Pilot Archive

Thread: Top 5 Pilot Issues

3D4D
Mon Nov 08, 2004 11:53 am
#14

bump



/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
antares_Kauri
Mon Nov 08, 2004 2:18 pm
#15



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



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
LaryLizard
Mon Nov 08, 2004 2:19 pm
#16






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




____________________________________
Inquisitor Lary Warr
Ace Pilot, Imperial Inquisition
Force Sensitive TKM/Doc - Feeding his hatred since 2003
Winnebagobah
Mon Nov 08, 2004 2:29 pm
#17




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.

rrdwaveslr
Mon Nov 08, 2004 3:22 pm
#18






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



Cnotiwan
Mon Nov 08, 2004 3:33 pm
#19






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:


  1. 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)

  2. Lack of a Rebel Pilot Helmet (Something to Mirror the Imperial TIE helmet)

  3. Multiplayer Transport Issues (Could use more armor slots to help them last longer durring combat)

  4. NPC AI Accuracy (far too accurate, especially on turrets)

  5. 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





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10000011110100011111000000111101111
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1110100100000100

Mankind00
Mon Nov 08, 2004 4:05 pm
#20

Ok heres mine:



  1. 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

  2. Neutral Starships - The masses need addressing a little & they could do with a single person Master Ship as well as a two seater.

  3. 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.

  4. Multiplayer ships need the ability to take more damage - Wether it be more armour, or an extra damage reduction.

  5. 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.




___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


ToranTT
Mon Nov 08, 2004 6:09 pm
#21






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.

My issues:



  1. 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.

  2. 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.

  3. 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.

  4. 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!

  5. I want to be able to travel to player cities with my ship. Make it so.





Aeroun Sunflier
Master Musician
Master Teräs Käsi
Imperial TIE Pilot
Silentwraith21
Mon Nov 08, 2004 6:57 pm
#22


My top 5 issues


1. Mass, Privateers can only use level 10 equip on their multipassanger ships, fittinga lvl 10 piece of equip on a single player ship with any other decent equipment is next to impossilbe. it's actually pretty dificult to fit two pieces of lvl 8 equipemnt on a single player shipship. It seemed to work alot better before they changed the mass in beta. im sure this problem is relativily the same across the board.


2. Crafted Items suchs as engines, capacitors, reactors are no match for looted componets. i have seen some looted reactors with anengery output in the 30k range, there is literaly no way for a Shipwright to match that. capacitors and engines seem to be same way. try to mach a level 2 looted cap. with 900+ energy and a 30+ recharge to anything crafting and your going to run into mass issues. if you can even do it in the first place.


3. Imp. bomber strike, it takes two imp ships to do the master quest. they just sit at 2km and call bomber strikes tillall the vette defences are down. where as you need a siginificant force of Rebel pilotsand neutral pilotsdepending depending on factions to acomplish the task.


4. Multi-player ships are weak in PVP and only slightly better in PVE. with a 5 mil. mass you shouold be able to fit redundant systems in for almost every primary system in the ship. secondary capacitors ora singlecap. for each wepon would be nice. shields as well should have a primary and secondary unit. and the YT seems to be missing some interiorspace match the movie feel. it just does not seem big enough.


5. Content, stactic objects. even an astroid field like the one in the movies with places where you can hide your ship from the enemy or even just to explore would be nice.





Message Edited by Silentwraith21 on 11-08-2004 06:04 PM



Silentwraith

wanna be master miner
Winnebagobah
Mon Nov 08, 2004 9:33 pm
#23

Here are my 5 issues:




  1. Forced PVP in Kessel for Master Pilot
  2. 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

  3. NPC AI Accuracy (far too accurate, especially on turrets)
  4. 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.

  5. Forced PVP in Kessel for Master Pilot

  6. And for any devs reading please don't forget numbers 1 and 5.
Ke_la
Mon Nov 08, 2004 11:22 pm
#24



the problem with Priveteer is that they get to many lower Tier ships. They should move one or more of them up and give a comerate incress in its ablities.


**Edit start**


1. Forced PvP to Master

2. Forced PvP to Master

3. Multplayer ships should have Double Suport/defence componants, (shields, Caps, armor etc.)

4. MultyPlayer Ships(not 2 player) should have the ablity to lock one of there guns Forward. or have a Forward Mounted GUn

5. Added Ships for the Future... Uglies(read the Rogue/Wrath Squad books for info on this) and make them univercial Ships. I would love to Fly a Twelek DeathSeed or even a Die-Wing once.

Message Edited by Ke_la on 11-08-2004 10:29 PM

Message Edited by Ke_la on 11-08-2004 10:32 PM




Ke'la Korian, Waylon Korien, Me'na Korien
Ke'la is a Master Rifleman/retireing Ranger and Waylon is an ID/DE
Me'na is the mayor of the City of Obalisic
"Have fun storming the castle". -- Miracle Max
"I knew it I am surrounded by %##@&!$# " -- Dark Helmet
"I am not Dead yet!" -- Guy from Holy Grail

Obeewana_Doobie
Tue Nov 09, 2004 1:01 am
#25

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.





I am an SOE customer, now only if they'd treat me as one...hell, I'd be happy if they treated me like a McDonald's customer.
Skybo
Tue Nov 09, 2004 1:47 am
#26






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.)






Not just wookiees and Ilthorians, but also look at the helmets on the Mon Calamarians and the Twileks... some pretty weird shapes and massive re-designing there.


It can be done. hell, it's just pixels, and can be arranged in any manner.





Whyizzderzomennymororzzezzazzezdenderizorzez?

Skybo Sadar, Lieutenant Colonel, Rebel Alliance, X-Wing Alliance Guild
Master Combat Medic/Master Doctor/Master Medic
Home of the Norman P. Bates Motel & Museum!
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