Pilot Archive
Thread: I'd like to see a Space CU
Message Edited by psikobunny on 05-23-2005 01:04 PM
DarthEnderX wrote:
Now, what about the faction stuff? Thats easy, I'd like them to make that work much in the same way as the new faction armor works on the ground. Basically, anyone can fly current neutral ships. But for the TIEs and the Letter-wing ships, basically, SW can make the ships, but you have to spend a bunch of faction points to "bind" the ship to you before you can use it.
And instead of having abilities to call in factional waves of help, have there be "faction pets" in space. Let me spend my faction to buy tie fighters or bombers or interceptors as pets for space that I can call in when I need them.
Anyway, thats what I'd like character progression in space to be like.
*shrug* I'm just more comfortable with it this way. I don't like my skill set being determined by wether I'm an imperial or a rebel. I don't see why one side should be able to learn tricks that the other side can't. Like why can a rebel learn to do emergency shield generation, but someone who flies for the empire can't? Or why can an imperial perform a weapons boost but a rebel can't?
Thats what I like about the ground system. Everyone can learn whatever skills they want, and faction only determines what equipment you have availible.
I like space how it is, i'm flying in space at the moment, to get away from the terrible mix they've done of a level and skill based system...
Space is suppose to be a game of actual "twitch control" skill, not modifiers which make you better, Actual skill at flying is all which should matter in space.
As much as that might sound nice in theory, space combat is relatively balanced, and doesn't need changing, it will only bring in new bugs...
Message Edited by CuchulainnDarklight on 05-23-2005 10:22 AM