Pilot Archive
Thread: Pilot Issues Thread (updated 3/03)
RufiusMcGee
Fri Feb 18, 2005 6:36 am
#53
Sorry about the tripple post. Not sure exactly what happened. Wish I could edit/delete.
4 Ground/Space integration. Star wars galaxy has been a spacefaring civilization for a LONG time it should be integrated into every profession.
riotcontrol
Fri Feb 18, 2005 8:25 am
#54
Still my issue #1:
Nothing in space accomodates players who want to PvP as, for example, a Hutt Privateer pilot (in other words, a pirate) anymore. It was possible in a really great and 'starwarsy' space zone like Kessel.
The lack of a free-for-all PvP zone in space since the Kessel change is a pretty important issue as there is very little to do in space for a Master Pilot of the Privateer persuasion who is not into GCW-based 'faction-grinding'.
Kessel was the only space PvP zone where each space faction (RSF, CorSec, Hutt, Imperial or Rebel) could attack any other faction. Deep Space is a GCW PvP zone where you must choose a side (Imperial or Rebel), and even if you choose a side as a Privateer who is a member of a 'ground' GCW faction, there is the dreaded 'Deep Space bug', completely messing up your enemy flags when you next enter Kessel.
Nothing in space accomodates players who want to PvP as, for example, a Hutt Privateer pilot (in other words, a pirate) anymore. It was possible in a really great and 'starwarsy' space zone like Kessel.
The lack of a free-for-all PvP zone in space since the Kessel change is a pretty important issue as there is very little to do in space for a Master Pilot of the Privateer persuasion who is not into GCW-based 'faction-grinding'.
Kessel was the only space PvP zone where each space faction (RSF, CorSec, Hutt, Imperial or Rebel) could attack any other faction. Deep Space is a GCW PvP zone where you must choose a side (Imperial or Rebel), and even if you choose a side as a Privateer who is a member of a 'ground' GCW faction, there is the dreaded 'Deep Space bug', completely messing up your enemy flags when you next enter Kessel.
Vysesan
Fri Feb 18, 2005 7:36 pm
#55
1.More content (went to the POI: Canyon today to see if it was the canyon run that han solo mentioned. but there was nothing there.)
2.Mining, new mining ships that don't have much manuverability or firepower, can harvest ores from asteriods
(could make this interesting, mayby these player ships could be attackable and the people in the mining ships party could retaliate,or the best mining in deep space. so the miner might have to recruit escort pilots for protection)
3. Random cargo ships should be lootable you see a ship has computer componants, when you loot them you should have them, not just dissappear into thin air.
4. more ships in general.
5. player town starports *drool* (In every SW film they land where they want. why cant we.)
6. Make space matter,
7. make space larger
2.Mining, new mining ships that don't have much manuverability or firepower, can harvest ores from asteriods
(could make this interesting, mayby these player ships could be attackable and the people in the mining ships party could retaliate,or the best mining in deep space. so the miner might have to recruit escort pilots for protection)
3. Random cargo ships should be lootable you see a ship has computer componants, when you loot them you should have them, not just dissappear into thin air.
4. more ships in general.
5. player town starports *drool* (In every SW film they land where they want. why cant we.)
6. Make space matter,
7. make space larger
macnider123123
Sat Feb 19, 2005 1:19 am
#56
1. No wearable Ace rewards for Wookiees or Ithorians.
2. Disabling and docking with freighters yeilds no loot, even when they do contain something upon inspection. There is a splash screen that explicitly encourages you to raid freighers.
3. MP ships are WEAK. There's no way that a single fighter should be able to take out an MP ship with a full crew.
4. You can bypass the tier 4 exit quests (once you're 4444) simply by talking to the Ace trainer.
5. There is very little correlation between the tier of ship killed and the level of components that it drops. ie. why should I be getting lvl 3 loot from tier 5 ships in deep space, and lvl 8 loot from tier 3 ships near Lok?
2. Disabling and docking with freighters yeilds no loot, even when they do contain something upon inspection. There is a splash screen that explicitly encourages you to raid freighers.
3. MP ships are WEAK. There's no way that a single fighter should be able to take out an MP ship with a full crew.
4. You can bypass the tier 4 exit quests (once you're 4444) simply by talking to the Ace trainer.
5. There is very little correlation between the tier of ship killed and the level of components that it drops. ie. why should I be getting lvl 3 loot from tier 5 ships in deep space, and lvl 8 loot from tier 3 ships near Lok?
MonsofoLexius
Sat Feb 19, 2005 3:11 pm
#57
I got it, its on there and conected to any WO3 fix/change, can we move on?
Eaca wrote:
Ok I know at least 3 rebel pilots on Flurry that have exploited shields. I can tell when I'm using my guns that hit for around 3600 MIN damage after Vs Shield modifier and WO2 (not 3) barely manage to penetrate thier shields and armor after one solid hit. Honestly something needs to be done about these 50% bigger than designed shields before anything is done to reduce PvP damage or fix WO3, because lets face it, most people NEED WO3 in order to be able to reliably get thru these shields. Esp imps, since it was rebel programs that let these abominations be made, the rebels have much more ready access to these bugged shields.
efreesky
Sun Feb 20, 2005 6:26 am
#58
I know this has been covered hundreds of times, but just to keep the issue alive:
- Storm Squadron Tier 3 Mission 1 Is Way Too Difficult
Mission Details -
1. Transport Escort: Must remain close to and protect transport until it arrives as destination. RebelForces - X / Y-Wings (normally 5), Tier 3s, approx 7 waves. This was the single longest segment that could be confirmed (minimum 30 mins)
2. Capture Transport: Disable, capture, and protecttransport: Rebel Forces - A / B-Wings (normally 4), Tier 4s, 3 or 4 waves.
3. Transport Rescue: Dock with, thenescort transport: Rebel Forces - A / B / X-Wings (approx 4 - 5). Tier 4s, multiple waves.
4. Advanced Recon Fighter: Disable, then dock with Rebel A-Wing Adv Recon Fighter. Rebel Forces - A / B / X-Wings (approx 4), Tier 4s, approx 3 waves (appeared after docking with Recon Fighter).
5. Deliver Encrypted Data: Unknown; Assume Survival. Rebel Forces - A-Wings, Tier 4s (perhaps Tier 5s - at least 1 Tier 5 fighter in area). Lost count of number per wave and waves total, but they do seem to generate rather quickly.
I know that numerous posts have pointed out that a player is stuck with the TIE/In for this mission, myself included. That is not enough of a ship for any person to survive in, especially when it goes up to Tier 4 A-Wings. I've personally gotten up to Mission 5 twice, the last being accompanied by two experienced players in TIE Defenders. Also note that starship pilot XP caps at 200,000 until this mission is complete and no training up is possible until this mission is complete.
Every player I have spoken to concurs that this is way too much. I do hope the devs look into modifying it. The consensus seems to be breaking it up into individual missions, or at least allowing the player to gain access to a Tier 3 ship prior to getting to this point.
Hope this helps.
E. Freesky
Message Edited by efreesky on 02-20-2005 05:49 AM
MasterSad
Sun Feb 20, 2005 8:55 am
#59
One of the issues for me is the max PYR speed limitations on ship chassis. While on chassis those limits start from around 100 none of the existing engines are that close to such high PYR parameters which makes not much maneuverability differences among ship chassis. Besides, heavy engines have higher PYR values which can allow big and heavy ships outmaneuver smaller (and which supposed to be faster) ships. Same concerns engine speed.
shfire
Sun Feb 20, 2005 11:50 am
#60
Players in turrets are currently able to set droid commands. I've tested and confirmed this in my YT and Krayt, but once this happens the Pilot(2 person ships) and co-piot completely loose the ability to issue droid commands or use pilot commands untill the ship is landed.
PhatMadness
Mon Feb 21, 2005 3:56 pm
#61
Game Mechanics
1. Fix weapon overload III (much as I love it its out of balance
)
2. MP ships have to be stronger, Eaca's SDI, or extra armor/shield slots would be fine.
3. Warning when being targeted by another player (i.e. a system messsage similar to "incoming missile" showing onscreen.)
4.Increase in damage output\spawns (groups instead of singles) of Corvettes in Deep Space. They are easily soloable now by all pilot profs (I've done it in Kessel with Reb and Imp) We should be punished severely for even a small error when tackling these ships, after all, its a single fighter against a capital cruiser!
Cosmetics/Content
1. Fix the B-Wing s-foils! Also a 're-tweak' of this chassis' performance is in order IMO. Excluding the s-foil issue, the ship handles terribly, accelerates/decelerates terribly, and has terrible weapon convergence as well...
2. Master pilots should be able to spend 'prestige points' to purchase lower level chassis that have a higher mass! Aesthetics are a big part of space and some of us have a ship that we love but is simply not viable after the tier you acquire it in (i.e. standard TIE fighter, Scyk and Z95 Headhunter in particular) all of these chassis are excellent in terms of handling and look, but they cannot be used for high level content. Bogus!
3. I don't know if this issue applies to everyone or just me, but when I die in JtL, and respawn at nearest station, my cockpit frame view is always gone. I have to go into options, misc, and re-enable it everytime, a small thing but very annoying.
4.Boarding missions!! There have been multiple threads about this, and I dont see how implementation would be so difficult...
1. Fix weapon overload III (much as I love it its out of balance
2. MP ships have to be stronger, Eaca's SDI, or extra armor/shield slots would be fine.
3. Warning when being targeted by another player (i.e. a system messsage similar to "incoming missile" showing onscreen.)
4.Increase in damage output\spawns (groups instead of singles) of Corvettes in Deep Space. They are easily soloable now by all pilot profs (I've done it in Kessel with Reb and Imp) We should be punished severely for even a small error when tackling these ships, after all, its a single fighter against a capital cruiser!
Cosmetics/Content
1. Fix the B-Wing s-foils! Also a 're-tweak' of this chassis' performance is in order IMO. Excluding the s-foil issue, the ship handles terribly, accelerates/decelerates terribly, and has terrible weapon convergence as well...
2. Master pilots should be able to spend 'prestige points' to purchase lower level chassis that have a higher mass! Aesthetics are a big part of space and some of us have a ship that we love but is simply not viable after the tier you acquire it in (i.e. standard TIE fighter, Scyk and Z95 Headhunter in particular) all of these chassis are excellent in terms of handling and look, but they cannot be used for high level content. Bogus!
3. I don't know if this issue applies to everyone or just me, but when I die in JtL, and respawn at nearest station, my cockpit frame view is always gone. I have to go into options, misc, and re-enable it everytime, a small thing but very annoying.
4.Boarding missions!! There have been multiple threads about this, and I dont see how implementation would be so difficult...
Rishathra
Mon Feb 21, 2005 6:19 pm
#62
This is a minor one, but I haven't seen anyone mention it so I will throw it in there. I think many pilots would appreciate some sort of system message or alert when they are given the unique pieces of loot from completing story missions. They are valuable, but their value is often noticed only by those with a practiced eye who know enough about reverse engineering to see it. I personally ended up selling half of my reward equipment - like the shield, doh! - because I wasn't aware of the extent that REing can have on a component at the time.
Zanholo
Mon Feb 21, 2005 7:26 pm
#63
Well the numbering presented a color challenge...but this is my take on your list, in my own vision of priority:
- -- Post Master Content & Group Missions (scaled based on group size)
- -- YT, Decimator, Nova (shields/armor are the issue to me, k.i.s.s w/ ship-based modifier and possibly second set of each)
- -- Droid Stuff (WO3 specificly) (Fix the quirky mechanics of FC/Astromechs eating chips/not updating newly committed programs/randomly unequiping themselves from ships)
- -- Fix Perma-Overt bug for Freelancers after leaving DS (effects Kessel neutrality till redeeding)
- -- Add Open PVP sector(s) that operate like Kessel used to; anyone can enter (maybe add some tier requirements so newbs don't get ruined), no declaring needed, you fight any squad/faction with which you are not alligned. I want a squad of CorSec that take on all comers!
- -- Mission Length/Corvette Master Mission timer.
- -- Group WP's
- -- Grouping - Allow "wings" within groups - different color designation (brackets) for different wings. (stolen from another poster, brilliant!)
- -- Ground to Space links/missions
-
-- Dummy Missile Launch spamming - -- 3rd missile Slot for YT (can we get a window or three while you're at it? 1 in each of the 3 main rooms?)
- -- More Ships
- -- PvP, Change it? Leave as is? (don't change anything until WO3 is fixed AND MP ships are viable or you'll just have to change it again)
FrankLee
Tue Feb 22, 2005 6:14 pm
#65
The majority really disliked the trading of pilot xp for FS exp? That suprises me, honestly. Having a Jedi already, I find that when I'm not grinding, I fly. I enjoy flying, it was a gigantic improvement to the game. I'd love to see some use for pilot exp (prestige, now at master) and FS seemed like a simple investment code-wise. I would probably re-choose my FS skills, and (*gasp*) might actually enjoy earning the exp to do so this time around.
MP ships: Totally agree that the YT doesn't compare to a well-stocked Krayt. As far as a grouped play experience, flying my YT with a crew this weekend was hands-down one of the most 'Star Wars' things I've done since I bought this game. Good times indeed! Unfortunately, I went back and soloed in minutes what took an hour with the YT. My Krayt, even with only a pilot (no gunner) does more damage than my YT. My YT _would_ do droid commands faster, and have better shields... but I had to keep hopping out of the pilot's chair to execute the droid commands; my copilot/gunner was getting error messages when trying to shunt the capacitor over for shields.
Loot: Also agreed with some posters that loot needs to scale appropriately with targets. Looting cert8 stuff from tier2 enemies is odd. Looting cert1 stuff from tier5 enemies is annoying. They also need to make use of the /dock command when allowing a looting check, or when receiving items from freighters. It seems like a few pretty simple fix to make piracy a profitable business choice.
New areas: Well, not really. You could really make some waves by making an instanced 'boarding party' with a MP vessel and a large enough freighter. Another easy area would be an asteroid or installation. Instance them and we could have near-endless content. I'd love to assemble a party, load them on my YT, and try to board a 'vette by fighting down the crew. Or land in a space-slug's belly, even if all I can fight in there is a mynock. Things could really take off with a few bazaar vendors in space-stations, especially if the restricted vendors and galaxy-wide vendors improvements come to pass... imagine a law-free, limited access vendor on a seedy spacestation. The criminal's dream! Of course, you could tie in 'zones of control' for the GCW by actually having attackable GCW targets in space, and have them count towards the overall control metrics.
MP ships: Totally agree that the YT doesn't compare to a well-stocked Krayt. As far as a grouped play experience, flying my YT with a crew this weekend was hands-down one of the most 'Star Wars' things I've done since I bought this game. Good times indeed! Unfortunately, I went back and soloed in minutes what took an hour with the YT. My Krayt, even with only a pilot (no gunner) does more damage than my YT. My YT _would_ do droid commands faster, and have better shields... but I had to keep hopping out of the pilot's chair to execute the droid commands; my copilot/gunner was getting error messages when trying to shunt the capacitor over for shields.
Loot: Also agreed with some posters that loot needs to scale appropriately with targets. Looting cert8 stuff from tier2 enemies is odd. Looting cert1 stuff from tier5 enemies is annoying. They also need to make use of the /dock command when allowing a looting check, or when receiving items from freighters. It seems like a few pretty simple fix to make piracy a profitable business choice.
New areas: Well, not really. You could really make some waves by making an instanced 'boarding party' with a MP vessel and a large enough freighter. Another easy area would be an asteroid or installation. Instance them and we could have near-endless content. I'd love to assemble a party, load them on my YT, and try to board a 'vette by fighting down the crew. Or land in a space-slug's belly, even if all I can fight in there is a mynock. Things could really take off with a few bazaar vendors in space-stations, especially if the restricted vendors and galaxy-wide vendors improvements come to pass... imagine a law-free, limited access vendor on a seedy spacestation. The criminal's dream! Of course, you could tie in 'zones of control' for the GCW by actually having attackable GCW targets in space, and have them count towards the overall control metrics.