Development Cycle Archive
Thread: IT 7-16: New Dungeon The Corellian Corvette
There's a time limit on how long you can remain on the Corvette (1 hour) and once you return to ground you have to acquire a new set of travel documents to return there, which requires completing at least one of the search quests, if not two or three.
Granted, I suppose an organized and very determined Jedi could spend all their time focused on getting those documents and spending as much time as possible on the Corvette in one hour chunks, but it would be quite an endeavor, and they'd still be planetside frequently.
While it's theoretically possible for a Jedi to use this as a way to hide for periods of time, I doubt the logistics involved will result in it being a common, or even generally feasible.
You could always just camp the most popular Corvette mission giver for the Rebels since they will need a new ticket every hour or so.
FLA wrote:
Well if this is going to be live this way and Jedi will be able to nearly permahide away from their hunters until they are Master there is nothing left for me (MBH) to do in this game, since the hope for Player-Jedi-Hunt was the last thing that kept my subscribing. *sigh*
first after u beat the first three mission's to get in to the dungun once u do that u can go in any time u want right
and second say if u finish the first three mission's can some how u have a freind help u on the qeust part of the dungun but they can not get any thing from it like they are just here to help kill things so they cant talk to the npc's
Well, I finally got up last night - solo, covert Imperial, Wookie, no-buff, Pistols III and a scout blaster. I was surprised I lasted more than 30 seconds.
First, I was so glad to finally see a use for that shuttle at the Emporor's Retreat - and it's nice to have a "new ride" at the themepark. I would like to see more additions like this to the themeparks - though perhaps not the same type of adventure, but more things like thisto get people to return to the area once they finish the park the first time.
Second, what can I say about instanced dungeons - never thought it would happen in SWG. Very exciting indeed.
When I arrived everything conned yellow to me except for the Battle Droids, so moving around the ship was not a problem. I explored, not knowing exactly what to do. I found a droid part in a broken R4, picked that up.
When I finally went down to the battle-droid area I actually survived for awhile- the corridors make it easy to run away (but the AI works well enough that they follow behind quite easily - a good thing). When I finally died I cloned in the cargo hold where you begin. This was unexpected - I didn't realize that you would clone up there.
Although I was still covert with no TEF, post-cloning everything was aggro. As soon as one of the Rebels attacked me I got a TEF, and my time up there was numbered. There is a Rebel commando that spawns like 10m from the clone point, and he just kept coming in and killing me, clone, repeat.
However, since I was a wookie and had maxxed HAM I was able to run past several of them eventually and get to an escape hatch. I expected to be ported to the Retreat again - the Emporor's - when actually I appeared a lot closer to the Lake Retreat. It was very cool to come down near an escape pod though. It was a long run to the Lake Retreat shuttle port, but I didn't mind. ![]()
Overall very impressed - though I do wish (like other dungeons) that we had a *bit* more direction as to our mission. While we don't need it hand-held each step of the way, it would be nice if there were a few data terminals or such (like the Warren) that gave you a few hints. (If these are there and I missed them, don't shoot me, lol).
Finally, a couple of questions as to how the tickets work. I understand that your whole group goes up, but am confused on one point - does everyone in the group need their own ticket? Am I right in assuming that for only one person needs to get the ticket for the entire group? Finally, is the ticket tradable? If it is, I see the first ticket black market - which I think would be a great thing (even better, only smugglers are allowed to do it...).
The Corvette really makes me a lot more optimistic about the future content in SWG - if only because of now knowing instanced dungeons are possible. These are the types of adventures people crave - something that feels like their "own", not "who can camp the longest" or"who can be the first on after reset".And although I didn't kill much (okay, anything!) I didn't obviously see any of the new loot - adding things like thatto new content is also excellent; I never thought we'd get a new vehicle this quickly.
Now if the bugs people have reported are ironed out before live, the Corvette will bethe most exciting addition to SWG since vehicles themselves.
Audio
HI, Im interested in knowing why vehicles with two seats aren't capable of carrying two people. Seems to me and most of the people I play with this should be a feature of larger two seat vehicles.. I appreciate any info or remarks you may have on this subject.
Thank you!
Rebel Missions Start with:
Pashna Starkiller: Corellia, Bela Vistal
Adar Tallon: Corellia, Tyrena
Master Sergeant Crowley: Corellia, Kor Vella
If you believe that there was only one type of that ship ever created, then I'm afraid you're going to be sorely disappointed.
skhisma wrote:
except the Taintive IV was DESTROYED at this point in the series, Vader destroyed it right after it was boarded.
Will we be able to start the missions on live in the 2 weeks it takes to roll the dungeon out?
This is the first time I've ever been excited about a patch for SWG.