Forum Discussion

stayontarget201's avatar
5 years ago

Pilot Power

What character traits affect pilot power?
Level, gear, abiliites,stars,zetas?
Im trying to figure out what to do to characters i wont use in the game but will use their ships
  • "Rath_Tarr;c-2159711" wrote:
    "Kyno;c-2159665" wrote:
    "Stayontarget2016;c-2159401" wrote:
    Ill google the answer. Im not putting a zeta on some toons that will never see action


    abilities have an effect on ship speed, there are times where having the zeta (+1 ships speed) can be helpful.

    A zeta is not guaranteed to add +1 speed. It may put you over the threshold for the next point of speed or it may not.


    I thought that was only the case for non zeta upgrades, but the zeta was always a full +1 add. but i could be wrong, i guess most times i have all other abilities maxed (short of a zeta), and it would be impossible to get that speed without the zeta.
  • Omegas and Zetas do the same thing for ships. The skill ability level 8 is all that matters. The link Kisakee provided has the details you need although there are other discussions with more details.

    Only add a zeta if you want it for the character or really need to max out a ship. It’s not a worthwhile investment and is not guaranteed to add one to speed.
  • In the day and age of relics, if you want to use their ships for anything other than staring at them, you need to take the pilots to relic. Back before relics, you could stop at g11 just to make sure you unlocked all the abilities. This is no longer enough though if your facing a r7 piloted ship.

    With that said, there are 2 ships where you don't need to do this. Plo for negotiator and cass for rebels. Both are reinforcement ships for a single purpose which is fullfilled on their first turn. For cass, I would take pilots to g11 for the ability unlock. For plo you can leave fairly low. G8 or g9
  • "Aandien;c-2159893" wrote:
    In the day and age of relics, if you want to use their ships for anything other than staring at them, you need to take the pilots to relic. Back before relics, you could stop at g11 just to make sure you unlocked all the abilities. This is no longer enough though if your facing a r7 piloted ship.

    With that said, there are 2 ships where you don't need to do this. Plo for negotiator and cass for rebels. Both are reinforcement ships for a single purpose which is fullfilled on their first turn. For cass, I would take pilots to g11 for the ability unlock. For plo you can leave fairly low. G8 or g9


    Mal says hi.
  • Everything about a crew member affects ship power and speed, the higher power a crew is, the better. Except mods are different. For mods dots are all that matters. To max your crew you need 6 dot mods. Doesn't matter what mods, or if they even make sets. Just dots.
  • The boost from Mods goes up with Dots, not Color. Assuming all else equal.

    I guess you could get some sort of negative hit if your character GP went down?

    This is all assuming that the actual "Crew Power" # has anything to do character GP.

    I'm not sure if it does or not or if it is strictly a total of all the individual points you get from each Gear, Ability, Level, & Mod.