Chef Archive

Thread: What do Chefs have in store for Jump To Lightspeed?

SpottyGekko
Sun Aug 22, 2004 5:03 am
#14






sciguyCO wrote:

Just so you know, TH has said that there won't be any new foods added when JTL launches. That doesn't mean that we can't gather ideas to toss at the devs for a future publish, and these look like a good start.


Although the character's skills are going to have much less impact on your flying and combat ability, so there may not be much we'll be able to add to compared to the ground game. Unless you're talking about delivering RL food/drink to the player at the keyboard.







Yeah, sadly the Dev's have not had time to integrate the gound-based and space-based game much at this stage, but hopefully that will change.


If the pilot skillboxes only contain ship certifications, then there is no chance of food or spice helping in space. If this is the case, then the space combat is going to be very much "arcade style", because your pilot character will then be completely irrelevant, only your ship will count. That would then imply that when u change ships, u have to start finding new loot to upgrade the new ship, as none of the advantages u had on the previous "modded" ship will transfer (think in terms of skilltapes).


Please say it ain't so ?


But if there are any pilot attributes included in the skillboxes (+10 engine speed, +5 shield regeneration rate, etc.), then there is a huge scope for crafted buffs. The current chef products not only boost HAM (which does not appear to play any role in space), but also defence and resist attributes. It has been stated that there will be plenty of loot to upgrade your ship, so if the ship's stats can be modified by additional onboard components, why not add further buffs to those modifiable stats via the use of foods and spice ?

Message Edited by SpottyGekko on 08-22-2004 01:08 PM



Rankh Xholo (Master Chef)

**If I can have more than one account for SWG, can I also get a second account for LIFE ?
Gizmarke
Sun Aug 22, 2004 2:20 pm
#15

From what I understood the pilot trees aren't entirely all certifications. You also get special abilities to use with your astromech droid. Like shifting shield energy to gun energy, or something along those lines. So the pilots progress in the tree will have some effect on their twitch based piloting. There may even be evasive maneuvers, or maybe the astromech can boost speed to your ship or shields for a limited time, like burst run.

This is of course not confirmed and it may change but I don't see any room for food or drink buffs to boost space related fighting. Maybe there could be some buffs for force-sensitive, or jedi players though.

*Shrug*




-Castin Donn
...has mastered the Pilot profession
SpottyGekko
Mon Aug 23, 2004 12:47 am
#16






Saitek wrote:





SpottyGekko wrote:


Yeah, sadly the Dev's have not had time to integrate the gound-based and space-based game much at this stage, but hopefully that will change.


If the pilot skillboxes only contain ship certifications, then there is no chance of food or spice helping in space. If this is the case, then the space combat is going to be very much "arcade style", because your pilot character will then be completely irrelevant, only your ship will count. That would then imply that when u change ships, u have to start finding new loot to upgrade the new ship, as none of the advantages u had on the previous "modded" ship will transfer (think in terms of skilltapes).


Please say it ain't so ?


But if there are any pilot attributes included in the skillboxes (+10 engine speed, +5 shield regeneration rate, etc.), then there is a huge scope for crafted buffs. The current chef products not only boost HAM (which does not appear to play any role in space), but also defence and resist attributes. It has been stated that there will be plenty of loot to upgrade your ship, so if the ship's stats can be modified by additional onboard components, why not add further buffs to those modifiable stats via the use of foods and spice ?


Message Edited by SpottyGekko on 08-22-2004 01:08 PM





To include those types of abilities in skill boxes seems wierd to me, as it is really an attribute of the ship not the pilot. All the pilots skills as far as I know are Twitch oriented anyways.


It seems like there will be alot of professions that won't be as useful in space, not just chef, so I am not that concerned about whether or not we have a new market in the space arena. Our real market would be on the ground selling crafting foods to the Shipwrights, and selling foods to help the PvE'ers find the necessary looted components.It's possible that there may be a component needed from chef to make the ships ( though I'm not sure what).


The worse thing that could happen is that the ships are not easily damaged or decay very slowly, because this would let more players stay in space longer and rarely come to the ground to look for any new parts. However if they are anything like our swoop/speeder bikes they will not be that durable and have a relatively short life span.





What I meant by "pilot attributes" is the possibility for a pilot to make his ship perform better as his experience increases (which can be modelled in the game via various attributes). Perhaps this is not the intention of the "twitch-based" game.


The way I understand it is that all the spaceship mods will be dropped by NPC's in space, not on the ground. These mods will be used by the shipwrights to make improved components for spaceships.


So the only thing that a pilot needs from the ground-based game will be interaction with the shipwrights, to transform his space-loot into better ship mods(and maybe some form of income if his ship repairs cost more than he makes from space missions).


It sort of sounds like u could spend all your game time in space, if u wanted to, only touching down to get a new mission each time.

Message Edited by SpottyGekko on 08-22-2004 08:48 PM



Rankh Xholo (Master Chef)

**If I can have more than one account for SWG, can I also get a second account for LIFE ?
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