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SWG: Evolve Forums

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windshadow0177

@windshadow0177
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Recent Best Controversial

  • Jedi Starfighter for Alliance toons
    W windshadow0177

    Skibees, post: 1714, member: 756 wrote:

    buy the JSF after completing that.

    Another alternative to this is the Belbullab B-22 (Grievous Starfighter). Same exact stats, just a bit larger.

    Suggestions

  • Jedi Starfighter for Alliance toons
    W windshadow0177

    Vikingmando, post: 1721, member: 223 wrote:

    Agree. Its a pain in the rear. Although if you have an imperial alt. afaik you can do the questline and trade it to a rebel toon. I could be wrong, I havent done the JSF quest in years.

    IIRC, no, this won't work. You have to have completed the mission to be able to use it. I'm 99.9% positive that it's just like the Style-1 Vaks, CG-Squint, and Heavy-X.

    Suggestions

  • Jedi Starfighter for Alliance toons
    W windshadow0177

    Eh, I feel you and where you're coming from, but I think this needs to remain the production that it is for no other reason than balance concerns. This is the only ship that Imperials get (for those of us who don't run AoA like a race track) that is superior to Rebel offerings. Either that, or the Imperial progression needs a complete rework and rebalance.

    Suggestions

  • Ace pilots ships.
    W windshadow0177

    Rewhymo, post: 1680, member: 1467 wrote:

    Simple idea is to simply make ACE versions of all ships that have the mass for ace tier parts so space PVP can be more varied. More a wings and y wings participating and what not.

    There's also another thread going here about allowing AoA completion to allow you to fly everything - and unless I'm greatly mistaken, something like this is in the works or at least being strongly considered.

    One of my pet peeves of the space game is that there's the meta and only the meta. None of the ships have their own "identities." Heavy-X, TIE-D, POBs, and everything else isn't worthwhile (with caveats). What you're proposing would make the chassis identity problem even worse. I get where you're coming from and what you want to accomplish, but I think it would do far more harm than good.

    Suggestions

  • Account wide bank
    W windshadow0177

    mediocrebh, post: 1668, member: 284 wrote:

    Roger that....I just assumed he meant both since the bank and safety deposit are on the same terminal, which I think a shared account safety box would be cool

    Agreed. I think it would be awesome to lose the little dance of drop-here-pick-up-w/-someone-else for the no-trade-shared stuff. Adding that in would have to be carefully thought out and have the right guardrails to keep it from being exploited.

    Historical reactions: Like × 1

    Suggestions

  • Account wide bank
    W windshadow0177

    mediocrebh, post: 1662, member: 284 wrote:

    I think this is a good idea....I think the initial problem was all of the no trade or bio-linked items. It probably didn't get much traction as a QOL because, SOE only let you have 1 toon per server per account...unless you unlocked.

    With what Wobby's proposing, itmes don't even come into play. Just credits.

    As things stand, I have one money-bags toon and I don't even use the bank to store my money. If this change was implemented, that would change immediately.

    Suggestions

  • Jedi Fight Club
    W windshadow0177

    Yeramia, post: 1639, member: 1365 wrote:

    TL;DR: Small jedi PvP events that are systems driven rather than staff created

    Once you join an enclave you get a number of Duel Charges each day
    A single location in the galaxy is the designated Jedi Dueling Grounds. When I as a dark jedi, am inside the perimeter of the Grounds, I may party up with a light side jedi. If we both have Duel Charges and I defeat the other jedi, I get a huge bonus on FRS xp, tokens or both and 1 charge from both of us is expended. The charge is not an item. Charge quantity can be checked with /showc.
    The reason for partying up is because putting a charge on the line should be a deliberate decision -- 1v1. Challenging the other jedi to a duel, within the Grounds could also work.
    The reason for the designated, singular Jedi Grounds is so it can become the Jedi hangout spot. Perhaps this is the only place in the galaxy where all Jedi can outright attack any non jedi character. I think it would add some flavor to the jedi/BH dynamic at this location.

    Love the idea. This gives the BH's and Jedi both a sort of bottleneck to encourage interaction - benefiting both in the course of their goals.

    The only modification I would add to this is for any non-jedi blundering into it to get a system message-style warning so they have the awareness and the option of reversing course... After that, it's FAFO territory.

    Historical reactions: Like × 1

    Suggestions

  • Make a tailor better
    W windshadow0177

    Agreed all the way around the table. In a standard NGE environment, I would only dink with Tailor for making SEAs. I would love to see this profession get some love beyond doing the dress-up thing (and no hate for dress-up, it's just not my thing).

    Suggestions

  • Raise Citizen Inactivity Period
    W windshadow0177

    Obani, post: 1600, member: 357 wrote:

    I kind of like the 90 day thing. I can see your concern though. I've noticed some of the cities drying up. The flip side to that coin is, If house a new player and they stop playing after a couple of weeks (happens a lot), then I only have to wait 90 days to pack up their house.

    Can't you do this as mayor more immediately than that? Serious question.

    Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Right, post: 1587, member: 909 wrote:

    Interesting! I think its also calculated based on heading, not actual momentum (which can be very different when ships like interceptors with high slide, or players with EO4 are moving and turning fast).

    Very. That would further explain more of the behavior I've seen out of the indicator that I can't get any metrics for to look over... That's why I was reluctant to mention it to start with... Everything I can offer about it is anecdotal/observation based.

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Draskon, post: 1583, member: 808 wrote:

    The lead indicator is never going to be precise either because it's predicting where something is moving. It updates slowly enough that quick movements can be enough to throw you off. If the lead indicator can act more like the joystick emulation reticule (in that it shows different opacity reticules at different distances in relation to where you're aiming/going) or something similar, then that may be helpful, albeit probably a bit distracting.

    No, I do agree, it shouldn't be a "Shoot Here" button, but I think you can also agree that it's comically inaccurate in many ways. How often is the indicator anywhere but square on the target on a 0/0 head-to-head pass? 50%+ in my experience. In many circumstances, aligning a single axis of a triangulation is all the indicator is worth. All it reliably tells you is where the target's nose is going. It's only minimally-to-moderately useful for ranging, and abysmal for indicating the target's speed.

    I've spent many hours training to shoot without even targeting my... LOL... target for this reason; and the only time I consistently target now is when I need to shoot at components. The only ships that really give me fits are the standard TIEs. Because of their symmetry it's hard to read their orientation.

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Draskon, post: 1583, member: 808 wrote:

    Not to mention killing 25 Vettes each for the gunship schematics is about as boring as it gets after a while.

    T R U T H

    I find taking them in Deep Space is much more similar to taking them in Kessel once you've dealt with the nearby hostiles... Better, in the sense that you get help from the faction NPCs... The only catch is that you can't get credit for one that the NPCs have already parked, but they do cycle decently in Deep Space.

    At the end of the day, the thing that really makes using DS for Vettes (and Gunboats) worthwhile is how disused it is here. If it gets a rework like what Legends did, it'll be more trouble than it's worth.

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Draskon, post: 1575, member: 808 wrote:

    and the Deep Space sector which you need special hyperspace chips to get to (and is largely empty because there's no reason to even really go there).

    This is incorrect. You can also reach Deep Space via the same station that you use to enter Kessel.

    Edited to add:

    Deep Space isn't without its uses... Handy place to grind faction for shifts as you're zipping through AOA. Also a handy place to pick up Corvettes for the Slayer collections without getting tapped on the shoulder by Tier 6-9 ships in Ord Mantel - with an extra bonus of getting help on the job from faction-aligned ships where you're on your own in Ord Mantel.

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Draskon, post: 1575, member: 808 wrote:

    That's why you always have to lead between the lead reticule and the ship's actual position in order to properly register damage.

    I'm not 100% certain, but I think there's also a fault in how the leading indicator is calculated as well. I don't have any means to test it to be certain, but what I think is happening is that the lead indicators position is calculated based on throttle position rather than current speed. For example - target ship is moving at 50m/s. They then throttle up to 100m/s. The lead indicator immediately moves to a proper lead position for 100m/s, but the target ship is still accelerating to 100m/s - and thus, shots go wide when shooting at the indicator.

    I don't think this is the only thing going on, but I'm as certain as I can be that it is a factor.

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Nexacon, post: 1547, member: 1362 wrote:

    SOE's implementation of space was always lacking, and honestly if you kept the basic concept of ships that shoot at other ships and scrapped the rest to redesign the whole thing you are already moving in the right direction. Keep multiplayer ships obviously. Arguably the best thing SOE ever did. I mean besides the crafting system of course. I think it is the crafting system that makes the space experience so impelling.

    I do agree, some of the things they did are lacking (Pirate trap? Only one level of it? Really?). Some of the things they did were over-broad (X-Wings should not be able to be configured to works as interceptors and keep that hefty weapon loadout, for example). That said, I still feel like they landed closer to the bullseye than off the edge of the target.

    Given the apparent passion and attention space is getting, I'm really looking forward to seeing what the Evo team does with it to make it their own.

    Historical reactions: Like × 1

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Draskon, post: 1491, member: 808 wrote:

    There's nothing inherently wrong with Shield Adjust vs. Reinforce; they're for different use cases and can be used together.

    I disagree on this. Adjusts do waste shield capacity. When you adjust, it should transfer the energy as well as the capacity. Perhaps this is a discussion that we should split off, but I'll try to illustrate my point on this first.

    To start, assume 1000 shields front and rear and shields are at full. So they should look like this:

    Capacity
    1000 Front

    1000 Rear

    Energy
    1000 Front

    1000 Rear

    You execute a moderate-Adjust Front, moving 30% capacity forward. This is what happens now:

    Capacity
    1300 Front

    700 Rear

    Energy
    1000 Front

    700 Rear

    That 300 points of shield energy that was on the Rear shield gets lopped off and lost. Why is this not transferred with the capacity? The loss of this energy renders Adjustment totally ineffective as a tactic, making it purely strategic.

    And this is the way it has always worked, but it flies in the face of canon and all the Star Wars flight games that came before and after it. By both standards, we should be able to put full shields to one side or even them out with a keypress. We should be able to put shields full front for the inbound-approach to a target, then full-rear when we've got our backs to it - and it should only be a key press. Tactically speaking the Adjustment chips, as they are, hobble us. Making a change to this to be in line with both canon and pre- and post-SWG game experiences would give our flight gameplay a novel new dimension and make these worthwhile to carry.

    Yep, reading back on this, it needs to be its own suggestion...

    Edit: punctuation correction, corrected adjustment values, added some clarification, reworked the data to be more clear & easier to read

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Right, post: 1484, member: 909 wrote:

    Same! Shield reinforce moderate was a game changer for me in PvE.

    For PvP, I do still enjoy using E-Weps if things are desperate and Jump Start Other 3 in certain situations. But still pretty niche yeah.

    I use light shield reinforcements, primarily, but I also run capacitors with larger energy capacity than seems to be the norm. That makes my cap shunts go further than typical.

    I think the thing that would fix the Shield Adjust skills is to have it transfer both the capacity *and * the energy. Right now, doing an adjustment only moves the capacity and you lose all of that energy that you had on the side that you adjusted from with a big hole on the side you adjusted to. Using this skill only weakens your shields in the short/medium term, defeating much of the purpose of using it. For longer-term engagement, it's of limited use to start with because you lose the ability to react to the tactical situation.

    Historical reactions: Like × 1

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Draskon, post: 1481, member: 808 wrote:

    Pilot abilities, outside of a very select few, have never been useful enough to justify outside of a handful of situations. The benefits are so slim and take so long to get from them that they are effectively gone by the time the ability ends.

    Take Emergency Weapons' original function: 5x damage and EPS reduction for anywhere between 10 to 90 seconds. With a huge window like that, it was extremely inconsistent and could leave you with your pants down if you were mid-engagement and the ability ended. Let's also not forget that Imperial ships only ever had 2 weapon slots maximum until the TIE Defender came along. (Excluding ordnance, obviously.)

    Now take Emergency Shields. It disables your weapons and increases your shield's recharge rate by 10x for anywhere between 30 to 60 seconds. This skill could also end early, and you were basically defenseless while this ability was active.

    Emergency thrust increases engine output by 30% for the same window as Emergency Weapons. This, arguably would be more busted than E-Weapons and Shields put together.

    Additionally, IFF Scramble is a necessity for convoy content unless you want to run the risk of taking too long and failing, and yet Imperials don't have access to that skill. Pilot abilities gradually became far, far less useful by the game's end of service than they likely were in the earlier years pre-Adv. X-Wing and TIE Defenders.

    Given what's being worked on, these windows and their bonuses are being re-evaluated, along with certain droid commands as they are literally useless.

    EDIT: Not to mention the Bomber Strikes, Pirate Trap, Jumpstart/Vrepair, etc. It's all being considered carefully.

    Absolutely agreed on the Emergency-skills lines... They are worse than useless, and very niche use in the most Pollyanna-optimistic point of view. Same with Nebula Blast.

    In Flight Repair/Rearm/both are so quirky and difficult to get to fire that they are virtually in the same category. And let's not talk about the garbage that rearming is when you do get it to fire.

    Pirate Trap could be useful, if it grew with you. It's only useful as extra mobs to distract. They're too-low of a level for the skill to be useful later in life.

    Vampiric Repair/Other is still very niche, but not without its uses. It's just super-rare for someone/yourself to survive that level of damage and find enough of a lull to use the skills. Jump Start is in the same class, IMO. Generally speaking, the stars rarely align in such a way that allows for Jump Start to be utilized - but when they do, it's ridiculously useful. For reference, I've not been in such circumstances on Evolve yet...

    Technically speaking, Imperial Pilots are more independent agents than regular Navy, and IFF Jamming is something they should have in that context. That's something I think everyone should have - as pilots, we're all more smuggler/militia than actual military. I do disagree about its necessity for Convoys, but that's a method/preference matter, so I'll concede that point on that basis.

    Bomber Strike is the place where I think we need to be careful in the extreme... I've made my opinion clear as far as how the Imps get the short end of... well... everything prior to Tier 4. Bomber Strike is pretty much the only equalizer they get until then. Even then, It takes skill (or lots of help from your shipwright friends) and knowledge to rebound at 4-2. Negative changes for the Imperials with Bomber Strike could do a great deal of damage from my point of view.

    When it comes to droid programming, I already know that I'm an oddity here compared to everyone else based on the regularly available chips on the market. While I rarely use the Rebel Shield Adjustment chips, I avidly use the reinforcement chips (for those that don't know, with one side of your shields heavily damaged, if you use a reinforcement to transfer energy to the more-damaged side before a shunt, you have a better chance of restoring your shield back to full. Reinforcements resolve almost immediately). With some of the droid-chips, I think this is mostly a matter of ignorance of what you can do with them. That said, the skills that reduce weapon power, reduce engine power... Why??? There's no good or reasonable need for these that I'm aware of. I do agree that there are aspect of this that need love badly, but I will also caution that some of this is not bad - rather a matter of a lack of awareness.

    I'm thrilled to see the attention this is getting, and I'm also pleased to see the apparent caution, diligence, and thoroughness that it's been approached from. Just please be careful that the threads you tug and trim don't unravel other things.

    Historical reactions: Like × 1

    Implemented Suggestions

  • Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
    W windshadow0177

    Right, post: 1460, member: 909 wrote:

    Yeah that was Viking's concern too. I've never felt the pilot commands were especially fight changing, and some of them felt like they unfairly favored one side in common scenarios. But if it was a big concern, we could tie available the pilot commands to the factional ship potentially, right? I'd think of them as factional "operating system" enabled abilities. Empire tech has the right software to enable E-Weapons, but Alliance tech doesn't. One possibility anyways.

    That's a great way to keep the abilities honest, however, I'd be thrilled just being able to fly a Defender without the Imperial perks as a Rebel. Or the Devastator... God how I hate the offset cockpits...

    Historical reactions: Like × 1

    Implemented Suggestions

  • Shared Bank
    W windshadow0177

    Right, post: 1360, member: 909 wrote:

    You probably have at least 1 house on 1 of your characters though right? If you could drop all your tokens in a bag or whatever in that house would that also be a way to solve the problem?

    Plus, IIRC, you can't put NTS items in a bag, or the toon you're trying to transfer to will be locked out of the bag. Has to be dropped in the open.

    Suggestions
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