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Thread: Ask any and all JTL questions here NDA LIFTED!!!
Scubato wrote:
This question is about the damage model of the ships.
1. If someone hits me in the left engine for instance is damage limited to that area of the ship? In other words , where the blasteractaully strikes the ship is that where the damage occurs or is it a random thing?
2.How do the explosives work in missles?Is therean area effect? Can launching 1 damage other ships close by?
3. Friendly fire? What happens if in a dogfight ifI accedently hit another friendly ship?
4. Is the ordanace such as missles longer range then the blasters? If so how much?
5. What is the maximum range you can attack another ship in space? Is there a minimum range for expendables like missles?
Thanks
Scubato
Message Edited by Scubato on 10-22-2004 01:27 PM
Message Edited by Scubato on 10-22-2004 01:27 PM
1) No, a laser blast effects the entire ship unless the shooter specificly aims for a certain part(engine, reactor)
2) Don't think theres an area effect
3) You can't damage friendly ships. When you fire on one you will get a noise saying you can't attack it.
4) I don't think theres a larger range for missiles.
5) Can't remeber. Say around 500m
OvMan32 wrote:
Scubato wrote:This question is about the damage model of the ships.1. If someone hits me in the left engine for instance is damage limited to that area of the ship? In other words , where the blaster actaully strikes the ship is that where the damage occurs or is it a random thing?2. How do the explosives work in missles? Is there an area effect? Can launching 1 damage other ships close by?3. Friendly fire? What happens if in a dogfight if I accedently hit another friendly ship?4. Is the ordanace such as missles longer range then the blasters? If so how much?5. What is the maximum range you can attack another ship in space? Is there a minimum range for expendables like missles?ThanksScubatoMessage Edited by Scubato on 10-22-2004 01:27 PM
Message Edited by Scubato on 10-22-2004 01:27 PM
1) No, a laser blast effects the entire ship unless the shooter specificly aims for a certain part(engine, reactor)
2) Don't think theres an area effect
3) You can't damage friendly ships. When you fire on one you will get a noise saying you can't attack it.
4) I don't think theres a larger range for missiles.
5) Can't remeber. Say around 500m
4. Actually, missiles can be fired from a longer range than lasers. I am not sure if this depends on the level of the missiles/missile launcher (meaning a Mark IV Proton will get a lock from farther away than a Mark I Proton) or if it depends on the "Missile Launching" skill mod (yes, there really is a skill mod for that). I do know that when I was first able to use Mark II Proton Missiles I could get a lock somewhere between 500m and 550m. Once I could use Mark III Proton Missiles I found that I could get a lock at around 600m. I'm willing to bet it is based on the Missile Launching skill mod, but in any case it is certainly possible to get a Missile Lock before you're in laser range.
5. Yeah laser range is 500m, and there is currently NO minimum range for missiles (but people have been pushing for a minimum to be added).
Message Edited by KaernLegorah on 10-22-2004 01:55 PM
Roteck wrote:
ok, here is a quick one!
In the movies, you see the X-wings firing their cannons in a rotation sort of way (one cannon after another). But in the in-game movies, they only fire their 4 cannons at the same time (same for the Tie Interceptor)!
Can the rate of fire be adjusted to reflect the "in movie" feel?
Also, nobody (Ithink!!!) asked about the crafting and ressources requirements of the ships. Can anyone post some info on date?
The X-wing can fire six, four or two lasers at a time. This is because it has hardpoints for three pairs of lasers (One pair mounted to the middle of the wings). Don't know if the TIE Interceptor has been upgraded, but when I played as an imp it only had the option to fire four at a time.
I've posted the resource requirements of the rebel ship in this thread, look further up.
Vicotnik wrote:
Roteck wrote:
ok, here is a quick one!
In the movies, you see the X-wings firing their cannons in a rotation sort of way (one cannon after another). But in the in-game movies, they only fire their 4 cannons at the same time (same for the Tie Interceptor)!
Can the rate of fire be adjusted to reflect the "in movie" feel?
Also, nobody (Ithink!!!) asked about the crafting and ressources requirements of the ships. Can anyone post some info on date?
The X-wing can fire six, four or two lasers at a time. This is because it has hardpoints for three pairs of lasers (One pair mounted to the middle of the wings). Don't know if the TIE Interceptor has been upgraded, but when I played as an imp it only had the option to fire four at a time.
I've posted the resource requirements of the rebel ship in this thread, look further up.
Err.. Six at a time? on a X-Wing, I'm in beta and I don't re-call seeing six lasers on a x-wing LOL
Most people don't use the third set of lasers because of mass and energy restrictions, but the X-wing has three spots for weapons.
Number-1-Commando wrote:
Err.. Six at a time? on a X-Wing, I'm in beta and I don't re-call seeing six lasers on a x-wing LOL
Vicotnik wrote:
Most people don't use the third set of lasers because of mass and energy restrictions, but the X-wing has three spots for weapons.
Number-1-Commando wrote:
Err.. Six at a time? on a X-Wing, I'm in beta and I don't re-call seeing six lasers on a x-wing LOL
Yes, X-wing has 3 mount spots for projectiles, which equals to 6 visible "bolts" firing. And just so everyone knows the weapon orientation/implementation is very off base far as what we know of starwars; which is really one of my pet peeves with JtL. TIE Interceptor (and basicaly all Imperial ships) only has 1 projectile mounting point, so even though you'll see four bolts from the four wing tips, that's actually only one weapon. While the tier3 Rebel ship (X-wing) has 3 projective mounts; so the damage output on the xwing is 3 times that of that on the Interceptor. You might here people say things like, the capacitor limits the firing time so that off-sets it. Yes and no, it does drain the capacitor but there are capacitors more than strong enough to power all 3 guns being fired for way more time than it takes to shoot down your standard PC ship, so that's really not a factor. So it comes down to Imperial ships will be way way outgunned by rebels and privateers b/c both those lines have ships with multiple mount points.
Then some might say, well, Imps are supposed to be weak but fast, ok, that might make sense if the game mechanics reflected that, currently they don't. You can be just as fast in a Y-wing as you can in an Inteceptor. Unless they just changed it, your top speed is based off your engine, not your ship, no limitations. The only thing that ship has some effect on is the turning rate at higher speeds, but basically if you keep your engine speed at around 350-450 speed in combat, which I do anyway, you won't have problems no matter what ship you're flying. Though don't get me wrong, in PvP a Inteceptor will out maneuver a Y-wing b/c they can hard turn at high rates of speed, but in PvE (which makes up most of JtL) there's no real benefit to having those tighter turning ships, the way the NPC AI is it doesn't put you at any disadvantage not being able to turn sharply at fast speeds b/c frankly you can't dog fight effectively at high speed b/c the ships constantly turn and brake and reverse course etc. so you'd never be able to keep track of your target, you'd fly by him, basically having to do strafe runs to kill him which would take forever. So like I said, you just operate at about half engine speed in combat always, which pretty much negates the downsides of having ships with slower turn speeds at high speed.
Anyway, it's still being worked on, but some of these things are gonna be in the launch version so you guys should buy expecting some of this.
Number-1-Commando wrote:
MikeXII wrote:
Do jedi Knights also have to turn overt in space? or always overt while flying?
They have to turn overt in space also, Jedi are the same as the regular players in space... Which also means, un-like the ground,they don't get deducted XP when they dying I think.
I could forsee overt players camping the npcs giving out missions... heh..
mkummer wrote:
another question :
how is the decay of ships and components? how long can you use them until they are completly destroyed. And do they get completly destroyed?
I think the decay is at 10% of the current health value. So if you had a component with a health of 100, after one death it will be at 90, after two 81 etc...