
SuperBidi |

One thing I've been sad to see in SF2 is the Piloting skill. For multiple reasons.
First, most adults know how to drive a car in our world. Sure, they can't make stunts but they at least have a chance to try without a crippling +0 to their check. Considering that space combat was a basic assumption of SF1 I think we can consider that Piloting is part of the job description and as such should be a given.
Second, I have no idea why it is under Dexterity. The main elimination criteria if you want to become a pilot is bad sight, it's kind of common knowledge. Piloting and Perception are massively linked. On the other hand, I absolutely don't see the connection between Dexterity and piloting. It's a bit as if your ability to move your body with agility will somehow translate to an ability to move your ship with agility... That's nonsense.
Third, and this is the main reason, I've been in an SFS party where no one had Piloting and the first scene was a space combat. After 2 rounds, it was clear we couldn't scratch the enemy ship as its shield was fully compensating our turret damage. We decided to just cancel the adventure, not just finish it, cancel as in "it never existed". It's the first time I've ever been in that situation and it's absolutely no fun.
Fourth, none of the SF2 classes is even remotely a skill monkey. So adding 2 skills is not the best thing to do, especially when one is nearly a no-brainer.
I could even add a fifth: I don't think we need more incentive to invest in Dexterity in SF2, it is already looking like a god stat as some other thread shows.
So putting Piloting under Perception (or combining them) would be, in my opinion, the sensible thing to do. What do you think?

moosher12 |
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There is a lot of dexterity in piloting in the proprioception of a practiced driver. Knowing when to nudge a wheel a smidge, knowing when to do a sharp turn, handling multiple contact points at once, from a steering point, to adjusting gears. How to accelerate in just the right way to get a smooth start, or a smooth stop.
For the passenger, it can be the difference from falling asleep in a car, and fearing you're going to die. (If you've been in the passenger seat of a crazy driver, you know what I mean.)
Then start factoring in more complex cars than your simple automatic car. Throw in gear shifts, throw in those complicated shift arrays in some cargo trucks, then scale up to a jet, or a a control panel of a ship, or a spaceship.
I don't think Piloting should be under Perception.
Though, Piloting being an auto-scaling skill like Perception is, based on your class. That might be worth exploring.
What I would also suggest doing, is letting Piloting's skill be variable, like it was Pathfinder side.
Vehicles had different piloting DCs that were dependent on what applied. For example, an Airship could use Arcana (Int), Crafting (Int), Nature (Wis), or Piloting Lore (Int)
What I'd propose is letting the Piloting skill be a catchall with Dex, that applies to every vehicle, but maintaining the precedent that you can use other skills if it works with the vehicle. (Or even being allowed to take Lore skills that let you focus on a narrow set of vehicles).

SuperBidi |

(If you've been in the passenger seat of a crazy driver, you know what I mean.)
And madness is represented by... low Wisdom.
Knowing when to nudge a wheel a smidge, knowing when to do a sharp turn, handling multiple contact points at once, from a steering point, to adjusting gears. How to accelerate in just the right way to get a smooth start, or a smooth stop.
That's purely mental: Calculating trajectories, having a good mental image of your vehicle to know where it will pass or not, having a good knowledge of its inertia, how fast it can accelerate, decelarate and turn. It has nothing to do with your flexibility, motor abilities or physical reflexes, all that Dexterity represent.
What do airforce pilots think is more expressive of their skill set, wisdom or dexterity?
How to become an airforce pilot
"Once commissioned, applicants must take the Air Force Officer Qualifying Test, which includes 12 subtests. The subjects include:
- General science
- Reasoning
- Arithmetic
- Instrument comprehension
- Verbal analogies
- Math"
"Candidates must also meet the following qualifications:
- 18-30 years of age (waiver up to 35 years old possible)
- At least 5 feet 4 inches to 6 feet 5 inches tall
- Seated height between 34 and 40 inches tall
- At least 20/40 vision in both eyes for near vision and 20/200 for distant vision; must be corrected to 20/20
- May not be colorblind, have had laser eye surgery or have poor depth perception
- Must have perfect hearing
- Must withstand several G's of pressure without passing out or getting sick
- No history of hay fever, asthma or allergies after age 12
- Healthy weight"
"Piloting advance military aircraft requires a number of technical and soft skills. Here are some of the most important:
- Operation and control of complex equipment
- Monitoring the operation of complex equipment
- Active listening
- Critical thinking
- Complex problem-solving
- Reading comprehension
- Judgment and decision-making
- Time management
- Coordination
- System analysis and evaluation
- Math and reasoning
- Quality control analysis"
Wisdom and Intelligence, a bit of Constitution, just a single element speaks about Dexterity (coordination). Piloting is a purely mental activity, Dexterity is not really involved.

moosher12 |
That's purely mental: Calculating trajectories, having a good mental image of your vehicle to know where it will pass or not, having a good knowledge of its inertia, how fast it can accelerate, decelarate and turn. It has nothing to do with your flexibility, motor abilities or physical reflexes, all that Dexterity represent.
You cannot pilot a vehicle without using proprioception to control your body to interface with the vehicle. Unless the vehicle is hooked up directly to your brain.
To you, driving is easy, because it's hard-embedded proprioception and muscle memory. But it only seems trivial because you're no longer thinking about the complex tasks your body is doing.

SuperBidi |

You cannot pilot a vehicle without using proprioception to control your body to interface with the vehicle.
If I follow your reasoning then Computers should be under Dexterity because I have to click on my keyboard. For me, typing is easy and I do it fast, still I don't consider it the key skill in my Computers abilities.
Piloting asks for normal dexterity but above average intelligence and extreme Perception.

SuperBidi |

Hi there, i'm new to posting on the Paizo forms. If i'm being honest, it sounds like you've made up your mind and that you want to defend your point more than try to understand why a choice was made. What can other people contribute to this?
Welcome to the forum.
Well, people can provide their own feedback and point of view. I haven't opened this discussion because I wanted to be convinced, this is not all about me (even if, considering the lack of people posting these days, it looks like I speak more than I should).Also, I prefer to warn you, if you dislike long heated discussions and disagreements, you may find this forum unpleasant as this is a local custom.

exequiel759 |

The reason why Piloting is Dex-based is because...the old Ride skill from PF1e was Dex-based, which is a skill that is a carbon copy of D&D 3.5's Ride skill which also was Dex-based, so that's the reason; tradition. I still think Dex is fine for Piloting because driving doesn't rely 100% on you knowing how to drive a vehicle but also some muscle memory and reflexes. Muscle memory in mechanics-terms would be Wisdom, while reflexes obviously would be Dexterity. In the end I think its more of a problem with the 6 attributes being distributed in the way they are than the skill itself, because arguably any physical skill could use a physical attribute and any mental skill could use any mental attribute if we split hairs enough.
On why its not an automatic skill like Perception, I think that the stuff we do while riding a vehicle doesn't require a Piloting check, much like how you don't require to make a Nature check with a mount unless you try to do some weird stunt. Piloting checks will likely be relegated to Starship combat and maybe wanting to travel faster, but by the looks of it it seems Piloting will pretty much be an optional skill in SF2e since we aren't even going to get rules of starships in the core.

moosher12 |
Piloting checks will likely be relegated to Starship combat and maybe wanting to travel faster, but by the looks of it it seems Piloting will pretty much be an optional skill in SF2e since we aren't even going to get rules of starships in the core.
This too. While some know how to drive. In an urban sprawl, there is less need. Many will take a train, a taxi, a bus, or other means of travel, and this is in real life. You also don't need everyone to drive. If you've got a Scooby-Doo or Sly Gang going, where you travel in a van, you only need one Driver. The same way you probably have a token healer, now you just need a token driver.
Granted, ways to be useful without piloting should be there. Piloting should be for driving, perhaps survival for navigation, Crafting for repair, computers for cyberattacks and defense, or scanning, and just plain old attack rolls for sticking your head out of the window and shooting, or operating a ship's cannons. Performance to set the background music, etc.
I think Piloting should be able to handle stuff like navigation, but I think so should survival.Ultimately, I think there should be a host of General Skill Actions for piloting that can apply to an array of relevant skills to keep folks useful as a unit in the metaphorical Scooby Doo Van, but Piloting would get the privilege of encompasing many if not all of those actions.
Additionally, giving vehicular weapons a weapon class and type might be a good idea. Say calling a ship-mounted remote controlled turret a Martial Weapon with the Projectile Group could let your operator be useful even in a space battle.

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I also think that piloting should be dex, and be its own skill, but not sure why the huge change for the playtest. In SF1e all piloting actions are untrained, in the playtest all piloting actions are now trained other than recall knowledge.
Because piloting is being used for all types of vehicles perhaps the place to put if you can use it trained or untrained is in the vehicle or starship stat block.

Master Han Del of the Web |

Having perfect vision means next to nothing for vehicle operation if you don't have the reaction times and fine motor control to actually act on it. When I got my lasik operation, it did not meaningfully affect how good a driver I am.
Piloting should remain a separate skill and remain dex based, maybe with a few paths to swap the core to intelligence or wisdom for certain classes. Using the trained/untrained distinction is a good way to separate 'mundane' vehicles from things like starships.

DMurnett |
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I hate the argument that "PCs should be insta-trained in piloting" because it misunderstands what skill proficiency is, what the piloting skill does, and how necessary it is.
For one, being untrained does not mean "entirely incapable of using." If I'm untrained in nature that doesn't mean I don't know what a bird is, if I'm untrained in acrobatics that doesn't mean I stumble flat on my face the moment there's a single pebble on the road, and if I'm untrained in piloting that doesn't mean I look at a steering wheel and the car explodes. Any of those things would probably mean that I wouldn't know left from right in the cockpit of an armored vehicle on swampy terrain fighting a giant plant monster, and neither should any adventurer who isn't explicitly knowledgable in those areas. Even an untrained character with a bad ability modifier can clear a DC10 reasonably often, and if your GM puts driving to the grocery store above that then I think it's reasonable to ask what on Triune's name they're on about. The idea that your character has some basic level of literacy in any skill, not just ones they're actively trained in, seems lost on a lot of people.
Second, I firmly believe that comparing the "drive" activity to, you know, driving, is asinine. It's an easy mistake at its face but those aren't the same thing. Again, that's the one you do when the seaweed elemental is tailing your tank, not when you need to make a turn at an intersection. Even if you believe you could put any adventurer worth their salt in the driver's seat and have them not crash into a wall within minutes, I hope you agree that they definitely shouldn't be automatically trained in navigating an asteroid field. Do you believe that your solarian has the necessary skillset to make a sick drift with their glider to outmaneuver the battleship sent to shoot them down? Then I've got great news for you, you can take the piloting skill just like any other skill! I don't hear anyone complaining when you're expected to be trained to out-climb or out-tightrope a similar pursuer. You don't roll a computers check every time you log into a comms unit you know the password for, and you probably don't need to make a piloting check at every stop-light either.
Finally, I highly doubt every person living today can even drive a car. Source: Nobody in my family that I know has a driver's licence and we get around the city just fine. It's not that universal, even in urban places. A lot of people simply don't need to drive for themselves. From what I hear it's probably more common in the USA where I'm told that's just kind of what reality is, but to me that seems like a pretty flawed model of how the Pact Worlds would pan out. Wouldn't this number be lower in a more enlightened society where public transport and pedestrian accomodations are more consistent across star-systems? This would be truer than ever in an adventruing party where in all likehood there's gonna be someone you spend effectively all of your time with who can drive. So even if piloting were the "driving to exist" skill that you need at least trained proficiency in to not instantly f*@+ up, then what?
Whether a different ability score would be more fitting or whether you should be allowed to attempt the currently trained-only actions without knowing what you're doing is a different discussion. I can already picture the miracle roll when the mystic desparately grabs the control stick from the unconscious pilot and pulls up the craft moments before impact. But we don't need auto-training for that, do we now. At most we need some sort of "avert disaster" untrained action, and even that's assuming your GM won't fudge the rules just the tiniest bit to let you try the awesome thing that is clearly awesome.

Squiggit |
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For one, being untrained does not mean "entirely incapable of using."
So while in principle I agree with a lot of what you're saying, it's worth noting that in the current document, "Drive" and "Stop" (among other things) are trained only actions and the former requires a check every time you perform it. Unlike with the computers skill, there's no explicit carveout for casual use being separate.
So I completely agree that driving to the grocery store shouldn't be something you worry about for checks and it's not what the skill was meant for... it's also true to say that per the current rules you literally cannot attempt to Drive a vehicle or even press the brakes if you're untrained and it's not that weird that some people might be applying that broadly.
Ideally the skill description should have an explanation describing casual, non-skill use and maybe move some of the trained actions to untrained too.
Perhaps, as with Thievery, the difficulty of operation should be tied to the vehicle itself. It's somewhat plausible that it might be impossible to operate an experimental spacecraft without expertise, but feels increasingly less so as the vehicles in question become more common.
... also I think the rate of checks might need some work. In a driving-focused encounter (which seems like a thing that could happen fairly easily in SF) your pilot might be making 2-3 checks per round, which creates some very high potential for failure.

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I would prefer it falling under Perception so that you didn't have 95% of PCs unable to use any vehicle in existence.Does that sound like a perception check?
In Starfinder 1e piloting was an untrained skill anyone could use. I'm not sure why it was changed for the playtest. It doesn't help this conversation that we don't have vehicles or Starships in the playtest. I do wonder if making it a trained skill has to do with the PF1e compatibility. It seems reasonable not to let PF2e characters fly a starship untrained, but not fair for Starfinder characters to not at least be able to do basic vehicle actions untrained.
Not all vehicles are equal in complexity, so one idea is to have the vehicle stat block determine the level of training needed to use it. Some could be untrained, other trained and really complex vehicles could even require a minimum piloting skill to use.
Another idea for using the piloting skill recall knowledge is to use it to figure out how to fly a ship you have never flown before each ship could have learn to fly DC. This would be great for finding and trying to use an alien ship that has unusual controls labeled in an unknown language.

moosher12 |
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From what it looks like, checking the GM Core, Driving a vehicle did not require training. So I am in agreement, training requirements probably should be removed from 2E Piloting. A Vehicle already has a Piloting DC, that should be enough to limit usability.
Feels weird that a Pathfinder character can attempt to pilot a clockwork motorbike untrained, but a Starfinder character cannot attempt to pilot a motorbike untrained. Especially since one can argue that a clockwork motorbike that lacks the polish of modern engineering would likely be more difficult to drive than a scifi one.

SuperBidi |

Does that sound like a perception check?
You really think driving a car has to do with how you use the controls?
Because I've seen countless descriptions on how to pitch, throw, catch or kick a ball, and how the greatest athletes were doing it in a way no one else can. But I've strangely never seen a description of how Schumacher was turning the steering wheel. Because driving is not about using the controls, much like Computers is not about how you type or click, it's about what you do with them. And I'm pretty sure Schumacher was good for anticipating and calculating trajectories at crazy speed, not for his ability to use the car's controls.
Also, I indicated earlier the prerequisites to become an airforce pilot. I think they know better than us what's important in piloting (and I assume an airforce pilot is the closest thing in our world to a spacecraft pilot).
I hate the argument that "PCs should be insta-trained in piloting" because it misunderstands what skill proficiency is, what the piloting skill does, and how necessary it is.
So you hate the insta-training in Perception?
Because it has nothing to do with driving to the grocery store, it has to do with adventuring and how, at least in SF1, spaceship combat was forced on you. If Piloting is part of the job description then all characters should have it, and if Piloting is so important then it should be a class ability and not something that you can choose or not to increase.
Anyway, it looks like it's an unpopular proposition. I got it!

Pronate11 |
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Because it has nothing to do with driving to the grocery store, it has to do with adventuring and how, at least in SF1, spaceship combat was forced on you. If Piloting is part of the job description then all characters should have it, and if Piloting is so important then it should be a class ability and not something that you can choose or not to increase.
considering that starships are not going to be in the core rules, I don't think that there's a real concern that it will be forced upon you. It seems far more likely to me that the problem won't be that piloting is a must take skill, and more that its a very niche skill you don't take unless the campaign requires it, like crafting.

moosher12 |
You really think driving a car has to do with how you use the controls?
The lady who issued my driving exam certainly emphasized that aspect. If you didn't know where everything was and could not get it intuitively, that was points docked.
Passengers also tend to appreciate good control, because as I said in an earlier post, control is the difference between a stressful ride and a smooth ride.
My driving teacher also used to grade things like smoother wheel and brake control, like proper steering and countersteering or good break mamagement. Which was to say that while a good execution and a bad execution of one of these tasks could accomplish the same thing safely, the better one was graded better on the aspect of having a better-fulfilled passengers.
And people typically do not want to ride with someone with bad control. Even if it's still ultimately safe, because it doesn't feel as safe.
The Dexterity interpretation becomes a lot more literal when dealing with complicated gear shifts. A big point that manual transmission car enthusiasts like to point out is they like to feel "more in-tune with the car" and can control it more like an extension of themselves, where there body has to do more tasks to keep the car running smooth. Then if you've ever seen a video of truckers dealing with their complicated transmissions, you start to see where interpretations of dexterity can start to really apply.
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But as I said in my last post, I don't think the Driving checks need to require Training, as they did not in Pathfinder 2E. A Driving DC should be enough. I think at least, a character might just want to be able to drive a bike, a moped, or a family car to get groceries and such. But a Piloting DC for such a vehicle should probably be like, 5-10. Well within range that an Untrained check could do the job.
But I don't think every character should be entitled to being able to pilot a spaceship, or a tricked out getaway car.
If you've ever played a racing sim, you'll get what I mean, when you pick a particularly squirreley car, and realize quickly you're somehow struggling to even drive straight, to disastrous results.
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Though as a side note, all honesty I think Pathfinder 2E side did it a bit better where the check depends on the vehicle. As is, I'm considering inspiring a home rule off of that where a player can choose between Dexterity, Intelligence, or Wisdom to be their Driving check ability modifier. As Driving, Piloting, and Sailing used to be Int, and as alternatives, you could use Arcana (Int), Crafting (Int), and Nature (Wis) for other checks.

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Driftbourne wrote:Does that sound like a perception check?You really think driving a car has to do with how you use the controls?
Yes. You can do a juci lift 180 blindfolded, you can't do that without good timing and practice.
you would use perception to spot the hazard. You would use piloting to get around a hazard.
If you are rolling piloting to do a barrel roll to outmaneuver an enemy starfighter it's assumed you are aware of it otherwise why would you even be trying to out maneuver a ship you can't see?
Personally, I feel that playing an Ace Pilot in Starfinder without the piloting skill just feels wrong. Also playing a space goblin Ace Pilot with no ranks in piloting isn't funny if there isn't a piloting skill to not take.

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From what it looks like, checking the GM Core, Driving a vehicle did not require training. So I am in agreement, training requirements probably should be removed from 2E Piloting. A Vehicle already has a Piloting DC, that should be enough to limit usability.
I didn't realize PG2e had DC for each vehicle that's great, Stafinder 1e didn't have that. That has some really interesting possibilities for SFS. Some scenarios let the PCs pick which ship to use, having a choice of ships with different DC rewords having a good pointing score, and makes for more interesting choices when picking a ship.

PossibleCabbage |

Really, piloting should be a combination of perception, reflex, and fortitude. The problem is that this makes it so there's no way to have "character who is good at piloting" by making character building choices.
It definitely feels like skill ranks are tighter when you feel obligated to have "someone who knows about computers" and "someone who can drive" on top of all the other things that are important (RK checks, healing, stealth, etc.)

moosher12 |
moosher12 wrote:From what it looks like, checking the GM Core, Driving a vehicle did not require training. So I am in agreement, training requirements probably should be removed from 2E Piloting. A Vehicle already has a Piloting DC, that should be enough to limit usability.I didn't realize PG2e had DC for each vehicle that's great, Stafinder 1e didn't have that. That has some really interesting possibilities for SFS. Some scenarios let the PCs pick which ship to use, having a choice of ships with different DC rewords having a good pointing score, and makes for more interesting choices when picking a ship.
Yes, as a quick example for anyone who might not know about it. The DCs look like this.
Airship:
Arcana (DC 32), Crafting (DC 32), Nature (DC 32), or Piloting Lore (DC 30)
Or a Cart:
Driving Lore (DC 14) or Nature (DC 16 to DC 24, depending on pulling creature)

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Driftbourne wrote:moosher12 wrote:From what it looks like, checking the GM Core, Driving a vehicle did not require training. So I am in agreement, training requirements probably should be removed from 2E Piloting. A Vehicle already has a Piloting DC, that should be enough to limit usability.I didn't realize PG2e had DC for each vehicle that's great, Stafinder 1e didn't have that. That has some really interesting possibilities for SFS. Some scenarios let the PCs pick which ship to use, having a choice of ships with different DC rewords having a good pointing score, and makes for more interesting choices when picking a ship.Yes, as a quick example for anyone who might not know about it. The DCs look like this.
Airship:
Arcana (DC 32), Crafting (DC 32), Nature (DC 32), or Piloting Lore (DC 30)Or a Cart:
Driving Lore (DC 14) or Nature (DC 16 to DC 24, depending on pulling creature)
With multiple skills usable that helps with Piloting being mostly trained only, and this way piloting would likely have the best DC.

moosher12 |
With multiple skills usable that helps with Piloting being mostly trained only, and this way piloting would likely have the best DC.
This is assuming that Starfinder 2E does this, though. Making Piloting it's own proper skill might make the devs cut off that extra functionality Starfinder-side. I'm hoping not. But it feels like a likely path of things.

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I'm not sure where I'd wanna go with Piloting. It makes sense as a skill I guess, because I can definitely remember not knowing how to ride a bicycle or car. It's a skill you learn.
Also, consider the DC of the check. What is the DC anyway? Either the DC would static (like Athletics checks to Swim in a particular kind of water) or based on the vehicle's level.
I'm guessing they're going with the vehicle's level, so it's a level based DC and that means there's always a decent chance of failing, even if you're trained. After level 5 or so, given the difference between trained and untrained skill bonus, it becomes kinda meaningless whether the action has "trained only" on it, because without training you're just going to fail hard anyway.
Looking at the results of the "Drive" action, the Failure result of the one-action Drive is interesting. You move in a straight line and it doesn't say that has to be in your current heading, but it does say it's the vehicle's speed, not "up to it's speed". So even if you're rolling a lot of Failures, you can still get sorta where you want to go, as long as the road is clear. It's not so good if you have to weave through traffic or catch a precise off-ramp. But it kinda simulates a poor driver on a roomy highway where everyone is giving each other enough space.
All in all I think it's a strong sign that drive DCs will be based on vehicle level, because these failure conditions mean that it's tolerable to fail from time to time. Which will happen if you are using some form of level based DC.
It also creates the interesting situation that it might be profitable to use a vehicle one or two levels lower than yourself, for a nice DC reduction. Also, given the scale of prices, an item a few levels lower is much less of a burden on your budget.

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Driftbourne wrote:With multiple skills usable that helps with Piloting being mostly trained only, and this way piloting would likely have the best DC.This is assuming that Starfinder 2E does this, though. Making Piloting it's own proper skill might make the devs cut off that extra functionality Starfinder-side. I'm hoping not. But it feels like a likely path of things.
My guess is the alt skills would be something like this,
Starship:
computers (DC 32), engineering lore(DC 32), physical science lore(DC 32), or Piloting(DC 30)

SuperBidi |

Yes. You can do a juci lift 180 blindfolded, you can't do that without good timing and practice.
Yeah, in a flat place with no obstacles. Obviously.
Now, let's say you have to run a rally with the pilot blindfolded and the copilot next to them to direct them, and every team has decent time to pratice the exercize so this is not about team coordination. If you have a professional pilot and a normal driver, where would you put the professional pilot and where would you put the normal driver?
I'd definitely put the professional pilot as copilot and the normal driver as pilot as driving is perception-based and not dexterity-based.

moosher12 |
So, since Starfinder is compatible with Pathfinder, let's run a little testing question, in regards to letting piloting checks be covered by Perception.
Merissiel, a rogue, falls into a time portal, and winds up in the far future in Absalom Station. And oh yes, this is quite possible. Society Scenarios have been written like so, and temporal anomalies have been documented in Dark Archive, or even seen as the plan of at least one BBEG throughout the series.
Merissiel, let's assume is Level 13 or higher, and has Legendary Perception. Should Merissiel be a masterclass fighter pilot upon having a confrontation with station security, and "borrowing" a shuttle to abscond to Castrovel to find a way back home without even an owner's manual to reference?
Want to keep it exclusively Starfinder 2E?
Could an alien caveman scout you might encounter in the galaxy with a high perception do the same feat? Sneaking in while you are distracted with his fellow tribemates, and flying off.

moosher12 |
If the caveman has simple weapon proficiency, yes. The crossbow was made into a simple weapon because you don't need a high degree of training to figure out its effective use. Point and shoot.
A conscript can get briefed in how to use a crossbow, and use it as intended in an hour, likely less. Were you ready for city driving in the same period of time?
What you're suggesting would grant every creature that has a high perception and wisdom (potentially irregardless of intelligence, because Intelligence is not part of Perception), the ability to be a pilot.
The only exception would be creatures with the animal trait, which are the only ones that have a clause that would prevent them via animal companions. A beast like a laser wolf could do it. Or really any beast with an Int mod of -3 or better.
There are other NPCs in this game, and things you grant to a player go to NPCs too. You need to consider these things.
All sorts of creatures are going to have high perceptions in the Alien Core, or whatever they will call it. So what will determine whether they are also ace pilots? What mechanisms will cut them off from that access?

exequiel759 |
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I don't think simple weapons are necessarily weapons that everybody knows how to use but rather weapons that need minimal training to learn how to use them. I never used or seen a crossbow in real life but its very likely I could learn to use them in a few days if someone teaches me how to use it. I wouldn't be that accurate with it if I never used it, but I feel that IRL accuracy and knowing how a weapon works are different skills, in a way.