Jump To Lightspeed Archive
Thread: Shug's E3 Report and Rumor Control
One question I'm surprised that nobody has asked yet.
In all the Lucasarts space sims, concussion missiles and proton torpedoes are very intergrate parts of ship to ship and ship to starship fighting. Are there plans to implement them in Jump to Lightspeed? And if so, are they going to be crafted by a weaponsmith? (I would like to see that so, it never hurts to add to the economy).
nice, i'm really looking forward to it!
the only thing that surely causes massive flaming is the balance of the factional starfighters. in the movies, as in the space combat games (xwing vs tie etc) a sole xwing was able to take out several ties. that was ok, for a simple reason: the empire has the industry and personnel to mass-produce cheap starfighters and man them with mass-recruited troops. thefighters and personnelare much more important for the rebels, so they protect them better.
if it would be implemented like that, no imp would go to space, and the devs would be flamed by imps, because there are LESS imps than rebels overall (which is very sad, to say so:smileywink
. and it's surely not funny to be destroyed by an (x,y,b and foremost a-wing) with several shots when you need to pierce through their shields, rendering them nearly invincible. one (insert any letter here)-wing is nearly invincible against one tie, at least in the last space-combat games.
on the other hand, if you even them out, for example giving the tie fighters shields, the rebels would flame cause it's breaking the storyline, untrue to star warsyness etc., which is not untrue either.
i wish the devs much luck on this issue, and hope they find a way to even things out without breaking the line. now that i think of it, i have a proposal on how to at least reduce this, but i guess most things on this issue is already set:
why not give high level imperials which fly, for example, an interceptor the ability to "call" subordinates, like faction pets? in the movies you often see a high ranking imperial guarded by two lesser tie fighters, and that's the only way they can stand a chance against the better rebel starfighters. maybe from a certain point on imperials will be automatically guarded upon launch, or have to buy support with fp, or have to get one-time npc support before they launch etc.....
just my 2 cents,
mckracken
Looking through (currently)all 11 pages of this post, it seems only 1 question has not been answered. Here it is stated the best:
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ZalTaur wrote:
Not sure if this has been addressed, but hopefully we can get a dev response.
Although I can't imagine why anyone wouldn't get the expansion, realistically, not everyone will. So let's say you got a group of players in the ground game, half of which have the expansion while the others don't. If, in that hypothetical situation, someone who has a YT-1300 whips it out at a starport and launches, will the non-expansion-owning players be automatically kicked from the group, or will the ship simply fail to launch (i.e. system message stating not all player in group capable of space travel)?
WesleyJanson wrote:
On non-hyperdrive TIEs...
I think the solution is fairly obvious -- TIEs are not manufactured with hyperdrive units, but throughout the Star Wars universe, they have been known to exist. Simply put, if Imperial pilots are given the freedom to upgrade their engines and paint their starfighters, it wouldn't be beyond believability that they can use their out-of-pocket credits to procure a hyperdrive module upgrade.
Simply put, unlike other ships, TIEs shouldn't come stock with hyperdrive units, but have the option to add one in later on (heck, or during the construction process).
This is what I've been saying all along on this subject. Nice to see someone else on the same page.
As far as TIE Fighter/Interceptor going into hyperspace; since the process is basically just a loading screen, I assume those pilots will see their craft dock with a capital ship which itself goes into hyperspace. What other players would see is harder to fathom. Would capital ship keep popping in and out of regions to collect and deliver TIEs?
Cisco
Ok. Han Solo question here...
In his first set of answers Shug typed:
"Will players have enough skill points for both factioned and nuetral Pilot? Like, would a player be able to master bothRebel and Nuetral pilot? I want a B-Wing and a YT-1300. Will I be able to get both?"
Right now, this has nothing to do with skill points. We're making each piloting profession exclusive - i.e., you can't be both a Privateer and a Rebel pilot. We did this so we could have unique craft available to those players who progress to the top tiers in each profession without unbalancing space combat. We also did it so that the story-driven mission arcs have more resonance. With all that said, the Privateer missions are likely to pit you against all sorts of enemies, including (potentially) Rebels and Imperials.
So I ask: What about Han Solo? He was a privateer pilot and smuggler who then crossed over to the rebels. When he did so he didn't lose his abilities with his ship. He just became a rebel. If someone climbs the privateer ladder of spacemanship, then wants to join the alliance, should you lose your skills and have to start all over again just to fly the Reb flag from your space heap? That does not make any sense to me.
Maybe I am misunderstanding this.. Is it possible to become a rebel faction characterand a privateer pilot at the same time? Or can only true nuetral characters be privateers just as only rebel faction characters may become rebel pilots?
And if you're a privateer will your missions require you to fight Rebs and Imps? Why should the neutral pilot class be required to engage Rebs or Imps at all during story arcs or missions? I might be a neutral privateer who just likes to fly donuts in space and transport my goods from here to there. I may not want to be required to engage either side just to advance in skills or participate in the environment. On the other hand, I may be like Han Solo who only engaged the Imps when he had to to conduct his business (until he joined the Rebs and did it for fun).
Wookie__Jedi wrote:
Ok. Han Solo question here...
In his first set of answers Shug typed:
"Will players have enough skill points for both factioned and nuetral Pilot? Like, would a player be able to master bothRebel and Nuetral pilot? I want a B-Wing and a YT-1300. Will I be able to get both?"
Right now, this has nothing to do with skill points. We're making each piloting profession exclusive - i.e., you can't be both a Privateer and a Rebel pilot. We did this so we could have unique craft available to those players who progress to the top tiers in each profession without unbalancing space combat. We also did it so that the story-driven mission arcs have more resonance. With all that said, the Privateer missions are likely to pit you against all sorts of enemies, including (potentially) Rebels and Imperials.
So I ask: What about Han Solo? He was a privateer pilot and smuggler who then crossed over to the rebels. When he did so he didn't lose his abilities with his ship. He just became a rebel. If someone climbs the privateer ladder of spacemanship, then wants to join the alliance, should you lose your skills and have to start all over again just to fly the Reb flag from your space heap? That does not make any sense to me.
Maybe I am misunderstanding this.. Is it possible to become a rebel faction characterand a privateer pilot at the same time? Or can only true nuetral characters be privateers just as only rebel faction characters may become rebel pilots?
And if you're a privateer will your missions require you to fight Rebs and Imps? Why should the neutral pilot class be required to engage Rebs or Imps at all during story arcs or missions? I might be a neutral privateer who just likes to fly donuts in space and transport my goods from here to there. I may not want to be required to engage either side just to advance in skills or participate in the environment. On the other hand, I may be like Han Solo who only engaged the Imps when he had to to conduct his business (until he joined the Rebs and did it for fun).
That is why a neutral faction is needed so that way you still remain...a "Smuggler" and now work for the Rebel Alliance.Not a Rebel pilot because I think the way it is created now should stay because it is a military type of training...not the standard training.Do you think a pilot in the U.S. Navy can just one day decide to pilot in the U.S. Army and can magically fly adhering to the same standards?
No,they can not without being briefed and trained to that branches standards...the same idea applies to two different factions/branches.
Please Devs! Keep up the good work and lets keep this real so we can keep our role in this "RPG" not some whismical game created for people who want to make the game custom fitted for themselves and start the who can whine and bicker the loudest to get what they want.![]()
Message Edited by MrSclod on 05-19-2004 03:28 PM
Thanks for all the great info.
One question about the YT-1300 you said that people can move around inside the craft but you said that it must have a pilot in the cockpit. Is it possible for one person to be in the ship and still walk around or must there always be someone in the cockpit? Also can people in your group who don't own the ship pilot the ship to?
Thanks again
Jaster Mereel / Wanderhome