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Thread: Why isnt there any high lvl TIE/in Z-95 or Scyk for players
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falacy
Wed Nov 17, 2004 6:13 pm
#27
I know, all you're asking for is the chance to not be surrounded by only 'high end' ship chassis, but the whole point of the low end chassis' not being as good as the high end ones is that the low end chassis just aren't as good.
Take the X-Wing for example. It's a direct decendent of the Z-95, which was hashed out over years of improvements on the Z-95. The X-Wing is better and it should, hands down, be able to out class the Z-95.
However, there is a place for everyone. It's possible for me to make you a hard hitting, fast Z-95 with good armor. It won't be able to have all lvl10 parts, but it can have some and it will be really good at that one thing. This is where your skill as pilot comes in. You may be that one guy in the squadron, the 'Ace', that everyone protects, because you're able to get in behind anything and stay there. So long as you're careful and have back up, you can do anything in the Z-95. And to me, that's what makes it fun!
Though I see, accept, and completely understand your point of view, I dissagree with it. The way the mass system is now really gives us the opportunity to hash out our own place in the Galaxy. It may not be easy and we may be able toplay in God-Mode like on the ground, but it's fun and it requires some thought.
Hellscream420
Wed Nov 17, 2004 6:49 pm
#28
I dont want a huge jump in mass like some of you might think, Im only talking maybe 10 or 15k just enough to give more incentive for people to uses these ships on a regular basis. I just see most people using the higher tier ships over low tier ships, and I'd just like to see some more variety.
I know that the X-wing is the next verision of the z95, that doesnt mean 'ace' pilots didnt have modifiedversions z95s or even Xwings. Take vader and the 2 TIEs in eps 4 for example, I wouldn't think thoseships were the trainer version TIEs, and I don't think imperials would send out trainer TIEsto destroy y-wings and x-wings that attacked the Death Star, they would probably send out the best of the best.
Hans YT-1300 was heavily modified, I dont see why an Imperial or anAlliance pilot wouldn't modify there ships. Maybe they can come out with a skill for Smugglers to slice mass/hp on ship chassis and parts.
Message Edited by Hellscream420 on 11-17-2004 05:53 PM
Hellscream420
Sat Dec 11, 2004 4:08 pm
#29
Now imagine a master pilot wanting to use a z-95 to hunt the same tiernpc they hunted in there high level ships, with a 12k mass on low level ships, good luck. Trying to hunt in kessel or deep space without level 6+ items is a suicide mission unlessyou're in a large group.I use ONE blaster on my YT thats 4 times the mass the z-95 can even hold, making the lower level ships non-usable after you upgrade to better, higher mass chassis.
All I really want to seeare theoptions for master pilots to use lower tier ships effectively againest high level npc's, but prevent low tier players from using a large mass z-95 as an exploit of sorts, thats whyI thinkthere should be an option for master pilots only to get their ships "Heavily Modified" say at a space port or by a smuggler. I'm not sure why this thread died, everyone I've talked said they wanted something like this added, hopefully the Devs have already thought up something like this and are working on it 
Initi
Sat Dec 11, 2004 5:45 pm
#30
Perhaps make the mass limit a function of the pilot's level instead of a ship trait? Then you mightsee TIE/ln and Z-95'sbeefed up and in PVP.
Hellscream420
Wed Dec 22, 2004 2:34 pm
#31
Here's an example of what I'm talking about, I found this information on a collectable card game manufacturer's websitecalled Decipher.
Decipher produced a Star wars CCG, licensed by lucasarts,that had many ships, vehicles, and alienraces with lore (descriptions, etc.) to add 'flavor text'to each card, here is the lore for the Z-95 Headhunter:
"Developed by Incom/Subpro. Atmospheric fighter adapted for space travel. AF-4 version refitted with Incom 2a fission Engines and two Taim & Bak KX5 laser cannons."
I have 2 looted Taim & Bak KX5 laser cannons, both are level 6, #1 has 12284.7 mass #2 has 13113.7, I'm not sure on the mass of a player-made Z-95, pretty sure it's not much higher then the starter ship, which is 11000. In the game the Z-95 only has one weapon slotbut that's understandable, even so, if you put one level 6 Taim & Bak KX5, that would leave VERY little room for engines, shields, armor, capacitor, etc.
It's not just the Z-95 I found, here are some TIE/ln's lore thatI found:
"Heavily modified TIE/ln. Cannons upgraded to destroy small astroid while serving in Anoat system. P-w702 maneuvering jets added by Death Star technicians."
"Scythe Squadron TIE fighters are Modified TIE/ln assigned to defend the second Death Star during construction. Their pilots fly frequent training missions within the Death Star"
I like the Idea of having mass part of the players skills instead part of the ship, that would make the low tier ships actually usable to a master level pilot, but maintain starter ships at the starter level.
DarthGorilla
Wed Dec 22, 2004 6:31 pm
#32
I would rather see some high tier parts with lower mass. Not a lot but enough so a high level pilot or ace can tweak that low tier ship he hasn't got the heart to re-deed.
However one does not need to go running for the next tier ship as soon as one gets the chance. I plan to go to ace in my Longprobe and the Dunelizard is one of the best ships I've flown. Even the basic TIE has a lot more fight than most people give it credit for if one is careful when equipping it.
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