Jump To Lightspeed Archive
Thread: A Compiled A Question A Day for the Dev's Question List
11 ) Are there things I can do in-game now to prepare for the release of Jump to Lightspeed?
Yes! Some Rebel and Imperial starships will likely be limited to players with specific ranks or a large number of faction points, so you can start earning faction points now. In addition, we're working on a new system that gives special space-specific perks to veteran players; more details about this will be coming soon.
Devs,I haven't seen you talk about this. I've only read that one can advance to(presumably) qualify to fly a certain ship.
Here is my question:
To obtaincertification to fly certain types of faction ships (ie, X-Wing)require a certain skill levelcombined with a certain amount of faction points and/or faction ranks? Very little about this has been discussed.
- Ships will only be luanched and landed via Spaceports.
- You will not see your ship on the ground at the Spaceport. You will only interact with the luanch via the terminal in the Spaceport.
- You will never see your ship on the "ground". In other words, the Spaceport terminals will act as a sort of game launch portal to JtL.
- You can not "land" on the "ground". In other words, there is no immersive cross-over between Galaxies and JtL.
- Shipwrights can't repair their own or another pilots ship (think Planetside, in the way an "Engineer" can repair vehicles in plain view with full immsersive animation -- or consider a scene from A New Hope where Chewie is sitting on top of the Falcon with a plasma-welder).
- A ship will not be visible except when it is travelling through space. In other words, you will not see your ship in dock or on the planet surfacealong side other ships.
I'm jumping to some conclusions in the above list, but I think I'm probably not far from the mark.
I can't say that I'm too happy with this approach. Star Wars continuity and immersion aside, I feel that this entire framework is mediocre at best. While I can definately understand the limiting factors of providing a practical and playable MMPRPG, and am certainly impressed by the sophistication of the SWG engine in general, there seems to be an underlying lack of passion for what would make a Space MMRPG -- andmost certainlyStar Wars --entertaining and immersive.
Isn't it bad enough that vehicles and pets"pop" out of your "datapad", and that there is little to no animation that provides some sense of functional presence? This is even more frustrating to me when I contrast the SWG experience with Planetside, for example. Even Planetside provides some level of object interactiveness and objectlife-span continuity: A vehicle is generated at a Vehicle Pad; when a character boards or exits the vehicle, the character is animated to show the act of doing so; when a vehcile is destroyed or deconstructed it is fully animated; when a character repairs a vechile the characters actions are animated correctly.
From my perspective it is these little things that have turned so many critics against this game and that will ultimately result in the wide-spread abandonment of subscirbers in the not too distant future. Recalling many of the statements by thedesign teamevangelists in the early stages of development, and experiencing the product which we currently have, has lead me to believe that SWG has perphaps fatally lost its way.
Don't give in to the dark side, LucasArts (dark side = Sony)! Use the Force! I understand you're going to add force-enhancements to crafting -- it's too bad there isn't an"Attune Passion and Pride in Work" force power in r/l you could use.
Thunderheart wrote:
20. Will there be any non-combat related space activities, such as, for example, trading/courier missions or exploration missions? Are there any plans to expandJtL to include merchants or prospectors or any other play styles apart from 'combat monster'? ( Dynonychus )
Not at this time, but in the future, there are many possibilities that we can explore.
SidGi3 wrote:
We would love to fly our ships and land them ourselves.