That's the first career to do that then, because it's perfectly fine to have a Colonist who's a diplomat or a kloo horn player without needing to become a gunslinger cop. You can have a perfectly valid Hired Gun who isn't shooty, and can still use their Signature abilities.
The Hired Gun must be in combat to take full advantage of his signature abilities. His abilities will do little in other talky or non-combat situations, unlike say the Colonist's Unmatched Expertise which has a broader use. Is that fair? The abilities are there to colour the careers. I don't want to see generic abilities for my careers. I want to see abilities which will highlight and make those careers more unique.
Why does Ace even offer the non-piloting specs then if they're only meant to be 'prestige classes' for a pilot? Up until now, most Specs can stand on their own.
They are not non-piloting specs unless you focus them to be. They are piloting specs with alternate focuses. Gunners are pilots that can shoot better and Riggers are pilots with a mechanical talent. If you choose to focus on the secondary feature, that's on the player.
If you allow for the Ace/Rigger to use his ability when not piloting in some capacity what happens in the future when some enterprising technician joins up and has a signature ability that gets trumped because you're allowing the Ace to jump all over his schtick?
I'd be interested to see if this is where FFG is going. The career splatbooks have all introduced at least one Spec that steps outside the career a little. The Colonist/Marshal or Explorer/BGH allow you to have a more combat-focused character, without leaving your career or outshining the Hired Guns. Hired Gun had Demolitionist, which offers stuff like Mechanics and Computer that most HGs don't have.
Well if you allow the Ace/Rigger to use their abilities outside of piloting in some capacity then you are leaving your career. Might as well just be a mechanic at that point.
And yet, all these Specs can still happily benefit from the Signature abilities; the Demolitionist can narrate that he's using bombs or grenades for Last Man Standing, for example.
But he still has to be in combat to enjoy the benefit.
Maybe Keith or someone who worked on the Specs can clarify - was this an intentional design to restrict the Signature abilities to a few Specs, with the intention that Riggers and Gunners were meant to be second or third Specs?
I only see the restriction if you restrict your build. Or, as seems to be your case, the player relegates himself to a secondary position. Unless the ship doesn't have a copilot seat or astromech slot (if an astromech) I don't know why he wouldn't be able to use his signature abilities to their full extent.
If he wants to run around the engine room like Kaylee then maybe he should have gone the Technician route.
Edited by mouthymerc