Pilot Archive

Thread: I'd like to see a Space CU

DarthEnderX
Mon May 23, 2005 9:55 am
#1

I realize that sounds terrible but here's what I mean. I'd like to see the way character progression works in space changed, and I'll explain exactly how now.


Basically, I don't much care for the current system of factional classes in space. I'd rather the space skill trees were set up more like the ground skill trees were. And instead of having Rebel/Privateer/Imperial as classes do it like this instead.


Start out with a novice Pilot class with general abilites. Then, have several elite classes, like Dogfighter, Bomber, Privateer, Space Merchant


Dogfigher - Fighter vs. Fighter related abilities


Bomber - Fighter vs. Cap Ship related abilitites


Privateer - Abilities relating to disabling ships, stealing cargo, and other interesting illigalities




For the various skill columns for these classes, besides having different special "moves" to click on, all the columns would have some type of modifiers. These modifiers would apply to your ships stats, but in realistic ways. Like one of the Dogfighter columns could have +Manuvering that would increase your ships ypr. Bomber could have a column that reduces missile lock time. And so on.


psikobunny
Mon May 23, 2005 10:01 am
#2

Ok, explain why.

I mean, is it just because you don't like the way things are now? Seems boring and unnecessarily limited to me.

I don't like "skills" that have an effect on a twitch based game.

I don't like the suggestion for Privateer, since two of the three groups we have now are Law enforcement, and also it would be dangerously close to stepping on Smuggler's realm of expertise.

Message Edited by psikobunny on 05-23-2005 01:04 PM



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



DarthEnderX
Mon May 23, 2005 10:01 am
#3


I realize that sounds terrible but here's what I mean. I'd like to see the way character progression works in space changed, and I'll explain exactly how now.


Basically, I don't much care for the current system of factional classes in space. I'd rather the space skill trees were set up more like the ground skill trees were. And instead of having Rebel/Privateer/Imperial as classes do it like this instead.


Start out with a novice Pilot class with general abilites. Then, have several elite classes, like Dogfighter, Bomber, Privateer, Space Merchant


Dogfigher - Fighter vs. Fighter related abilities


Bomber - Fighter vs. Cap Ship related abilitites


Privateer - Abilities relating to disabling ships, stealing cargo, and other interesting illigalities


Space Merchant - For the crafter, transporting goods and maybe some advanced options for space mining


For the various skill columns for these classes, besides having different special "moves" to click on, all the columns would have some type of modifiers. These modifiers would apply to your ships stats, but in realistic ways. Like one of the Dogfighter columns could have +Manuvering that would increase your ships ypr. Bomber could have a column that reduces missile lock time. And so on.


Then, much like the way the CU works for the ground, everyone would have a Space Combat Level. This combat level would determine what ships you could fly and what components you could use, just like weapons are on the ground, each one would have a required level needed to use it. And while you can't have all 4 advanced space classes, you would be able to master 2, just like on the ground.


Now, what about the faction stuff? Thats easy, I'd like them to make that work much in the same way as the new faction armor works on the ground. Basically, anyone can fly current neutral ships. But for the TIEs and the Letter-wing ships, basically, SW can make the ships, but you have to spend a bunch of faction points to "bind" the ship to you before you can use it.


And instead of having abilities to call in factional waves of help, have there be "faction pets" in space. Let me spend my faction to buy tie fighters or bombers or interceptors as pets for space that I can call in when I need them.


Anyway, thats what I'd like character progression in space to be like.
DarthEnderX
Mon May 23, 2005 10:03 am
#4

Ignore this thread, it got posted when I was half done with it, sorry, the other one is the completed one.
DarthEnderX
Mon May 23, 2005 10:07 am
#5

Ignore the other thread, that one got posted incomplete.
psikobunny
Mon May 23, 2005 10:13 am
#6


So at this point you've pretty much trashed the current system and started from scratch and your sole justification is, you don't like it. Gonna have to do better. The CU was done because the ground game was broken in many ways, I don't see that in space at all, so explain why it's needed better.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



CuchulainnDarklight
Mon May 23, 2005 10:17 am
#7






DarthEnderX wrote:



Now, what about the faction stuff? Thats easy, I'd like them to make that work much in the same way as the new faction armor works on the ground. Basically, anyone can fly current neutral ships. But for the TIEs and the Letter-wing ships, basically, SW can make the ships, but you have to spend a bunch of faction points to "bind" the ship to you before you can use it.


And instead of having abilities to call in factional waves of help, have there be "faction pets" in space. Let me spend my faction to buy tie fighters or bombers or interceptors as pets for space that I can call in when I need them.


Anyway, thats what I'd like character progression in space to be like.





These 2 points IREALLY like - as long as the freelancer ships became uglies (clutches, DIEwings, Chirdaki etc.) and these ships where much more moddable (i.e you tell the shippy how many gun ports, missile slots you want on it). then ships truely become much more varied.

Plus for biosigging, Id love it if I unpacked my deed and if someone looked at it in my house It said "bio-signature: Col. Cuchulainn Darklight, Crimson Phoenix Squadron, 15 ace (other player) kills with this chassis, i.e. ships are biosigged to your squad and you - changing squad requires new ships (smile shippys).

Plus whenever someone examined my as part of my bio it should say (seperate at the bottom) something like Col. Cuchulainn Darklight, currently assigned to Crimson Phoenix Squadron, Alliance Starfighter Command, 30 Ace kills!




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
DarthEnderX
Mon May 23, 2005 10:18 am
#8

*shrug* I'm just more comfortable with it this way. I don't like my skill set being determined by wether I'm an imperial or a rebel. I don't see why one side should be able to learn tricks that the other side can't. Like why can a rebel learn to do emergency shield generation, but someone who flies for the empire can't? Or why can an imperial perform a weapons boost but a rebel can't?


Thats what I like about the ground system. Everyone can learn whatever skills they want, and faction only determines what equipment you have availible.


NHGLethos
Mon May 23, 2005 10:18 am
#9

I like space how it is, i'm flying in space at the moment, to get away from the terrible mix they've done of a level and skill based system...


Space is suppose to be a game of actual "twitch control" skill, not modifiers which make you better, Actual skill at flying is all which should matter in space.



As much as that might sound nice in theory, space combat is relatively balanced, and doesn't need changing, it will only bring in new bugs...





,nnnnn[nnnnnaggggggggggggggggggggggggggggggggg}
****************Honour****************Trust****************
[ Lethos Talray ] - Light Jedi Master (RP) "The Old Man" - x2 Rebel Pilot - 157 Badges
[ Kathos Talray ] - Elder 12pt Medic -Rebel Pilot Trainee-
[ Lethos' Talray ] - Elder ShipWright
Expertise Calculator(s) - Jedi / BH
****************Loyality****************Duty****************

tenspeed09
Mon May 23, 2005 10:19 am
#10

I like the way it is too. Fix the current bugs. It's fine. Just my opinion.
CuchulainnDarklight
Mon May 23, 2005 10:21 am
#11


Yup keep it the way it is, but those 2 points i made would make things more fun!


Factional wingmen and biosigging and kill trackers!


The load of different skills you propose (fighter, bomber etc) are ok, but who flys the clone relics then - the antique dealer pilot class, or perhaps the octagarian sunday flyer class

Message Edited by CuchulainnDarklight on 05-23-2005 10:22 AM




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
DarthEnderX
Mon May 23, 2005 10:28 am
#12


Yeah, thats pretty much the primary point I wanted to make. Even if there was still only the one Pilot class, I'd still like to see pilot progression defactionalized.
Maxil
Mon May 23, 2005 10:29 am
#13

actually.. did they change the way you could swap programs? I've been gone for awhle and recently came back, but there used to be imps/rebs in my guild who swapped droid/program tricks all the time..



Maxil





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