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SWG Piloting for dummies.

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SWG Piloting for dummies.
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Athmis
Novice Shipwright


Joined: 20 Nov 2008
Posts: 40
Location: Sheffield, UK

PostPosted: Sun Nov 22, 2009 7:10 am    Post subject: SWG Piloting for dummies. Reply with quote
 
SWG Piloting for dummies.

Things I plan to cover:

• basic flight controls and manoeuvres
• Using droid commands
• Using chaff
• Being able to identify quality of parts and understand how to go about upgrading them
• Comp targeting



Getting started:

Foreword, from NarfBlinko’s pilot FAQ.

The Pilot profession shares some similarities with the ground professions, but it differs in a number of important ways.
First off, anyone can be a Pilot no matter their ground profession.
Training comes from your various Pilot trainers, not automatically as you gain experience, and is based both on experience gained and your progression through your squadron's missions.
Lastly, you can only be in one squadron at a time, but unlike the ground game, it is possible to leave your squadron to move onto another or even a different faction if you meet that faction's requirements without needing to delete your character and start a new one.


Finding pilot trainers.
The Pilot profession is composed of three different factions, each of which has three available squadrons to join. To join a faction, simply pick one of the trainers listed below for that faction. You must be the same GCW faction to join the Rebels or Imperials, but your GCW faction does not matter for the Freelance trainers.

Here are the recruiters and initial trainers for each squadron:
1. Rebel: Recruiter Location: J'pai Brek (-5072, -2343) Tyrena, Corellia
o Arkon's Havok Squad: Captain Kreezo, Tyrena, Corellia (-5177, -2281)
o Vortex Squadron: V3-FX {droid} (right across the bridge) Moenia, Naboo Crimson Phoenix Squadron: Commander Da'la Socuna (back room of the cantina) Mos Espa, Tatooine

2. Imperial: Recruiter Location: Commander Landau (-5516,4403) Theed, Naboo
• Imperial Inquisition: Lt. Barn Sinkko, Kadaara, Naboo (5204, 6728
• Storm Squadron: Lt. Akal Colzet, Bestine, Tatooine (-1110, -3514)
• Black Epsilon: Hakasha Sireen, Imp Outpost, Talus (-2183, 2259)

3. Freelancer: Recruiter Location: Gil Burtin (-1174, -3647) Bestine, Tatooine
o Smuggler's Alliance: Dravis, Mos Eisley, Tatooine, Back room of cantina (3429,-4788)
 Note: This squad is lightly Rebel-aligned. Your final mission will be against the Star Ravager (Imperial Corvette). Also, you cannot attack Hutt ships and, during Tier 2, cannot attack Valarian ships.
o RSF Squadron: Captain Dinge, Theed Naboo (-5497,4575)
 Note: This squad is heavily Imperial-aligned. RSF Pilots can only hurt Imperial ships if they are a Rebel on the ground and go Overt at a Rebel Space Station (this will leave you open to PVP attack!) and your final mission will be against the Corellian Corvette (Rebel Corvette). You cannot attack RSF ships.
o Corsec Squadron: Sergeant Rhea, Coronet Corellia (-275,-4730)
 Note: This squad is true neutral. On your final mission, you may choose to destroy either a Rebel or Imperial Corvette. You cannot attack CorSec ships.


Creating and loading a ship from scratch.

Ships are created from deeds, which are in turn, created from Chassis.
Most pilot trainers will have already given you a starter ship, but at some point you will want to upgrade. To set up a new ship, find a shipwright or vendor and purchase the appropriate Ship Chassis.
Take this to your nearest starport and find a Chassis dealer, who will tell you if you are certified for the ship and then ask if you want the ship generated into a deed for a small fee.

WARNING: If you are not certified for a ship, you cannot fly it. Checking your profession wheel (default “p2 and clicking on the “pilot tab”) and clicking the individual levels on the wheel will show you which ships are available at which level of pilot.

New ship certifications are granted every fourth box of Pilot skills, starting with Box 2, while new components come every fourth box, starting with Box 3.
Once you have the ship deed in your inventory, it can be generated and sent to your datapad. Once in your inventory, it can be accessed via any starport Starship terminal.

What you need.
To install components, go to a Starship terminal, click on the ship you want to use and select “Manage”. This will open a drop down list of component slots available on the ship. Clicking on the orange box next to each component slot will give you a list of parts available in your inventory. Clicking on that will install the component or ship part.

First things first, in order to actually fly anywhere; you need a minimum of a reactor and an engine.
If all you ever use a ship for is for the “travel” option. Then this is all you will need.

To take a ship into combat however, a capacitor and a weapon will give you the ability to shoot at targets, armour and shielding will give your ship (and your components) more chance to survive.

A countermeasure launcher, also known as a “chaff launcher” will help you fire chaff or other counter-measures to distract or avoid incoming missiles, space bombs or torpedoes (typically launched from an Ordinance or Missile launcher).

Boosters give your ship a short burst of speed and will recharge when not in use. Typically these are used to get out of trouble quickly or to a waypoint in a shorter space of time.

Lastly, the droid interface, also known as the DI. The DI gives you the option to “plug in” an astromech or flight computer into your ship and run droid commands, which will be covered in a later section.

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