Jump To Lightspeed Archive

Thread: A Compiled A Question A Day for the Dev's Question List

LithiumCommando
Tue Aug 10, 2004 8:55 am
#157

Firestem - Pilot profs utilize a different SP type, so you can be a Jedi and and Pilot.


My questions:


- Will there be any ships exclusive to those who have completed all 100-or-so Pilot missions?

- What's the maximum amount of furniture allowed in multi-passenger ships?

- Can the bridge (or cockpit) of a ship be targetted and destroyed?



----------------------------------------------------------------------------------------------------

Name: Alvin Flummux.
Rank: Imperial Colonel.

Imperial Inquisition Ace Pilot.

"Long live the Empire!"
LuciusScipio
Tue Aug 10, 2004 11:25 am
#158

I quote the FAQ section:


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.




----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
Protooplasm
Mon Aug 16, 2004 12:56 am
#159

hi, dont know if this has been asked yet but can i put a vendor on my multi person ship to store items that were in my house to free up lots, and to sell things when i group with ppl and bring them from one place to another?, just wondering


k thanks
Noukie
Mon Aug 16, 2004 7:26 am
#160

/bump



It's all for the nookie.
RSQViper
Mon Aug 16, 2004 2:33 pm
#161

You don't have to bump these, they are stickied ot the top.



JTL FAQ [FX] Summ'er Soleil & Sskik Stoksss [MEMS] Corvette
{CorSec, Arca Effex Division [ Swoop Quad-Champion%%%%
Rebel Commando, Carbineer, Alliance Pilot Trandoshan Privateer, Smuggler, Pistoleer
- I support live entertainers!
DarthMortus
Tue Aug 17, 2004 7:54 am
#162


Based on what I see in this Friday Feature, I'm making the following *ass*umptions --I'm certain this has already been covered somewhere in the thousands of posts which I wish I had time to read through, but it is something I consider important.



  1. Ships will only be luanched and landed via Spaceports.
  2. 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.
  3. 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.
  4. You can not "land" on the "ground". In other words, there is no immersive cross-over between Galaxies and JtL.
  5. 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).
  6. 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.

FeebleMan
Thu Aug 19, 2004 8:32 am
#163






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.








I can't even begin to express how completely disapponted I am to hear this.


Walk into any video rental joint, library, theater, any place where stories are told. Take a look at the types of stories. There are entire sections beyond action/adventure.


On one hand you can point to the SW movies themselves and say they fit squarely into that theme of action/adventure. And yet from day one we were told SWG was a persistent world, not just an online game. If SWG were just a game then limiting the focus to one narrow band of experiences would be fine. SWG is supposed to me more than one shallow genre isn't it? There are all sorts of gameplay elements geared to non-violent playstyles, but then nothing for those player to do beyond the same repetitive tasks. Imagine if the combat players could only kill one type of monster and only when directly outside their house, wouldn't be much of a world or game.


Is the problem that no one is asking for alternatives to killing everything in sight, or that that content team won't think outside that box?
SidGi3
Thu Aug 19, 2004 3:06 pm
#164


DarthMortus has a point. You guys profess to want immersion but you fail to show us the little things. We would love to fly our ships and land them ourselves. If you land somewhere and travel to another city, well I guess you have to go back to your landing sight to take off. Same should happen with vehicles, mounts and pets. We need detail not the just the big picture. Quit being abstract in the way things are played out. Ok enough whining for me

All in all I love the game. But would like to have more planets to explore and professions to do. More to life than combat. Where are the cops and thieves and mechanics and so on.



SidGi3 a.k.a Wartobeck, Kettemoor Server
JCRogue
Fri Aug 20, 2004 5:00 pm
#165

Cops = Imperials (tho we cant really police anything .. maybe RP style )

Thieves = Smugglers (tho I cant steal anything as a smuggler )

Mechanics = Crafters and the do-it yourselfers ... (Note: gotta love a critical failure on an expensive armour peice with a 100% effective armour repair tool )


Tommas 8-)



Fleet Admiral Tommas Equinox
Talusian Elite Force Royal Navy
TEF - Alpha Squadron
Talus, Eclipse
SidGi3
Sat Aug 21, 2004 7:51 am
#166

Yes Peeing is a little far fetched. LOL . But the possibilities of deciding when and where you take off and land your starship would make for a more adventurous atmosphere. You know like landing on an astroid to evade an imperial patrol. Or out in the dune sea away from the authorities because you are smuggling . Lots of things. Also a reson to have some more realistic professions. What if you wanted to join CorSec. Or be a spice miner. Own a tibana gas mine. And last but not least expolore other worlds on foot like Hoth, Kessel, Kuat, Coruscant. Be an imperial guard. There are alot of things that can be added to increase immersion without being too far fetched.



SidGi3 a.k.a Wartobeck, Kettemoor Server
RogueKairi
Sat Aug 21, 2004 12:56 pm
#167






SidGi3 wrote:


We would love to fly our ships and land them ourselves.





Im sure this is taken out more for db and lag reasons then for lack of immersion reasons.


Besides, all these people are asking for immersion. Immersion this, immersion that. Theyre so depraved of immersion that ideas are becoming far fetched. I would like to thank the idiot with a handshake from a bus who decided that peeing in the Sims was "immersion". Im surprised some idiot hasnt already asked for it here.



ARAMAXIS
±Bounty Hunter±
Brryn Starwind
-Master Ranger Veteran -Teras Kasi Master Veteran -Master Doctor Veteran
There but for the Grace of God go I
Frederik
Wed Aug 25, 2004 11:09 am
#168

Will there be faction pets in space, like an NPC Tie that you can call to follow you?
JCRogue
Wed Aug 25, 2004 7:56 pm
#169

O.o .. Nifty Idea on the space factional pets .. I'd love to ave a TIE Slave ...


Tommas 8-)



Fleet Admiral Tommas Equinox
Talusian Elite Force Royal Navy
TEF - Alpha Squadron
Talus, Eclipse
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