Pilot Archive

Thread: Upcoming Faction Changes and Pilot Factions...

MonsofoLexius
Tue Feb 15, 2005 6:51 pm
#14

NON-Corro Post




Gruug wrote:

You know, the way the system works today has always been inconsistent. I mean how in the world can you be Rebel or Imperial in space and then turn around and be neutral when on the ground? This just doen't make sense. Once you pick a side either on the ground or in space you have picked a side..period! The Devs are just going to be making the system what it should have been to start with.





Could be easily explained as a trained pilot who does not fightwith the ground forces for whaver reason. But as a player I do agree with ya, Rebel space should mean rebel ground, but thats my personal feelings. I am trying to find out what the pilots here think and how they feel about it.




----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
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Shikkari
Tue Feb 15, 2005 8:10 pm
#15



Saabotage wrote:


Shikkari wrote:


Saabotage wrote:


MonsofoLexius wrote:
Lets talk about it,. I was acually going to start a post in a day or so on this.
New system: Neutral ground Impeiral or Rebel in Space. After the changes go live the pilot would be made a factional player linked to pilot faction. they could go "on leave" But would no longer be true ground Neutral.
Can NPC's pop them to combatant durring scans: Yes (From what I have read so far, but I could be wrong)

Message Edited by MonsofoLexius on 02-15-2005 02:55 PM


They have already stated that "On Leave" would keep you safe from all scans!

I think there should be a time limit for "On Leave", so that way its a temporary thing! Like 1 week and you have to go "renew" it again. Maybe even have to do a quest for keep your status as "On Leave". After all militaries are not known for letting thier people just running off on a whim. Though this is a space game. "The world" is much larger. And i guess the "fun" factor has to be taken into account. just dont think "on leave should be permanent till changed" or why not just be neutral. :-P

ok enough of the " "s.... :-P







"They have already stated that "On Leave" would keep you safe from all scans!"...I dont think that is accurate.

from the SWG home page link for GCW: "This means players who are "On Leave" may become set to "Combatant" due to the scan."

The neutral police forces are loyal to the faction that controls the planet and some will conduct scans of passers by. The police will be searching for contraband such as illegal spices and sliced weapons (regardless of faction) or enemy faction players (Rebel or Imperial) and will fine or attack as appropriate. Running away from a scan will continue to have the same effects (loss of faction). High ranking members of factional armies will be safe from scans if their faction controls that planet.

Players who are scanned by the police run the risk of having their faction exposed if they are in the opposing faction of the one that controls the city. This means players who are "On Leave" may become set to "Combatant" due to the scan. Faction NPCs will then attack the player on sight. Police may also call in more powerful reinforcements should they expose an enemy faction player (Rebel or Imperial) in opposition to the faction controlling the city. Scans will never set a player to "Special Forces" (PvP) status.


Yeah, Finally the Neutrals get content and some contraband scanning fun! Seems like a good thing to me! And I think you said what I said :-P



i'm so confused hehe...anywho so far I think it's a good thing too from what I understand.....but I dont see how they are going to deal with the current pilots who are neutral on ground but reb or imp in space....forcing them to change pilot faction or ground faction doesnt sound good, although personaly I dont care...I'm pure rebel




100% Rebel
4
Life

"I'm just a simple man trying to find my way in the universe"

"So for me, for my mother, my grandmother, my father, my uncle and for the common good, I must now kill you"
Bridgebuilder
Wed Feb 16, 2005 12:42 am
#16


They initially said JTL and SWG would not influence the other, they oved away from that when they efused opposite side to be allowed, although i can understand the opposite sides etc.


you should not be needed to drop a pilot skill to become another. You could level up as neutral, then rebel then imp if you wanted to, but you affilation would decide what skill and ships you where allowed to use.


that we have to drop all skills to be able to change side is silly and mindless, thats the same as sayin if you want to change faction you have to drop all your skills and when you have 250 free skillpoints the recruiter would allow you to change side, or go neutral or whatever your want to do.


They lied to us when they said JTL and SWg would be seperated, not they take it one step further saying you can not change profession or side without dropping 100% of your skills. least in the space so why not on ground as well, it would be a riot but not different.


to put it simple, if i played rebel and want to change to neutral i realise i have to train my neutral flying skills up as well, i have no problems with that, but if i wanted later to go back to rebel i should not have to do it all over again, once is enough.

Message Edited by Bridgebuilder on 02-15-2005 11:48 PM

omadnay
Wed Feb 16, 2005 2:26 am
#17


Saabotage wrote:


SpinningCloud wrote:
The real problem with this is as follows...
You're Rebel in space and Neutral on the ground so this change goes in and now you're automatically Rebel on ground.
Now the way the ground game works is that you can, anytime you choose, switch between Rebel, Imp and neutral without having to grind exp.
BUT, your space faction has to be gained all over again if you want to change your ground faction.
I see this as a bit of a problem...


Could you spell the problem out to me?

ground/space

Neutral/Freelance = Yes

Rebel/Freelance = yes

Imperial/Freelance = yes

Rebel/Rebel = yes

Neutral/Rebel = no

Neutral/Imperial = no

Imp/Imp = yes

They are making it harder to not choose a side, weather you are pvp or pve. By making it harder to not choose a side, you make it easier to get caught up in war. (happens ALOT in the real world)

If you want to be totally PVE and dont want to fight ANY side, you can be Neutral/Freelance, or Rebel/imperial "on leave".

The time for sides to be chosen is at hand! Choose WELL!






I agree that the current/old system of seperating ground and space faction was flawed and I like the new universal factions for space and ground.

The problem is that any Current Ground Neutral that has a Factioned Pilot Profession is going to be turned into a Ground Faction.

Should that player be allowed to choose... either become ground faction or be given equal skills in Neutral Pilot?

Or, as has been suggested, maybe they should do away with having to drop a pilot profession in order to pick up a new one. However, if you're not factioned with that pilot-profession faction, you cannot fly... so you must learn your current faction's pilot profession. (This made sense in my head, but got a bit odd while typing it)

I think the CHANGE of Faction philosophy is good and the right way to go.
I just question if it's fair to make the player automatically become factioned instead of allowing them to switch pilot professions for free.

I can reason it this way though... that neutral player's choice, to fly for a faction, has brought this on for themselves.
The only problem I have with that is the fact that it's a "Player" playing the game by the rules that were made only a few months ago.
Now the Devs decided to make a switch (albeit for the better, in my opinion), but shouldn't the Player get the choice for which part of the equation they want to switch? (Space Faction or Ground Faction)
Give the Player the choice... not the devs deciding for them.
A one time pilot profession swap. A skill for a skill, no strings.

If not that, perhaps the pilot skills do need to be worked out differently.
People do flip from one faction to the other and to and from neutral as well.
With the way pilot professions work and the fact that neutrals can't fly for Rebels or Imperials... A factioned player cannot leave a faction without having to redo his pilot profession (Going Neutral would mean having to drop sapce faction and learn neutral Pilot).

So there are two main issues.
1. The initial conversion with this publish
2. The pilot profession limitations on switching ground factions (Or soon to be Universal Factions).

- Omadda Szool
Kauri

Message Edited by omadnay on 02-16-2005 04:36 AM

Thatguyfubu
Wed Feb 16, 2005 6:46 am
#18

What if you are Rebel on ground and Freelance in space. Will you still be rebel on ground or will they make you neutral?


-Zaran




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


Ramona_Garcia
Wed Feb 16, 2005 7:24 am
#19

Hm... I don't see a problem as long as you can be on leave. After all, provided they keep the insurance and decay the same, the only thing you risk by being factioned on leave and getting scanned is a trip to the cloner, but no decay. You won't be set to pvp ever.


So, who cares?



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
MonsofoLexius
Wed Feb 16, 2005 8:55 am
#20






Thatguyfubu wrote:

What if you are Rebel on ground and Freelance in space. Will you still be rebel on ground or will they make you neutral?


-Zaran







In my understanding no change would occur here.


This is only related to:



  1. Neutral Ground : Rebel Pilot

  2. Neutral Ground : Imperial Pilot

Any opposition to this change? I can see all sorts of issues with allowing a "quick switch". Now we are just talking about going from Rebel/Imperial to Privateer. Just a few off the top of my head



  1. Ships in datapad: I know more then a small percentage would "forget" to undeed thier ships (could be solved by programming forcing them to un-deed prior to switch minus Firespray/Yacht)

  2. Learning to fly: If you have never attempted to fly a certain set of ships, you will be missing a lot of the learning curve.

  3. Reward loot: I imagine no new reward loot would be given (as I would hope)

  4. Basic "Freebee" issue: Personally I am against any time that a "free" master be given. But I can see the agument in this case

Thoughts?




----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Ramona_Garcia
Wed Feb 16, 2005 9:00 am
#21

Again, what are the consequences - actual consequences - of being "on leave"? From what we know, you may get shot at by NPCs after a scan, and may end up cloning, but factional deaths don't give decay. Anything else that affects "on leave" characters?



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
Thatguyfubu
Wed Feb 16, 2005 9:43 am
#22

I made my comments in red.




MonsofoLexius wrote:





Thatguyfubu wrote:

What if you are Rebel on ground and Freelance in space. Will you still be rebel on ground or will they make you neutral?


-Zaran







In my understanding no change would occur here.


This is only related to:



  1. Neutral Ground : Rebel Pilot

  2. Neutral Ground : Imperial Pilot

Any opposition to this change? I can see all sorts of issues with allowing a "quick switch". Now we are just talking about going from Rebel/Imperial to Privateer. Just a few off the top of my head



  1. Ships in datapad: I know more then a small percentage would "forget" to undeed thier ships (could be solved by programming forcing them to un-deed prior to switch minus Firespray/Yacht) I am not really sure forcing them to un-deed but maybe a warning that they should redeed.

  2. Learning to fly: If you have never attempted to fly a certain set of ships, you will be missing a lot of the learning curve. I agree that should need to go up the tree to learn how to fly ships. However I also feel that they should not forget how to fly the ships that they already learned.

  3. Reward loot: I imagine no new reward loot would be given (as I would hope) If you are going up the all trees and doing the missions then I think you should et the rewards.

  4. Basic "Freebee" issue: Personally I am against any time that a "free" master be given. But I can see the agument in this case I agree that going master should not be free. However you do get the master bonus for XP so the grind should go fairly fast. Also added to the fact you would most likely be fighting for the same side and will already know the strength and weaknesses of your enemies. TBH after the first time you get Ace it just gets easier and easier from that point.

Thoughts?







-Zaran




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


1st_Viduus
Wed Feb 16, 2005 10:25 am
#23






MonsofoLexius wrote:





Thatguyfubu wrote:

What if you are Rebel on ground and Freelance in space. Will you still be rebel on ground or will they make you neutral?


-Zaran







In my understanding no change would occur here.


This is only related to:



  1. Neutral Ground : Rebel Pilot

  2. Neutral Ground : Imperial Pilot

Any opposition to this change? I can see all sorts of issues with allowing a "quick switch". Now we are just talking about going from Rebel/Imperial to Privateer. Just a few off the top of my head



  1. Ships in datapad: I know more then a small percentage would "forget" to undeed thier ships (could be solved by programming forcing them to un-deed prior to switch minus Firespray/Yacht)

  2. Learning to fly: If you have never attempted to fly a certain set of ships, you will be missing a lot of the learning curve.

  3. Reward loot: I imagine no new reward loot would be given (as I would hope)

  4. Basic "Freebee" issue: Personally I am against any time that a "free" master be given. But I can see the agument in this case

Thoughts?







You are forgetting, they need to aquire those ships first, and probably, for most, the equipment to re-climb the tree.
A hefty investment.... forced on them.

Game-breaking in'deed'...



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MonsofoLexius
Wed Feb 16, 2005 10:40 am
#24






1st_Viduus wrote:



You are forgetting, they need to aquire those ships first, and probably, for most, the equipment to re-climb the tree.
A hefty investment.... forced on them.

Game-breaking in'deed'...





Best counter argument yet......


NON-Coro post:


I am personally for the changes, but that is the counter point I was looking for, thanks





----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Thatguyfubu
Wed Feb 16, 2005 11:00 am
#25

There really is no clear cut way of doing this now that I think more about it. On one hand you can have them re-grind. Downside is the time it will take and cost. yes some say that you have componets from before you can use them again untill you are cert'd for them again. Also the cost of just buying all the blueprints then paying the chassis dealer to make them chassis again. Then there is the ideathat you can re-invest the skill boxes, thus getting a free master box (no additional master bonus and no rewards). You lose all prestigue points. However you would need to put a warning out to remove componets from ships before switching professions. The pilots would again need to get new blueprints and pay the chassis dealer. There is no real clear cut way about this. However in the grand scheme of things this would not be an issue if SOE did not state that ground and space faction alliance are seperate. That statement is what causes the issue.


Lets look at it from this point of view. SOE has stated that when CURB is released you will be able to re-invest your skill points into different proffessions free of XP. Will people complain that will need to get all new weapons?


-Zaran




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


1st_Viduus
Wed Feb 16, 2005 11:08 am
#26


There's a rather large difference -


First, this isn't a Combat Uprage, it's a faction change going counter to previous statements by SOE as you said.


Second, this is a change that will be forced on the players, not a choice, as per CURB.


Third, weapons are rediculously easy to find and very cheap in the ground game, compared to say someone who paid 1.5 million at only 10 cpu for a Decimator, 1.5m for an Oppressor, and another ship, let's say advanced, for close to a mill, plus the differences in loadouts to the new ships they would need to aquire, plus all the equipment they didn't keep on the way up since it wasn't useful to them anymore, plus all the chassis they may need to regrind the profession entirely. (this may be as few as 2, or as many as 5).


You're looking at probably 4 to5 million.
For someone who just started, HUGE.
For a veteran, possibly not so huge, but a hefty sum just the same.


And truth be told, they probably won't be able to sell any used chassis, at any price, to recoup any of it.

Message Edited by 1st_Viduus on 02-16-2005 01:10 PM



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