Pilot Archive
Thread: Top 5 Pilot Issues
lycanthropy wrote:my biggest concern is Post-Master content, theres PVP(which needs to get tweaked a bit) but most importantly to me is the fact that we need some duty missions to be able to do for money. cause its been reported that training your master box stops all the ability to pick up duty missions from trainers. Yes i know i could easily land on the ground and do some of my ranger duties, but we have the ability to blow things up in space, and for the rebellion in my case....i should get paid to blow those ties up!
QFE.
I said this during Beta, JTL is loads of fun until master, then you can either participate in 30-minute circular PvP dogfights until you're bored, or...nothing. There isn't even anything to explore and space starts to feel very small. JTL gets old faster than the ground game.
antares
pircio wrote:
1. master pilot mission in kessel - doesn't need explanation
2. progression of rebel ships - z95 to ywing to another ywing? no thanks
3. 7000m to rebel base in dantooine
4. missle payload / damage ratio
5. hud views
1. not ace yet
2. don't whine, we have the same model tie from novice to tier 3 ships. (Tie Light Duty, Tie Fighter, TIe/IN - all look the same, just have more mass)
3. get a better engine, 7km takes a minute at most to get to
4. missiles annoy me
5. hud is fine, except i dont like the group HUD ... looks like it was slapped together in 2 minutes
LaaryLizard wrote:
pircio wrote:
1. master pilot mission in kessel - doesn't need explanation
2. progression of rebel ships - z95 to ywing to another ywing? no thanks
3. 7000m to rebel base in dantooine
4. missle payload / damage ratio
5. hud views
1. not ace yet
2. don't whine, we have the same model tie from novice to tier 3 ships. (Tie Light Duty, Tie Fighter, TIe/IN - all look the same, just have more mass)
3. get a better engine, 7km takes a minute at most to get to
4. missiles annoy me
5. hud is fine, except i dont like the group HUD ... looks like it was slapped together in 2 minutes
Lets keep things civil Lary.
LaryLizard wrote:
pircio wrote:
1. master pilot mission in kessel - doesn't need explanation
2. progression of rebel ships - z95 to ywing to another ywing? no thanks
3. 7000m to rebel base in dantooine
4. missle payload / damage ratio
5. hud views
1. not ace yet
2. don't whine, we have the same model tie from novice to tier 3 ships. (Tie Light Duty, Tie Fighter, TIe/IN - all look the same, just have more mass)
3. get a better engine, 7km takes a minute at most to get to
4. missiles annoy me
5. hud is fine, except i dont like the group HUD ... looks like it was slapped together in 2 minutes
Lary he is refering to the old rebel base actually on dantooine, the POI one with Ackbar in it. One of the rebel trainers is placed here
3D4D wrote:
I know that Smoke posted a thread on our pilot issues, but I want to see what people think are the Top 5 issues. So please post your Top 5 issues and list them in order of Importance.
My Top 5 Pilot Issues:
- Forced PVP in Kessel for Master Pilot (I suggest that Kessel be a Pure PVE zone with the option to declare like any other zone)
- Lack of a Rebel Pilot Helmet (Something to Mirror the Imperial TIE helmet)
- Multiplayer Transport Issues (Could use more armor slots to help them last longer durring combat)
- NPC AI Accuracy (far too accurate, especially on turrets)
- Lack of a Privateer Master Fighter or a Privateer 2 player ship.
Rebels get a helmet upon master
Forced pvp zone for master isnt so bad, if there was a 75% damage reduction in pvp combat in space
- Force PvP for Master - says it all, I know some people say it wouldn't be so bad if they put in damage reductions but that would only help those that want to PvP, not everyone does, how ever the damage does need addressing as well
- Neutral Starships - The masses need addressing a little & they could do with a single person Master Ship as well as a two seater.
- NPC accuracy - Againest a Corvette at the moment for example it nearly always hits, you can't manuver enough to avoid the shots, especialy not in things like the B-Wing, I know their ment to hard to manuver as they are bombers in JTL but there should still be the chance of avoiding the shots.
- Multiplayer ships need the ability to take more damage - Wether it be more armour, or an extra damage reduction.
- Rebel Pilot Helm - I know we get one at Master but a proper one, see-through visor, chin strap, wearable by most speicies is needed. It can't be that hard to put in, one of the current Armour types already works this way.
Also there is the problem of Post-Master content, however I don't find it a major issue yet, I have a feeling theres some in the works.
Obeewana_Doobie wrote:
One of my big beefs is missions spawning to close to one another.While helping a friend last night with the first Tier 3 Privateer mision, we happend upon another transport and another person doing the same style mission. Well, we couldn't tell who the hell we were supposed to attack, so we had to pick a target and shoot and wait for the sound, This is a really lame way to try and tell who's missions are who's. To top it of, the lamer puled a Pirate Trap one out so then there were 3 or more ships adding to the confusion. Then my friend croaks and the mission was lost, all because we couldn't tell who to attack and he getting reamed from behind. It should make keep NPC's engaged in combat red with the user/group red, and unattackable NPC should be a different color. When switching between targets with TAB, it should not acknowledge unattackable NPC's (other peoples mission targets). This has happened to me many times by myself, but it sucks worse when you set aside some space time with a buddy and run into these obstacles and have to start over.
QFE
- I agree totally with this, unattackable NPCs should not be allowed to attack anything but their target (I've had unattackables come after my mission escorts, which is just stupid.)
- Unattackables definately should not be targetable,
- Mission targets should be blatantly obvious to the group.
- Master Content
- Prestige points should mean more
- Some sort of loot drop for the ground game... I'm not talking weapons or armor or krayt tissue, or cuddly/fluffy rug parts. Meaningful stuff similar to the AV-21 component drops on the vette. This would help with issue 2.
- Some sort of point scoring system for sectors. Similar to how the GCW NPC bases were supposed to be. You grab a group of friends, go to a sector and take it over for your faction. It stays that way until the other faction takes it back. (Capture the flag in space).
- Any other form of mini-game to keep masters happy.
- AI is either annoying or stupid...take your pick, either it flies head on, or curves in a graceful arc that makes it really easy to follow. I think they need to choose somewhere in between. If something is on their tail they need to flick one way then the other. If they are head on they should jerk one way then try to curve back to get around on your ass. If they are part of a pair, one should be the bait the other should be the hook.
- Component values have too wide a range. Lower level components overlap the higher level ones, doing a better job for less space. Tier the components better.
- Trainers should be closer to starports in general, someone complained about the rebel trainers... Why are Imperial Inquisition trainers inside an area that needs you to do ground combat to get to it? Admittedly its easy, and I had already done the Emperor's Retreat, but seriously, it doesn't add anything to the game, and the travel time just sucks while your friends wait around for you. WAITING, ALWAYS IT IS WAITING WITH YOU PEOPLE!
- I want to be able to travel to player cities with my ship. Make it so.
Message Edited by Silentwraith21 on 11-08-2004 06:04 PM
Here are my 5 issues:
- Forced PVP in Kessel for Master Pilot
- Multiplayer Transport Issues
- Should be able to have twice the Armor and Shields
- Shouldn't have to master a pilot profession to get a combat capable Muiltiplayer Transport
- Forward locked weapons for the pilot to fire
- NPC AI Accuracy (far too accurate, especially on turrets)
- Lack of ship variety. 2 versions of the Y-wing and 3 versions of a regular TIE makes for a borring grind till you can fly something new.
- Forced PVP in Kessel for Master Pilot
- And for any devs reading please don't forget numbers 1 and 5.
Message Edited by Ke_la on 11-08-2004 10:29 PM
Message Edited by Ke_la on 11-08-2004 10:32 PM
3D4D wrote:
LaryLizard wrote:
also forgot, make helmets wearable by all races
Nice one Lary. I agree that more species need to be able to wear helmets. I would like to see species specific helmets for Wookiees and Inthorians because they have a totally different skeleton. (this would make things easy on the devs.)