Pilot Archive

Thread: JTL Pilot issues list, version 1.04

Pharrel
Mon Nov 15, 2004 7:54 pm
#144

This happened to me on My Nova Courier too!

" Alarms: Repairing damage externally when the master caution alarm is sounding results in the alarm being "stuck" on permenantly. Currently, the only way to shut off the alarm is to repair the conduit in question internally; if the crew forgets to do this first then the alarm can't be shut off. "

Pharrel
Alliance Ace Pilot
Corbantis



Pharrel
CORBANTIS
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Slarus
Mon Nov 15, 2004 8:30 pm
#145


I completely disagree with this. Making master pilot shouldn't be a "gimme" gained through finishing quests and grinding xp. It should be as difficult, if not moreso than getting your jedi padawan. A master pilot can deal with any situation, including other players. If not, how can they expect to be granted master status?


Piloting is not Jedi, it never was, it is open to all with JTL, the 18 pilot progression boxes have nothing to do with actual skill. You can go from Novice to master pre-PvE kessel by tagging along, other players can carry the load for YOUR missions, the progression boxes only represent completetion of required missions, period.


I regularly kill 15 + ships in a run in Kessel, including other players (when they don't pull a l00zer move and log on me as I am blowing them up); ) and I am only 3322. I actively hunt other players in Kessel. If they can't beat a 3322 pilot, they don't deserve to be called "master". Just because they have a bunch of friends to help them through some missions doesn't give them the privilege of being a master pilot. This rank needs to be based on skill.


SO you are better skilled against NPCs then some others it doesnt entitle you to a PvP only reward of MP ships that suck in PvP. PvP isnt required to finish the master mission, it was just that it forced you to be subjected to PvP it is not in any way a PvP reward, this is a fabricated thoery.


However I do feel that master pilots should be banned from Kessel, and only allowed to PvP in deep space with other master pilots and the crazy people who want to hop into space with masters. Otherwise they could actively camp Kessel and keep everyone else from becoming master. Nothing wrong with less skilled pilots PvPing in Kessel with people trying to get master.


Deep space costs to get into, there should be a free for all PvP zone and Deep Space, but since the Master or Ace title only means you finsihed XP and mission requirements and not true skill, it doesnt matter what you pilot level is, you have right to PvP if you want.


I do believe that PvP kills need to give you a lot of XP, based on the pilot's skill level, who you just blew up.


Also, once a PvP engagement begins, /quit needs to be disabled. That is a weak, lame, stupid, cowardly, dishonorable move.


Players should loose 2500 faction points for coward moves.


Just prevent this, the problem I see if if you disconnect not by your choice this would result in -2500 FP, that's BS. Accidents can happen which can look like a weak, cowardly act, it is too hard to tell.


If you don't want to PvP, forget about master, and stay out of Kessel. If you are afraid of PvP, use the hyperspace button. Don't go to kessel then pull a l00zer move.


So by this if you got Master pre-Kessel Nerf but did not come under player attack you didnt earn Master, and you should have to PvP to get master EVEN though it is not require for completetion of the mission, does this really make sense to you?


My 2 cents for what it's worth.


That is about all it is worth.

somerandomuser
Mon Nov 15, 2004 9:33 pm
#146

Multi-player ships:

  • anyone manning a /ship station' can initiate a /dock maneuver




    The primary weakness of a troll is supposed to be fire..
    So why the hell are they always getting themselves into flame wars??

Eeloominath
Tue Nov 16, 2004 7:05 am
#147

Multiplayer Ships:

Multiplayer ships are not better than bombers (protection- and weapon wise), but require at least 4 people to be fully operational. They should be improved. See this link here (jtl forum) also for details and suggestions.
Kalandra
Wed Nov 17, 2004 12:12 am
#148

I'd like to add another problem:


The KSE Firespray is too big when zoomed out. It fills the screen, as the YT and Sorosuub did in beta. Can we request the ability to zoom out a bit more, like with theMulti Person ships,so we can see what we're fighting? Thank you



L E X X A A R G Y L EK A L A N D R A
MANDALORIAN WARRIOR®MASTER ARMOURSMITHJEDI OUTCAST
R O G U E U N D E R W O R L D
somerandomuser
Wed Nov 17, 2004 4:44 am
#149

Many fighters:

  • no weapon convergance (xwing.. tie interceptor.. z95 are the 3 i've flown with this problem.. prolly others as well)


Space UI:

  • /togglecombattaunts works 'most' of the time (occasionally a message will 'get through'.. so far this has only happened once to me.. but it's repeatable.. friend had the issue and complained before i had it)


Turrets:

  • 'Flash' effect is sometimes excessively bright.. and covers too much screen 'real estate'.. (typically on yellow and blue effects)




    The primary weakness of a troll is supposed to be fire..
    So why the hell are they always getting themselves into flame wars??

john_p
Wed Nov 17, 2004 4:50 am
#150






_Smoke_ wrote:








Ship Mass: Privateers feel strongly that the total mass allowance of most of their ships is out of line with the performance of those ships and the mass limits of the other career tracks. While perhaps an issue better discussed on the Shipwright boards, I bring it up here in an effort to underscore the strong feelings of my Privateer pilots in regards to this issue. [11.2: Privateer ships have recieved a mass balance pass. Let me know how it works out.]


Privateer Master Fighter: The Privateers do not currently have a unique Master-level fighter, as the Firespray is available to anyone with the right loot. Privateers have respectfully requested a Master fighter of their own.







I am happy with the new Privateer ship masses. I think the Ixiyen deserves something to separate it from the Dunelizard - realistically, a 10k extra mass in exchange for worse handling isn't a good tradeoff - and the Kimoglia should get a couple more missile hardpoints, as Privateers lack a proper bombing craft, but overall the balance seems a lot fairer than it was.


My opinion now is that, with 190k mass, the Rihxyrk is one of the best ships in the game. It will happily carry 3 weapons, with all of them usable. It will handle better than the B-Wing. I can fit all the relevant tier components into it with room to spare. I believe it solves the issue of Privateers not having a Master fighter - we have the Rihxyrk at Tier 4 instead!






Lariso <Hoods> Officer
Demosthenes <Hoods> Jedi, Master Pilot

somerandomuser
Wed Nov 17, 2004 5:03 am
#151

All ships:

  • no current way to view hull YPR acceleration rates (suggest adding them to the blueprint/chassis)
    this is a HUGE issue for me.. as i can't afford to spend money on a blueprint and then the construction of a ship i'm not going to keep because it handles like a dead fish




    The primary weakness of a troll is supposed to be fire..
    So why the hell are they always getting themselves into flame wars??

somerandomuser
Wed Nov 17, 2004 5:33 am
#152

Wow.. lots of stuff tonite.. coming at odd moments while i eat ice cream. sorry about the postcount..

    Looted credit chips
  • only the player making the kill gets the credit chip.. this is pseudo problematic for a couple of reasons.. 1: gunners.. 2: copilots.. 3: operations controllers.. 4: ships doctors (woohoo fire blankets!!).. etc etc.. i can't really think of a viable solution to cover all issues..
    autosplit with everyone who did damage (even if it's based on damage done).. doesn't account for those repairing the ships or the pilot who's flying but isn't able to take a shot..
    autosplit amongst the ship's crew seems ok.. auto-split amongst group could work as well (but would it encourage or discourage group-play??)..




  • The primary weakness of a troll is supposed to be fire..
    So why the hell are they always getting themselves into flame wars??

Firetracker
Wed Nov 17, 2004 7:41 am
#153

Turrets.

The Tie Aggressor turret position is all but useless. It's angle of fire is rear upper quadrant, and it cannot effectively fire directly behind. The very limited movement restricts an already difficuly job - trying to track a target while the fighter pilot swings around violently - even more impossible as you constantly bang up against the "edges".


I would suggest altering the angle of the turret to give 45 degrees up/down at the back rather than 0 down and 90 up (same field of fire but more sensibly oriented). This could be made to look good graphically by tilting the turret to 45 degrees at the rear (this minimises the amount of art/model change required).



Situaltional wareness in Turrets.

Again in the Tie Aggressor, it is impossible to know your actual orientation in relation to the ship except for extreme left and right at the bottom of the arc - where you can just see the tops of the solar panels. During turning and maneuvering it is not possible to see if you are actually turning the turret or have hit the limits of rotation.


I would suggest a light set of HUD crosses (etched on the glass if you will) which are "fixed" to the orientation of the ship. Also an edge graphic to display as you reach the edge of your turret reach (frosted glass effect would be nice but complex - just a grey band appearing right at the edge of movement would be fine).



With MP ships the situational awareness points still stand (though you can see a little more of the ship at lower depressionsto get some idea of where you are).

Kross1
Wed Nov 17, 2004 1:17 pm
#154

Just got me a Firespray and disappointed in the blaster fire it should meet up in the center when u fire them instead of going just straight its really hard to hit something like this

so having the blaster fire on ships with turrets spread apart meet in the center would be very nice.
BrekCoronus
Wed Nov 17, 2004 3:57 pm
#155

Well, my one goal in JTL was to fly a multi-player ship. As pointed out in other threads, though, they are rather fragile. They need a boost, whether it's a flat percentage performance boost to weapons and shields, or just the abilitiy to put a second shield unit into the ship as a "second layer" of protection. They do need a boost in performance to be truly viable, right now they are just a curiosity.



"I may be a smuggler, but it's an honest job."
SigTauShawn
Wed Nov 17, 2004 5:00 pm
#156

Stay on the invulnerable issue.....im still novice pilot...and I'm really frustrated I cant blow anything up.
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