Pilot Archive

Thread: PILOT POLL: List your top issue for the new year.

Jacquelyn
Wed Dec 29, 2004 11:22 am
#14

Plasma leak bug on the multiplayer ships. My ship is named (Plasma Leak Bug) until this is fixed.
AnzelVincir
Wed Dec 29, 2004 11:34 am
#15

DOUBLE POST... PLEASE IGNORE. LITHIUM=GARBAGE

Message Edited by AnzelVincir on 12-29-2004 12:41 PM




AnzelZenalXenalXahnAgrippina
TheSkankinSpiv
Wed Dec 29, 2004 11:36 am
#16

Faction points for NPC's in Deep Space or at least a way for privateers to enter while overt.



NEmir Kazer Kal'rakenN
Headman of the Dual Sun Brigands
Master Pirate and Bria's Original Rude Boy

Unofficial Bria Roleplaying Guild Directory Imperial Intelligence Profile: Kazer Kal'raken

"When the going gets wierd, the wierd turn pro." -Hunter S. Thompson

"Rolling, turning, diving, going in again. Run, live to fly, fly to live, do or die. Run, live to fly, fly to live, aces high."-Iron Maiden


NajaPallida
Wed Dec 29, 2004 11:57 am
#17

/struggleIntoFlameResistantSuit


An "increase" of decay rates for Deep Space Combat.... NOT to the levels previously held.... but something higher that arcade-style freebie levels.


I will allways fly overt inKessel (until some dev decides to remove decay from there as well). However, with the current removal of alldecayafter death, I absolutely refuse to fly anywhere in Deep Space.


My philosophy is simple:


If I get popped in PvP, I want to know that, because I was stupid enuf to permit myself to die, that I'll learn, and learn WELL from that error.


/standWithBackInCorner




- "I am not your Papa... I am not here to listen to you whine, moan and groan. I am here to teach you one thing and one thing only... 'How to kill the enemy before he kills you'. Gentlemen, this is NO game! Grab your helmets and hit the tarmac! I want you on the flightline and ready to fly in 20 minutes! MOVE!" -
Coran_Sienar
Wed Dec 29, 2004 12:33 pm
#18

1. Content after Master Pilot. Give us something useful to do with our Prestige Points.

2. Loot. Tier 5 ships in Kessel and Deep Space have no business dropping low level components.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
lund0529
Wed Dec 29, 2004 12:40 pm
#19

Client/Server Out of Sync - Lag


This, I think, is what causes me to drop to zero speed and warp backwards when at high throttle.


It causes my shots to start missing my target unless I stop leading them as much as I should.


Damage becomes erratic at best.


Target movement is very erratic. The lead cursor will move in a 30 degree arc in a fraction of a second making targeting impossible.


The re-sync looks like a lag spike on the client side. I freeze while everything catches up and lose everything I was doing.
quadpers0n
Wed Dec 29, 2004 12:57 pm
#20






NajaPallida wrote:

/struggleIntoFlameResistantSuit


An "increase" of decay rates for Deep Space Combat.... NOT to the levels previously held.... but something higher that arcade-style freebie levels.


I will allways fly overt inKessel (until some dev decides to remove decay from there as well). However, with the current removal of alldecayafter death, I absolutely refuse to fly anywhere in Deep Space.


My philosophy is simple:


If I get popped in PvP, I want to know that, because I was stupid enuf to permit myself to die, that I'll learn, and learn WELL from that error.


/standWithBackInCorner







Then exit deep space and have someone kill you to decay your parts as pennance, don't ask to nerf other player's fun. Accessable and free play is something everyone who flies can enjoy. It boils down to the fact that it is not fun to have to constantly buy new equipment. It shuts the casual gamer completely out of the game and forces them to work harder than they should be able to just to participate. Right now a system has been created that allows the master pilot to load up, get up, fly and have fun in space without penalty save the possibility of having to face another player. It's a breath of fresh air that SWG desperately needed.


The player economy will certainly survive through this kind of innovation, and there certainly are things that can be done to stimulate it in space. Dramatically increased missle strength is just one way, and the playerbase surely can think up others without crushing the casual gamers spirit. Involving the shipwright in a decayless repair process is another way. In the space of a few seconds I've come up with two ways to keep the economy going and casual gamers flying without a monotonous grind or losing equipment that may make it possible to fly their ships with restrictions of finite mass.


In fact, I'd argue this new approach could make it's way to the ground as well, without impacting the player economy negatively. Bonuses to combat should cost the player, equipment to do it should not, or at least not much. Does this perhaps spell the end of the multi million dollar crafter and the one stop shopping mall? Maybe. Maybe that's good for the game though.


My apologizies for the digression...



My #1 issue is lack of a space PVP ranking system, the ground game has it, why not space? Add a kill leader board to the Space Terminal interface. Add a prestige leaderboard for people who only PVE. For extra fun, give the leader of each respective leaderboard a token to display. Be it a sash, different color faction wearable, whatever. Perhaps make it droppable in a house but only wearable by a leader. That way players can display their trophy indefinately, but only wear it out and about if they are the current leader.


My #2 issue would be to increase the variety of ships in deep space and across the game in general. Let's see some MP ships with escorts replace some gunboats or vettes. Perhaps even freighters with escorts, and other SWG cannon ships. Attackable Nebulon B's, attackable/captureable faction bases outside of deep space with tangible faction benefits for doing so. Perhaps docking capability. Perhaps free decayless repair.

Message Edited by quadwh0re on 12-29-2004 12:00 PM



-meeuki


lumpini
ImaTwilek
Wed Dec 29, 2004 2:11 pm
#21

My main issue is the complete lack of the SW feel, with the absence of rebel pilots helmets. Was there no plan to have them when JTL was being produced?



I didn't come here to win, I came here to fight!
Ahazi: Lelan 2 3 4
HanseSOE wrote:
For those who cry nerf...
The technical term for this is "systems balancing", prior to release. After release, it's still balancing, but changes can be considered nerfs or enhancements.
Since you don't have it yet, if you cry nerf, I'll make sure your name is on the list to spew chicken feathers as your characters talk.
DosWindo
Wed Dec 29, 2004 2:43 pm
#22

Don't furget the boosters on the MP Ships...


A way of being alerted to the presence of enemy player ships. "5 red dots, but one of them can kill me in one shot... which one..."


More Ace content. "Rome wasn't built in a day,but it was burnt down in one night..."
Saabotage
Wed Dec 29, 2004 3:16 pm
#23

My main issue is to be able to carry more then a few missiles at a time! expecially space bombs!



br>I would rather be exposed to the inconveniences attending to much Liberty then to those attending too small a degree of it. Thomas Jefferson 1791
Smugglie = Smuggler + Lie
Liberty Or Death
icutyou
Wed Dec 29, 2004 3:24 pm
#24

Are multiplayer ships supposed to be so god awful slow when accelerating/decelerating? I mean come on, I know they're supposed to be a freighter, but it's impossible to slow down properly when it literally takes 30 seconds or more to stop. Seeing as it's not much bigger than a Krayt, shouldn't it be a little more comparable?

Pirate Trap 2 calls tier 1 ships and cannot be called again after the five minute delay/being destroyed.

Turrets are REALLY hard to control the the ship is moving. I've seen many posts before about possibly moving the ship independant from the turret. That way the turret will only be affected when the ship moves beyond the turrets hemisphere of fire.

Can NPCs miss every now and then? It seems no matter how much I juke and jink, dodge and dive, flip and roll, I always get hit. I have one of the best engines I've ever seen, yet I still cannot move fast enough to avoid a shot.

More to come later if I think of anything else.



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Grisbilen
Wed Dec 29, 2004 3:25 pm
#25

Those turreted NPC ships (Nova courier for example) AI on missions, they instantly target the mission holder once he get in range, and you can't really tank them very long. Even if they are getting hosed by other fighters all their guns turn and hit with almost 100% accuracy once mission holder is in range.

Several missions now have been the same way, stay away and let a wingman take out the guns on them as going in there is suicide, like on Imp Storm Squadron Tier 4 Sattelite patrol mission for example.

Now i enjoy a hard mission as everyone else, but i feel that i am exploiting crappy AI just to be able to clear the missions (as tanking two nova couriers at imp 4333 is just not possible as it is now).





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Else-Whira
Wed Dec 29, 2004 3:34 pm
#26

This may sound like a silly one but.... As a twi'lek I can't wear my TIE pilot hats... Either of them. Since I *can* wear a comp helmet can we get a fix in to allow this?

I know people are gonna be mad at me for saying this but.... Assault gunboats... Are they supposed to just sit there letting you shoot them from the blind spot? It seems like they should maybe take evasive action once in a while





Colonel Else Whira - Entertainer and Ace Pilot

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