both are also completely different.
The amount of SAs I include also tends to vary depending on when I make the character. Same with the stats. I often end up designing the character weeks before I upload it to Bloo Milk as a final version.
surf_rider56 wrote:Also, how many is too many CE's? Example recently I wanted to give these CE abilities to a character
* At the end of this character's turn, 1 x within 6 squares can make 1 immediate attack at +4 Attack and +10 Damage.
* Allied x gain Grenades +20, Greater Mobile Attack, and Twin Attack.
* X gain +3 Attack and +3 Defense.
I realized that's too many, so I decided to pick two of them, but then how would you choose which 2?
Usually, I consider two CEs to be plenty/enough. Three CEs is almost always going to be "too much," though there are special situations.
It also depends on what the CEs are, however. Certain CEs have a certain "feel." The "heavier" the CE, the less likely I am to add another CE to the character. CEs that give a bunch of SAs, for example, feel very "heavy," while straight stat bonuses are not as "heavy". And CEs that can arguably be negative (like Nute Gunray's) can go either way.
Finally, there is complexity. If a CE is very complex, I'm less likely to add another.
As an example, I'll explain the CEs for my
Darth Caedus, GAC. The first CE is very complex, but it also can really hurt the squad, so I decided to add another CE. Something that gives SAs would be too heavy, however, and I wanted something fairly weak, but that portrays his command abilities. So I chose a weaker version of Swap.
For your situation, if you want two, I'd choose the first and the third. The second CE is just too powerful to be coupled with those other two CEs. However, I really don't like how any of the three work with each other; depending on the character, I'd either stick with one CE or make a new one to go with one of the ones from the list.
Sorry this post is so long!