I'm fine-tuning an NPC, to be used in space combat, and one of the "advantages" he will get is a deviation in ship design; his will have a droid socket, like the X-Wings of the Rebellion/Resistance. Well, give TIE Fighters their lumps, but they are hella-fast, very agile, and flown by one man, who seems very capable of both handling that sped/maneuverability, AND firing the lasers at enemy fighters, in dogfights. So, what advantage would he get from having an astromech plugged in, where TIE Fighters don't? In the game, PC pilots often seem to start with the Y-Wing. It's older, but durable, and means the party has less assets allocated to them, early on; there's better to "level up" to. If the one player is handling flying/shooting, what is the other PC doing? What Job/Talents are a good fit? Is their ship getting whole extra Actions, because of the second PC? When you get up to an X-Wing, you'll lose that co, but gain an NPC Astromech (unless someone is playing one, and then maybe it'll join you). My memory says they usually have Galaxy Mapper, and Hold It Together, but what else are they doing, PC or NPC, to assist the pilot, where the TIE doesn't really seem to need it, or too bad doesn't get it?
I'm sort of trying to make my own take on a Jagged Fel, and while I wouldn't want him to scream "BROKEN!", I do want to give him every fair advantage, to illustrate his best of the best aspect, so I'm curious what his astromech brings to the fight, or what a co-pilot would, if they used two-seater craft? Thanks much!