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Thread: Rebel Ace getting the JSF
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Doofius
Sat Jul 09, 2005 12:48 pm
#14
Allow me to play Devil's Advocate regarding "pre-loading" ships during a squadron change. It really makes no sense for a pilot to have an epiphany one day and say, "The Rebellion sucks, i'm joining the Empire! OH MY GOD, I FORGOTTEN EVERYTHING I'VE BEEN DOING UP TO THIS POINT!!" That's not Star Wars, that's High School graduation. So, when a pilot returns to a ship he's had before, he has some familiarity with it and can operate it efficiently.
"Well then, why can't he use the higher level components as a novice in the other faction when he changes squadrons, since he's been trained?" Well, he's using different ships now. Sure he may have been trained to use that Haor-Chall engine in an x-wing but NOW he's dealing with TIE's.
"Well then why can't he use higher level components as a novice when he returns to his old pilot faction?" Well, there is some atrophy on skills you don't use. All that time he spent flying TIE's, he's gotten a little rusty putting stuff into the rebel ships and needs some refresher training.
I think the dev's spent many hours contemplating these situations and ended up with the perfect balance. I don't see it as an exploit that needs fixing. Think of it as an xtra bonus for logging in the hours to gain some ranks in a squadron. (SOE you can start my six months free subscription now please)
evil_SOCCERMOM
Sat Jul 09, 2005 4:51 pm
#15
D67 wrote:ORGet a High-Mass Z-95Load it with the Best possible loadout you can imagineTHENGo Imp, Get a Neutral Pilot to let you ride his turret durring the Space missionsGet the JSFRe-apply as a Rebel PilotRegrind to master EASY thanks to that High-Mass Z-95 with Experimental Blasters(High Mass varients can be used at the level that originaly certs you for that ship)Also remember, If you achieve Master Pilot once, You get doubleXP When you regrind a new Pilot Profession
Dont have to do any space to get the JSF.
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