Pilot Archive
Thread: Petition: YT for all factions
I, however, want the YT-2000. That would be awsome.
There is something that flashes up on the JTL loading screen that bugs me. Every so often it shows a screen that says Privateer Pilots can start taking Rebel Missions and still fly thier Privateer ships. Is this refering to deep space, or can they go through the rebel pilot missions?
Really, the devs arent going to make the YT available to all. What would be nice would be the ability to master both a factional pilot tree, AND the neutrall pilot tree. Make it so that you can only attempt a mission in the proper factioned ship to keep people from flying a Nova on a low level privateer mission and voila, you would give pilots a new mission without having to give up thier deep space status.
Vegitaa wrote:
Another possible option to help resolve the desire to gain the YT-1300....
You work through and Master Rebel Pilot or Imperial Pilot for that matter I guess.
Then you drop Rebl/Imperial Pilot and run up the Nuetral pilot tree. What would happen at this point is you get your second ace and regain ALL your ship certifications that you held in the past as long as the do not conflict with your ground faction.
Of course I don't mean.. Go up Rebel, drop it, Go up Nuetral, drop it, go up Imp and end up with all ship certs. Only allow one or the other in regards to Reb/Imp but allow nuetral to be mixed with either.
Thats a solution I doubt too many people would cry about.
This proposal is the most sound in this thread. Why should you completely forget how to do something when you learn something else? I can still fire a Dragon anti-tank missile, even though I have since learned quite literally hundreds of things both in the Army and since I got out (five years now). For example, I worked in the nuclear medicine field, and later installing ceramic tile flooring. I can still jump righ back into either job, only having to learn any new regulations for the nuclear medicine job, and possibly a few new products the company would carry, and I no longer work in either field.
Oh well, it's all debate anyways, it would never happen, at least not until the end was near and SOE is grasping at straws to keep a playerbase.
ImpDoc_001 wrote:
This proposal is the most sound in this thread. Why should you completely forget how to do something when you learn something else? I can still fire a Dragon anti-tank missile, even though I have since learned quite literally hundreds of things both in the Army and since I got out (five years now). For example, I worked in the nuclear medicine field, and later installing ceramic tile flooring. I can still jump righ back into either job, only having to learn any new regulations for the nuclear medicine job, and possibly a few new products the company would carry, and I no longer work in either field.
Oh well, it's all debate anyways, it would never happen, at least not until the end was near and SOE is grasping at straws to keep a playerbase.
What you say is true, but this is a game and games have to have rules. I'm sure you understand this, so please don't take offense, but for everyone else that doesn't understand you must remember that this is a role playing game, as a game it must have rules and be balanced, and because you're taking a role then it must have variety in professions, items, combat styles, cultures, etc. Because of this, noone should be able to use every single item there is, be able to use every single attack, etc.
I know how many star wars fans there are in this game, and I too was one of the people arguing that many of the ships belonged in multiple professions back in the days before I got into beta. The devs had the job of making each profession different and yet respectfull of Star Wars, and I for one think that having the YT as a freelance ship is a pretty good compromise neccessary to keep each profession unique. Realizing that some people would still want to be a rebel and fly the YT or some other ship that isn't strictly imperial, they decided to separate ground faction and space faction to some degree as long as it wasn't gamebreaking (like imperial pilot/rebel commando).
I respect everyone's opinion in this thread, as most seem to be very well put together, but I must stress that wanting something to be a certian way doesn't make it right or healthy from a game design perspective.
Thunderbyte wrote:
ImpDoc_001 wrote:
This proposal is the most sound in this thread. Why should you completely forget how to do something when you learn something else? I can still fire a Dragon anti-tank missile, even though I have since learned quite literally hundreds of things both in the Army and since I got out (five years now). For example, I worked in the nuclear medicine field, and later installing ceramic tile flooring. I can still jump righ back into either job, only having to learn any new regulations for the nuclear medicine job, and possibly a few new products the company would carry, and I no longer work in either field.
Oh well, it's all debate anyways, it would never happen, at least not until the end was near and SOE is grasping at straws to keep a playerbase.
What you say is true, but this is a game and games have to have rules. I'm sure you understand this, so please don't take offense, but for everyone else that doesn't understand you must remember that this is a role playing game, as a game it must have rules and be balanced, and because you're taking a role then it must have variety in professions, items, combat styles, cultures, etc. Because of this, noone should be able to use every single item there is, be able to use every single attack, etc.
I know how many star wars fans there are in this game, and I too was one of the people arguing that many of the ships belonged in multiple professions back in the days before I got into beta. The devs had the job of making each profession different and yet respectfull of Star Wars, and I for one think that having the YT as a freelance ship is a pretty good compromise neccessary to keep each profession unique. Realizing that some people would still want to be a rebel and fly the YT or some other ship that isn't strictly imperial, they decided to separate ground faction and space faction to some degree as long as it wasn't gamebreaking (like imperial pilot/rebel commando).
I respect everyone's opinion in this thread, as most seem to be very well put together, but I must stress that wanting something to be a certian way doesn't make it right or healthy from a game design perspective.
Now THAT'S more like it. Both posts are perfect with their points, and don't come off as "I'm right" like many of your posts are.
Now some of you seem to be rather quick to flame me, no suprise after all this is the SWG forum, so I'd expect nothing less. I never, ever, said my OPINION was law, all I tried to do was "argue"(To a certain degree) my point, which I'm perfectly within my rights to do. Typical responses though: "Go Neut if ya want a YT."(That's my whole fecking point, why should I not be able to fly for my beloved Rebels and fly with a ship I love?)
And someone(Sorry forgot your name) mentioned I was saying YT's shouldn't be in-game. You TOTALLY misunderstood my point, I agree totally with whoever mentioned the canon, its RIGHT out of the window in SWG, any real SW fan knows that, and that's fine, I think we've all come to live with that. All I was trying to say was, people were getting so touchy saying, along the lines of, "Only Mercs should be able to fly YT.) so I just put the cold hard truth out there. When it comes down to it, its a game, not real SW, not everything needs to be so structured. And someone mentioned balance, sorry but a /rofl to that. Balance has NEVER been partr of SWG, and never will be as SOE seem too incapable of running a MMORPG.(And I've played a lot, non were as unbalanced as SOME aspects of SWG are.)
/Shrug
Delete post then, all this is post is now is idiots flameing me for actually speaking my mind, and yes with a certain degree of passion!
FightmasterJorak wrote:
Delete post then, all this is post is now is idiots flameing me for actually speaking my mind,
Herein lay the problem. Your original post requested reasons why you shouldn't have what you want, and several reasonable people gave them to you. Tried to clear up some misconceptions you have about the Rebel organization, etc. No one really flamed you, and certainly no one deserves to be called an idiot. You've become EXACTLY what you requested people not be in this thread. W're not closed minded, we just don't see any major flaws in the Pilot structure system as it is.
Most of us have said, that if there weren't a reasonable way for you to fly a YT and be a Rebel, we'd agree with you. However there is a perfectly reasonable and logical way to be exactly that. What you really want is to be a member of the Alliance Fleet and fly any ship you please, and sorry, but it just...doesn't...cut it. Even in the Alliance, at the levels of rank and power we as players are allowed to attain, there isnt as much autonomy as you claim. Yes the Alliance recruited bush pilots, smugglers, hotshots, etc. but they took them and molded them into their structure and organization. They gave them high end equipment and got back miracles. They didn't let their pilots fly as they wished and pick up any old ship they liked. There were certain exceptions, but honestly we're not exception worthy. Even the Black Sheep Squadron and the Tuskeegee Airmen in WWII still flew US fighter planes.
Start thinking of yourself more like Wedge, and less like Luke (in the movies, not any books you may have read) and you'll begin to have a better feel for our place in the Galaxy.
If you want a privateer ship be a privateer, rebel on ground privateer in space is possible you know.
In fact the firespray should also be privateer only.
Shadowbreed2 wrote:
In fact the firespray should also be privateer only.