||Pilots have the ability to ride
various animals for transportation. Certain animals can also be
told to attack adversaries. Some animals require pilots to be higher
than level 1 before they can be ridden. |
||Piloting - Shuttles
||Pilots can fly Sluissi
or public shuttles and Z95's (on Newbiway and Ithor). Please read
through the help files for Newbie
||Pilots can scan
a ship and determine its specs, though those of low ability have been
known to estimate specs wrong. Pilots can scan:
- max. engine speed
- # of engine upgrades
- current & max. shield strength
- # of shield upgrades
- current and max. hull strength
- # of hull upgrades
- weapon strength of each turret
- current & max. # of missiles
- whether it has a cloaking device
- whether it has an interdiction field
- whether it has a tractor beam
- any broken devices
- any missing escape pods
||Vehicles - Ground Speeders
||Pilots can drive speeder bikes, landspeeders,
and other vehicles,
enabling them to travel faster and with more firepower, and sometimes
with extra protection. They can be refueled at powertaps (like GONKs).
||Turrets - Ground Speeders
||Pilots can use the turrets of all ground speeders.
||Piloting - Fighters
||Pilots can fly
Sluissi fighters, TIE fighters, X-Wings, Y-wings, A-wings, etc.
||Repair - Ships
||Pilots can repair
their ships that they know how to fly with standard toolboxes.
Pilots will use more parts than a scientist, but less than a merchant,
to complete these repairs.
||Pilots can use a hyperdrive
to exceed the speed of light and enter a dimension that takes advantage
of the wrinkles in the fabric of "real-space". Pilots must use
the hyperspace map to plan their
hyp-jumps in order to avoid the mass
shadows of objects in "real-space".
||Vehicles - Walkers
||Pilots can drive
walkers, such as AT-ATs and AT-STs.
||Turrets - Walkers
||Pilots can use the turrets of all walkers.
||Pilots can attempt to stop their ship
using experienced maneuvers. However, on many occasions, damage is
sustained by the ship's engines.
||Repair - Vehicles
||Pilots can repair
vehicles that they know how to drive with standard toolboxes. Pilots
will use more parts than a scientist, but less than a merchant, to
complete these repairs.
||See Shield Damage
||Pilots are able to judge the status of
another ships' shields.
||Vehicles - Skiffs
||Pilots can drive skiffs.
||Turrets - Skiffs
||Pilots can use the turrets of all skiffs.
||Piloting - Freighters
||Pilots can fly Sluissi freighters, YT-2400s,
the Milennium Falcon, etc.
||Pilots can fire
missiles and torpedoes from ships. These do more damage than lasers,
but they travel more slowly. You can also restock
||Vehicles - Air Speeders
||Pilots can drive swoops, cloud cars, and other air speeders.
||Tractor Beams - Escape
||Pilots can try to escape from a tractor
beam lock by changing speeds.
||Turrets - Air Speeders
||Pilots can use the turrets of all air speeders.
||Hyperspace Trail - Trace
||Pilots can program a ship's scanning
computer to plot the likely hyperspace exit
vectors of ships that have recently passed through a system. NOTE:
This skill is only available to player killers (Army and Navy).
||Piloting - Capital
||Pilots can fly Sluissi capital ships,
Star Destroyers, Mon Calamari Cruisers, etc.
||Pilots can install an experimental
device to cloak the ship
when traveling, allowing it to move undetected in and out of star
systems. The massive energy drain of being cloaked prevents the firing
of weapons and disables the shields. See bridge
commands for more information.
||Vehicles - Water Speeders *
||Pilots can drive all water speeders. (This skill is not yet coded.)
||Turrets - Water Speeders *
||Pilots can use the turrets of all water speeders. (This skill is not yet coded.)
||Tractor Beams - Locking
||Pilots can now actually use tractor beams
to acquire a lock on a target ship.
||HM pilots can use an interdiction
field generator to prevent ships from hyperspacing out of the
||Hyperspace Trail -
||HM pilots may program their hyperspace
systems so that it masks their hyperspace trail. Anyone possibly tracking
their exit vector will see either a false trail or one so confusing
that any analysis program will be unable to determine the real exit
vector. Depending on how skilled the pilot is, it will automatically
be triggered during a hyperspace jump.
||HM pilots can remodel
a ship room they are standing in. This means that the ship's room
description will be changed to whatever the player desires. Please
keep the descs short and proper though!
||Ejection Seat *
||This skill is not yet coded.
||HM pilots can upgrade
their ship above normal levels.
||Tractor Beams - Drag
||HM pilots can drag a ship caught in a
tractor beam closer to the pilot's ship.
||Tractor Beams - Capture
||HM pilots can bring a ship caught in
a tractor beam into the given bay room.
||Ion Torpedoes *
||HM pilots can use ion torpedoes to disable
other ships. This skill has not yet been coded.
||HM pilots toggle on the possibility of
making several shots in quick succession without a skill delay. However,
those who are new to the skill have been known to break or overheat
the bridge weapons so that they cannot fire at all.
||Ultimate HM pilots can use a remote control
device to slave a ship so that they can pilot it from anywhere in
the galaxy. This device makes use of special hyperspace comm transmitters
that must be leased each reboot. The device has a help screen with
more detailed information, such as how to contact the Leasing Agency.