Add the Z-95 to the Freelance Ship List

Add the Z-95 to the Freelance Ship List
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Add the Z-95 Headhunter Piloting Certification to the Freelancer Recruit or Freelancer Technology 1 skills, allowing them access to the Z-95 and the Z-95 (Heavy) starship models.
Justification
The intention is to provide a slightly more expansive ship list for the Freelancer path, and to align the idea of being a free-lance pilot a little more closely with Star Wars lore. It would mostly be a quality-of-life addition and a small content expansion for Freelancers.
Motivation
The primary motivation is a simple realization: the Z-95 is currently only usable by players who start out as Alliance pilots, when in lore it was an extremely ubiquitous model of starship in both private and government ownership. The secondary motivation is that (from my discussions in Galaxy Chat), there seems to be a fairly common belief that Freelance pilots have access to relatively less (both in number and in usefulness) ships than the two faction-aligned paths.
This is a (hopefully) simple suggestion to help expand ship options for Freelancer pilots in a way that is both easy to implement (I assume; I may be wrong, as I'm no developer) and aligns well with Star Wars lore.

The Z-95 is a storied and long-lived model of starfighter, which is noted to have been a common sight among criminal elements, local system forces, and even as a popular "baby's first snug fighter" purchase by aspiring pilots. While it does make sense that the Rebellion uses it (particularly since it shares a pedigree with the X-Wing), it also makes sense that it would see use by privateers due to how cheap, common, and dependable it is.

From what I hear, adding the Z-95 to Freelancers is unlikely to be meta-shifting in any reasonable way (particularly since their stats are mostly the same as the Scyk models), but it would give them a few more and different toys to play with out of the gate- particularly for people (admittedly, like myself) who dislike the look of the Scyk in general.

Thank you for your time!
 
So doing AoA, you'd only have to loadout 2 heavy hulls and not 3? I don't think you posted this looking for an exploit, but I think there would be one.
 
I don't think this is a necessary change on the basis that freelance pilots have access the less ships while they infact have equal or more options compared to factional pilots. Rebels have 11 unique chassis 10 if you don't count regular(low mass) z95, imperial pilots have 14 unique chassis with 3 near identical and unused tie variants at the low end bringing them back down to 11 ships if you discount those. Freelancers have 14 total chassis and if you discount the low mass scyk 13 unqiue chassis to choose from. All three factions have access to 8 non factional ships which brings the total count up to 18 for rebels, 19 for imps and 21 for freelancers.

As said it does not affect the meta in any meaningful way. But it does make the rebel/freelance switch for AoA considerably easier.
 
I don't think this is a necessary change on the basis that freelance pilots have access the less ships while they infact have equal or more options compared to factional pilots. Rebels have 11 unique chassis 10 if you don't count regular(low mass) z95, imperial pilots have 14 unique chassis with 3 near identical and unused tie variants at the low end bringing them back down to 11 ships if you discount those. Freelancers have 14 total chassis and if you discount the low mass scyk 13 unqiue chassis to choose from. All three factions have access to 8 non factional ships which brings the total count up to 18 for rebels, 19 for imps and 21 for freelancers.

As said it does not affect the meta in any meaningful way. But it does make the rebel/freelance switch for AoA considerably easier.
Not gonna lie, I wasn't even thinking of AoA when I was drafting this suggestion. That is a bit of end-game content that would be affected by this change.

And you do present good points on the ship count. Part of the Gal Chat discussion at the time involved how it "felt" like freelancers only had a couple of viable ships, since a lot of the other options suffer from mass issues that make them difficult or suboptimal to use. I hadn't looked at the hard ship count.

What I'm learning from this is that I need more experience before I make player voice suggestions that might alter meaningful game content, even indirectly. Thanks for the feedback.
 
If you're doing AoA, one more less preloaded ship isn't game breaking, it's an annoyance at best. I do think the lore reason makes sense, and I feel like the impact is minimal. I'm in favor of it.
 
I don't mind the idea, but I wouldn't make it a priority.
I already think freelancer has the best ships in game when you look at all of them in total.
They also have the most freedom in who they can attack.
I'm a no vote.
 
Not needed. Freelance has the Syyk. If you want the Z-95 .... become a Rebel pilot.

I am a Rebel pilot and would LOVE the YT-1300 .... but I can't have it. I accept that.

As far as ease of transition when doing AoAs .... I kept the Z95 and the Long Probe in my datapad so they were available when I went back to Rebel.

As far as Lore goes .... I believe the Z95 was the prototype / prelude ship to the X-Wing. Seems i read that somewhere.
 
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