Forum Discussion

CadoaBane's avatar
6 years ago

Crewless BTL-B Y-wing...

Q: Why is this ship crewless?

CG_M: Unlike the droid ships which really don’t have a separate pilot, the BTL-B Y-wing would normally have had a pilot but we ended up not including crew. There was a long discussion on whether we should include an older, well owned clone. In the end, we decided to make it easier to unlock by not requiring crew members from your collection.

Imho that was the wrong decision. I lost interest in this ship already before I had finished reading the whole post. This is completely out of lore in a way that would not be necessary, just for the little "benefit" of not gearing up another potential pilot. :(
  • tward930's avatar
    tward930
    New Spectator
    "BobcatSkywalker;c-2000782" wrote:
    "Phoenixeon;c-2000681" wrote:
    Why soo many ppl are against crewless ships? Will it better with 2 crews at bistan level and requires 500 stunguns to G13?


    Because pilotless ships dont scale with relics so eventually they become worthless . If they were automatically r7 level then it would devalue all existing ships that have pilots and currently need relics.


    Like almost 50% of rosters anyway.
  • "Monel;c-2000790" wrote:
    "BobcatSkywalker;c-2000782" wrote:
    "Phoenixeon;c-2000681" wrote:
    Why soo many ppl are against crewless ships? Will it better with 2 crews at bistan level and requires 500 stunguns to G13?


    Because pilotless ships dont scale with relics so eventually they become worthless . If they were automatically r7 level then it would devalue all existing ships that have pilots and currently need relics.


    Like almost 50% of rosters anyway.


    True but theres only 2 ships that dont have pilots if we get more say 4 or 5 ships and they are all tuned for relic 7 why invest in any existing ships just get the new ones that dont need relics?

    If they are not adjusted then relic pilots will destroy the new ships the damage and life difference is huge.

    This is essentially the equivalent to making new squad characters that cant equip any relics. Or making new squad characters unlock g13 with relic 7 standard. Both ways seem bad, seems like they are just compounding the problem rather than fixing it.
  • tward930's avatar
    tward930
    New Spectator
    "BobcatSkywalker;c-2000807" wrote:
    "Monel;c-2000790" wrote:
    "BobcatSkywalker;c-2000782" wrote:
    "Phoenixeon;c-2000681" wrote:
    Why soo many ppl are against crewless ships? Will it better with 2 crews at bistan level and requires 500 stunguns to G13?


    Because pilotless ships dont scale with relics so eventually they become worthless . If they were automatically r7 level then it would devalue all existing ships that have pilots and currently need relics.


    Like almost 50% of rosters anyway.


    True but theres only 2 ships that dont have pilots if we get more say 4 or 5 ships and they are all tuned for relic 7 why invest in any existing ships just get the new ones that dont need relics?

    If they are not adjusted then relic pilots will destroy the new ships the damage and life difference is huge.

    This is essentially the equivalent to making new squad characters that cant equip any relics. Or making new squad characters unlock g13 with relic 7 standard. Both ways seem bad, seems like they are just compounding the problem rather than fixing it.


    I understand your point, and there are 3 ships without pilots btw. 2 seperatists ships and 1 GR ship. But you wouldnt necessarily run the 3 ships together, so unless they create a whole faction of pilotless ships you dont really need to worry about this. Stop predicting a negative future and enjoy the present.
  • "Monel;c-2000789" wrote:
    "Cossin;c-1999917" wrote:
    "Nauros;c-1999856" wrote:
    Crewless ships are not only good but necessary for the sustainability of this game mode. This way, we can get more generic ships without flooding the game with useless characters and further straining our resources. Congrats to CG for finding a way out of this flawed system.


    Wrong! Unless they overpower crewless ships or add ship mods, relic‘d crew will always pushing further while crewless ships stay at their ship max. It‘s de facto not a solution... it rather causes more problems.
    While I agree that the system itself is flawed, why not give those useless toons an incentive to be farmed and geared? E.g. make pilots a class specifically AIMED at ships (whether you gear or not is up to you):

    TIE pilot as pilot of:
    TIE Fighter
    TIE Bomber (tba)
    TIE Interceptor (tba)

    Resistance Pilot as pilot of:
    Resistance X-wing
    Resistance Y-wing (tba)
    Resistance A-wing (tba)

    Clone Trooper pilot as pilot of:
    ARC-Fighter
    V-wing (tba)
    Y-wing

    That way they can still introduce heroic ships and their pilots for $$$, as well as having the generic teams covered with solid „starter“ ships that are mediocre but can be still useful in some teams until highend is reached which would be heroic ships. Also, special forces pilots can still be around FO SF-TIE Fighter Pilot e.g.



    So 1 character is flying 3 different ships?


    Yes, that would be the idea. Since they are generic "pilots" they could be standing for a certain group of pilots. Similar to B1 droid. It is a single droids, that supposed to give the impression that there are hundreds like him just behind the edge of the screen.
    Thus you "Resistance Pilot" would be used as crew for not only the Resistance X-Wing,but additionally for Resistance A- and Y-wings, too.

    Two simple reasons:
    1. you Open design Space without adding a plethora of "useless" pilot characters.
    2. There would be an incentive to farm and gear a more or less underwhelming B- or even C-team toon, as he/she/it would boost like 3 ships, making it worthwhile.

    Through that, you‘d really be new-player friendly, as they can farm a single toon gear it and having a ready to go starter toon and three potential iconic "non-hero/unnamed" ships are your disposal.
    I don‘t ask for let‘s say:
    Rebel X-wing, Y-wing and A-wing to outperform a hero-driven ship like... let‘s say Kylo Ren‘s Silencer. But they could be useful for starters and might lead to faction battle events. Say for example Galactic Empire vs Rebels style, in which only mentioned factions are allowed to participate. Ground and ships...
    Powers could be added to give bonuses as leaders for these factions as newer ships too. Let‘s take Anakins ETA for example, boosting his OR allies... *shrugs*

  • "Nauros;c-2001167" wrote:
    "Gabe9876543210;c-2001099" wrote:
    But all of these suggestions would mean less of an investment into ship combat.

    The good thing about having crew on ships is that it takes an effort to bring the crew up, and those who focus on that will excel at ships. Those who don't don't deserve to.

    The grind is the purpose, so that those who focus on it benefit.


    Not every ship is going to be crewless and definitely no capital ship, so the grind is still there. This is just one more asset they can use when needed and it makes it easier for new players to get into ships.


    Would you mind telling me your reasoning as to WHY it is easier for newer players?
  • Pro
    - no need to gear up pilots (even better if they're basically useless)

    Con
    - how to power up the ships stats if it's not connected to a pilot?

    Short term this might be a good thing because the ship stats are probably scaled towards gear 13 (+relic?) level on a 7* crewless ship and it'll be able to compete and stay viable for the time being but for the future (when relic levels get higher and higher) they might just become useless. But then again CG could just push out a new "ship package" (capital + a handful of crewless ships) then anyway.
  • "Cossin;c-2001179" wrote:

    "Nauros;c-2001167" wrote:
    "Gabe9876543210;c-2001099" wrote:
    But all of these suggestions would mean less of an investment into ship combat.

    The good thing about having crew on ships is that it takes an effort to bring the crew up, and those who focus on that will excel at ships. Those who don't don't deserve to.

    The grind is the purpose, so that those who focus on it benefit.


    Not every ship is going to be crewless and definitely no capital ship, so the grind is still there. This is just one more asset they can use when needed and it makes it easier for new players to get into ships.


    Would you mind telling me your reasoning as to WHY it is easier for newer players?

    Not having to gear characters with otherwise limited viability (see Bistan, SRP) while trying to spare enough resources for geting up a few usable teams from scratch is kind of a good argument for starters.
  • "Nauros;c-2001205" wrote:
    "jhbuchholz;c-2001194" wrote:
    "Nauros;c-2001190" wrote:
    "Cossin;c-2001179" wrote:

    "Nauros;c-2001167" wrote:
    "Gabe9876543210;c-2001099" wrote:
    But all of these suggestions would mean less of an investment into ship combat.

    The good thing about having crew on ships is that it takes an effort to bring the crew up, and those who focus on that will excel at ships. Those who don't don't deserve to.

    The grind is the purpose, so that those who focus on it benefit.


    Not every ship is going to be crewless and definitely no capital ship, so the grind is still there. This is just one more asset they can use when needed and it makes it easier for new players to get into ships.


    Would you mind telling me your reasoning as to WHY it is easier for newer players?


    They don't need to gear pilots to max at least some ships.


    I'm with Cossin on this one. I don't think it makes any bigger difference for new players than it does for old.

    Before: new player A is going against new player B. Both need to collect Bossk shards, HT shards, and gear Bossk. Both have choices to make and can, theoretically, make progress at the same pace. When they face of it is with similar ships and pilots (in terms of stars and gear).

    Now: new player A is going against new player B. Both need to collect Y-wing shards. Both have choices to make and can, theoretically, make progress at the same pace. When they face of it is with similar ships (in terms of stars).

    Seems the same to me.

    In other game modes where new players interact with older players (TW and GA), both will have the same advantage from this change.

    I'm not convinced this is a huge boon for new players.


    It is in PvE. Easier to beat high-tier nodes, better TB results, maybe that new raid...


    PvE: fair enough. I think the jury is still out on that. You can't use just any ship in many of those nodes (or TB). This seems like the one place it really could be helpful. We'll have to wait and see.
  • "UnbelieverInME;c-2001414" wrote:
    I think the problem could be solved by giving the pilot-less ships "gear"
    .
    Say, 4 slots or so. It gives CG something to monetize and a way to make people invest in them.
    Maybe "Stabilizers, Astromech, Engines, Weapons" giving bonus to Dodge, Crit Chance, Speed, and Offense or something similar. Some ships may not even have some of them, but excel in others. (ie: Tie = No AstroMech, but Bonus to stabilizers).

    Otherwise I'm unsure how to do it unless they uncouple ships from the pilots. "Wedge's X-Wing" not requiring Wedge, except to unlock maybe.... shrug. Be a waste of my pilots, but...


    And we‘d be back to spending resources to gear.

    @Nauros
    On a superficial level, I‘d agree with you. Yet, level 65 for the Y-wing isn’t really starters anymore. At least not for the game in general. They should have farmed a substantial amount of characters by that time. I just don‘t see how their statement is supposed to make sense? If they‘d had Cody as pilot, many people wouldn‘t have problems farming/gearing, it is an established SW character. A new player will have to farm a myriad of things (without any real "making things easier").

    They keep selling us the "resource management game", yet they want to move away from that because ... reasons? Also moving away from collection? (We‘re already getting punished for having a large roster in a collection game... that‘s a different topic though)
    So what‘s left besides milking the cow?

    The problem is a simple as the problem they seem to have neglected with expose.... (mark my words, it‘s not the last we heard of changes in that regard):
    Scaling
    What is the incentive to farm a crewless easy to get ship, that pales in comparison with manned ships, which additionally bloats your roster in the end? It just doesn‘t seem to be well thought through...
  • "Mox4;c-1998670" wrote:
    I agree with OP 100%

    Ships have always had crew, its an intrinsic part of that game segment. Saying that there's no need to introduce faceless crew is absurd, because this game is full of generics. One of the more popular factions, Imperial Troopers, is full of generics. And there's plenty of TIE fighter pilots, so I don't understand why we couldn't get a Clone Pilot, especially since it's an already existing model within the franchise, what with Episode 3 or Pandemic's Battlefront 2.

    This basically sets the precedent of future ships not having crew if it's too much hassle to make a new toon or assign an existing one...

    Even if the idea of a new character to gear up is too much to bare, then they could've made Echo or the new ARC trooper this ship's Crew. :/


    On some level i have to wonder if this is tacit acknowledgement that relics + gear crunch means generic toom crew are no longer viable. Both in the sense that the ship would be too weak with sub g12 crew and in the sense that it's not worth the dev time to create crew you'd have to whale on to be viable (and i suspect they realize geo tb, GAS, and, eventually, Malak stretches most resources thin so all the non whales would probably not spend a penny on a generic toon with a trashy kit since they wouldn't have the resources to make viable).