Pilot Archive
Thread: JTL Pilot issues list, version 1.04
Unable to equip either the Rebel Ace Jacket or the Rebel Ace Flight Helmet (Alliance Ace Pilot rewards). Given the error messages "You cannot equip this item because you are not a Neutral Pilot" and "You cannot equip this item", respectively. My character is a Twi'lek female, and I'm not sure how much race and gender are affecting these wearables.
Well honestly, I would hate to see JtL end up like the ground game with Composite armor. I would like to see people even though they are master using a Dunelizard or a Kimogilla ship. That way when we are master, everyone and there mother wouldnt be flying the exact same ship. I hate the fact that if you go anywhere in the ground game, all you ever see is Composite armor. Because they have made it very clear what armor is the best, they are making it very clear what ships are the best. This disturbs me. SOE should have learned from that mistake already. It drags the game down if all you see are exact clones of the same armor or ship. These are the visual experiences that we recieve. Face it, mostly everyone will use the best if they can, and in that case it will be either the tier 4 or master level box ships. I don't like the fact that all ships in the tier 1-3 boxes are just there to grind up to the best. It would even be great to see people flying around in a Syck at master level. Maybe the solution for this is at Master level, there is an Advanced version certification for all the ships, and shipwrights could make all these advanced versions, that make them useful as a master.
Maybe something like the way Bio-Engineer can make a CL10 Bantha and also make a CL50 bantha if they used the correct DNA. Some kind of experimentation like that would work. That wayit wouldnt be based on the actual chassis as much as the Skill level that the ship has been experimented up to.
I have run about 40 tests and have not ever been able to get the incoming pirates (scavnegers) to aggro on my target.
100% of the time they aggro on me first.
Also loot drop seems to be out of whack on these.
Edit: i have got this command to work on 5 occasions where they didnt attack me right away, also they have gone from dropping uber loot to no loot at all.
Message Edited by lokidevil on 11-09-2004 03:27 AM
Maitreya-Cirdan wrote:
i reached imperial ace a few weeks ago and have been playing with droid programs and loadout on my decimator to try to get engine overload4/weapon overload 4 to actually work. at this time i am using a 19.5k regen reactor with 11k load and 55.5 recharge capacitor. when i use engine overload 3 and/or weapon overload 3 the ship functions perfectly but the application of either level 4 commands causes the problems.
with engine overload 4 the ship merely shorts out after applying even an additionallow level command... fora markV reactor this should not be happening as this is the best regen i have seen. i do not believe that engine overload 4 is actually bugged, but consumes too much energy for it to actually be utilized in any ship as a 60k mass reactor cannot easily handle it. when i do get the command to function the ship will fly an additional 78 speed over what it would fly with engine overload 3 (with a 95.5 top speed engine), meaning that if the command was not so draining it would not be worth using even then.
weapon overload 4 is just broken. after installing turrets and missles and such using weapon overload3 will allow me to fire all weapons non-stop without draining my capacitor. with weapon overload 4, however, my capactior not only does notregen as fast but drains FASTER than it does without the program running. after removing all that is wanted from my decimator (including only one gun, no missles or any additional load on my reactor,dropping to 7k) and only runningweapon overload 4 itwill not fail or disable my subcomponents in the overview, but will still drain the capacitor faster than without the program running with NO regen after the capacitor is drained. i can still move... that is, until i use engine overload 4.
...even with a 5million mass ship weapon overload 4 and/or engine overload 4 cannot be implemented.
Thats exactly what happened to me.
Ship got fried with Weapon Override4
NasherUK wrote:
The thing thats really bugging me at the moment is the decay on chassis, why do we even have it?
Ships are very expensive to start with without having to buy a new one every few days, its especially bad with MP ships because their chassis take a serious pounding. I think the max chassis hitpoints should NOT decay at all,or that special chassis repair tools from shiprights should be able to restore it toit's fullcondition (as not to take business away from shiprights).Because ships decay and eventually become useless makes it so you cant have a "favorate" ship because in a few deaths your gonna have to scrap it, making its quality meaningless also. At the very least there should be no decay AT ALL in kessel, deep spaceor while declared.
One other thing is, deep space is very laggy due to the amount of fighters, I think they need to reduce them a bit.
Message Edited by NasherUK on 11-05-2004 03:46 PM
You want some bread and cheese with that w(h)ine?