Pilot Archive

Thread: Pilot Issues Thread (updated 3/03)

FrankLee
Mon Feb 28, 2005 8:06 pm
#79

Wish I could help you with the other points, I share your aggravation.



FrankLee
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CPark
Tue Mar 01, 2005 1:01 am
#80

I'd like to see some Space UI changes.

o I'd like to see a permanent, accurate on-screen display of system status showing:
1) The min/max damage of the weapons taking into account droid programs and current damage to the weapon
2) The number of missiles left in the launcher (It my be there somewhere but I can't find it )
The current pop-out status display doesn't provide "at a glance" status like a graphic would -- and it doesn't provide much of the needed information.

o I don't have the shield balancing droid programs but if their changes to front/back balance don't show on the shield display they should. That would help when trying to keep track of them in the heat of battle.

o A "time to next droid command" countdown bar would help when you are deciding if you should fight or fly based on the damage you are taking and the help you could get from the next droid command -- like capacitor/shield shunt.

o One of the radar options incorporates capacitor and throttle information. While I don't like the "thickness" or colors of the display I do like the idea of shield, armor, throttle, and capacitor energy displayed in a HUD that is "light", sizeable, and sticks to the targeting reticle in the center of the screen. Perhaps that could be an option that leaves the radar "pure" and consolidates the status information in the center HUD.

o As far as I can tell the in-space ship component display can't be resized. Why does it have to be full screen? Most of the space is unused and you can't keep track of what's going on around you while it obscures your view.

o I'd like an ability to right click on the on-screen waypoint list and get a radial menu option to autopilot to the highlighted waypoint. Now you have to bring up the waypoint screen, locate the icon, right-click and select autopilot, then put away the screen.

o I'd like to be able to change the color of the on-screen waypoint triangles. When there are many in the same area it's very hard to pick out the right one. You have to match the distance to the waypoint list.

o Changing the /waypoint command to allow for a waypoint name would be helpful when trying to find your way back to a place in space. So "/waypoint \#ff0000\died-here" would create a waypoint with the red letters "died-here".

o Adding a /gwaypoint command with the same syntax as above that would be sent to all the people in your group would be very useful in coordinating attacks and rendezvousing.

o And a bit off topic -- what does the display option of the light, resizeable circle overlaid on the screen do? I feel kind of dumb not knowing how to use it

Message Edited by CPark on 02-28-2005 03:11 PM

MonsofoLexius
Tue Mar 01, 2005 11:43 am
#81






CPark wrote:
FrankLee -- many thanks for that -- I've seen those numbers and never made the connection. That's great! Now if I could just get them to stay where I put them -- they seem to reset to the center bottom of my display by the chat windows!






Ya I redid my chat boxes to leave that little area open...


A few parts the ship UI reset to standard location on every launch




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Sar-larid
Wed Mar 02, 2005 1:12 am
#82


Dathomir Hyperspace Points mixed up for a lot of people?


Whenever I hyperspace to what the game says is "Dathomir's Vitality", that's where I end up.


But I also end up at that location if I try to hyperspace to "Emperor's Hand".


When agreeing to meet at Dathomir's Vitality, My guildmates end up at what is "Emperor's Hand" according to the POI tab, though they specifically state they picked Dathomir's Vitality as their destination.


This happens to me both when using the menu or using a hyperspace macro.



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
KaiRan
Thu Mar 03, 2005 7:38 am
#83

GCW- If we have 2 tiers on the ground (combatant and Special Forces), why dont we have 2 tiers in space?



jnoh | master smuggler + master pilot | starsider
If you don't want me to "play the forums," then I suggest you make time playing the game more rewarding and less repetitive than "playing" here!
READ THIS before telling me I cannot complain about Smuggler
GOT SMUGGLING? - I AM STILL NOT A SMUGGLER - GOT SPICE?
Tionne
Thu Mar 03, 2005 10:00 am
#84

I'm using the "Reload" rebel pilot skill today in my trusty Ywing =)


I have a chaff launcher, a concussion missle launcher, and an image-rec missle launcher.


I call the reload ship, and heonly reloads the chaff, nothing else. I call him back and he says that their sensor show I have no weapons they can load.


Uh, I have two empty missle launchers . . .


This happen to everyone?
SheenaBrelya
Thu Mar 03, 2005 11:49 pm
#85

Very nice layout with the new version (3/3/05).

I'm afraid I haven't looked for a previous report, but one of the things I noticed (again) is that the radar has a problem where it moves the blip to the outside edge of the display when the target is directly in front of me. I don't know that it happens with every target whenever it is in front, but it is so regular that I almost expect it now.

Shona
VemaGara
Fri Mar 04, 2005 10:21 am
#86

Can we get this added?

All Tier advancement missions don't work correctly. For example, in the RSF Camdo Sun mission, your support ships do not help you in the second leg, and all the opposition ships target the mission holder and only the mission holder. There are other buggy missions as well. This bugginess raises the difficulty of the missions, sometimes making them far harder than designed.

These missions must work flawlessly or players find themselves gated.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
CaileSathinor
Sat Mar 05, 2005 6:17 pm
#87

Chassis dealers still not buying level 10 equipment for prices in line with other levels. I.e. Level 5 sells for 5k, 6 for 6k, 10 for 500.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
KaiRan
Tue Mar 08, 2005 9:10 am
#88

My biggest right now would be allowing Neutral pilots to enter deep space overt.


Currently, the station tells you "You dont have the required 30000 prestige points", even if you have well over the needed prestige. (14 million+ in my case)


An alternative would be to label Neutral pilots as "Overt" for faction point purposes when entering Deep Space.



jnoh | master smuggler + master pilot | starsider
If you don't want me to "play the forums," then I suggest you make time playing the game more rewarding and less repetitive than "playing" here!
READ THIS before telling me I cannot complain about Smuggler
GOT SMUGGLING? - I AM STILL NOT A SMUGGLER - GOT SPICE?
Tumbler2002
Tue Mar 08, 2005 9:25 am
#89

Great summary of the problems. Kudos for keeping this updated.
lund0529
Tue Mar 08, 2005 9:36 am
#90

1) MP Ships should use a different class of gear, or at least more of it. 6 pilots in a MP ship are far less effective than in their own fighters.
2) Lag/Out of Sync results in rubberbanding (speed drops to zero), erratic moving (drunken bees) and unhittable targets, and frequent freeze-frame play.
3) /launchmissile command
4) /ptrap1 and /ptrap2 virtually worthless. Creates only Tier 1 ships, and they are aggro on everything. They also do not work a second time when you're ready for your next command.
5) Privateer pilots cannot earn FPs in deep space.
Satch_of_GL
Wed Mar 09, 2005 1:03 am
#91

The /launchmissile command should have a short timer put on it so it can't be used to spam space, but DON'T get rid of it. It's too valuable in marking a common target and scaring the crap out of a newbie ace in PVP land.



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