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Thread: Time for new Content in JTL

RougeSmuggler
Mon Dec 13, 2004 8:40 pm
#14






truewildman wrote:


And again I say, the playing field has been provided by the devs. It now falls on the players to get off their dead arses and set up a battle where there are capital ships.


I have yet to see that happen, and, quite frankly, until players start doing that, no one has a leg to stand on as far as crying to the devs for "space content".







PUH-LEAZE. That is the biggest crock if i've ever seen the biggest crock in my life.



If we're talking about the ground game, then fine I agree. Players have an acceptable amount of tools at their disposal to create meaning out of the GCW. Not a whole LOT of meaning, but enough, for now. Things like Player Cities, and Player bases give some sort of tangible setting for GCW conflicts to occur.



Space has nothing. You grind out professions, and then you're done. Once you reach Master you can fly out to the boonies and kill each other over a useless piece of empty space that has no strategic value.



What can players do to create content? The only thing really is for everyone to get together and shoot each other. This is not content. There is no goal with this scenario, and there is no mission for either side to accomplish. You could do some things to spice it up, like fight beside capital ships, like the Corvette at Yavin IV, but what's the point, you can't detsroy these captial ships. This is not content.



I'm pretty sure the Devs will create content for JtL, but seeing how it's been a year and a half for the ground game, and it's recieved so little content additions, I don't see anything meaningful being implemented anytime soon. We can probably look at a time table of 2007, when the GCW will actually have something for us to do.



Prove me wrong Devs! Prove me wrong.




-red

Insidius
Tue Dec 14, 2004 1:18 am
#15



Pharrel wrote:
I'd suggest a squadron of Imperial Star Destroyers moving throughout Spcae with a complement of NPC TIE Fighters, Interceptor etc.
I'd also like to see a Rebel Alliance Battle Fleet composed of Mon Calimari ships, B-Wings and X-Wings. It will give players the incentive to go an decalre their faction affiliations and roam open space overt.

Just a thought. Sign if you agree.

Pharrel

I still care a great deal about this game.




That's not content; that's just the same stuff we have already.

And you DO know they just added a dozen or so new missions in space, right? You act like they've forgotten about it for months.
TjadenFederov
Tue Dec 14, 2004 3:39 pm
#16


As someone mentioned aboutbase captures, how about a much more integrated system, with the ground game.


Example: You and your group are given a mission to assault and capture the flagship of a smallOpposing factionfleet in a remote area of space. Youacquire the coordinates to the sector bydoing a mission similar to how you get the vette ticket, except you must get the mission from a factional station. You have to travel through various systems after various targets, disable them and dock to get the item you need. Once youhave that you'll be given the coordinates to the station,and a randomly generated authorization code which is only useable by your character (I.E. you can't sell it).Then, you must type in/hyperspace(System)(Code) and your group will get an invite totravel with you. This is how it will go:


1- You'll arrive atone end of the instanced sector, with the station at the very end, with gunboats and the like in between. After you fight your way to the enemy Flagship,You mustfirst destroy its shields and its reactor to bring its defenses offline.


2- After this,you'll be able to /dockit and you'll be given the option to enter theflag ship.and you'll be transported to an Instanced area, much like the corvette.


3- You'll need to eliminate the personnel on board, possible *capture* not kill the fleet commander.(not nearly as difficult NPC's as the vette so players of all skills can participate, but strong enough.)


4- You'll need to repair the ship itself. **Opportunity to Elaborate** - You need to have a shipwright come along, and you'll find components on the ship that will be needed to bring it fully operational again.


5- After Repairs, you have to PILOT the ship out of another instanced sector. The group leader should be the pilot, not automatic. No Hyperspacing until you reach the destination. Now... There are 2 options for group members. They can either launch off the ship and engage enemies from outside, or they can man the turrets. I know you are wondering how 20 members could man the 50+ turrets of a LARGE capital ship (i'm thinking star destroyer large, or the ships you see the rebel command on in RoTJ). Here is a proposal: You man 1 Turret station. Then, anywhere from 3-10 Nearby turrets are linked to that one turret, So wherever your target reticle is, all the nearby turrets will fire there (when you fire of course). That way a small force of players could effectively control a ship. now that Shipwright Must repair the hyperdrive, in order for you to leave, through crafting. And possibly keep the ship repaired as it will take damage as you move to the hyperspace point. ** Opportunity to elaborate** - A smuggler can slice into the ships computers and overload certain systems to improve them, maybe only 1 at a time though, requiring multiple slices.


6- When you reach the exit point, you must hyperspace out and fly the ship to a faction station in a non-instanced sector (Would be pretty exciting to see that if you were another player not on the mission). You'll have a timeframe to return it or you receive a severely reduced mission reward to prevent joyriding.


7- Rewards- perhaps if you were a Tailor, Imperial Tailors*could find schematicsonboard for the rebel corvette soldier uniforms you see in the opening of Episode 4 or for the rebel starfleet commander uniforms, and armorsmiths could find schematics for some better looking rebel armor.Rebels will be able to find the schematic for the black imperial uniforms, and the other AT-ST pilot helm, not the Stormtrooper looking one. Armorsmiths could get schematics for Storm commando armor. This seems odd that Rebs find imperial schematics and vice versa, but it provides an opportunity for cross-factional trading. Plus it wouldn't make sense to find the schematics for high ranking imperial officer clothingon a rebel ship. This will involve crafters. and non-combat types on the mission.


*only tailors can find the schematicsto preventthe hoarding of schematics by combat classes, and thus overcharging.


Another possibility is that the game will detect what professions you have, and as a reward, you may choose an item towards that profession. Not just some crappy item, but something good. Like a full set of uniform schematics as I suggested, Except that Rebels get the Rebel Schematics, and vice versa. Weapon smiths would receive either some extremely elite components or a schematic. TK would receive a new type of VK, non kinetic damage. Doctor... Not sure, but possibly a really special type of buff? Perhaps a buff for accuracy, or a buff that would last an hour that adds +5 too ALL your skill mods (speed, defense, etc..). Chefs may get a new type of food. The possibilities are endless. No profession left behind. And fear my wrath if they neglect entertainers. A new song or dance. Possibly release the Xantha? The part for it is in the files for western, just not theother songs. Dancers will geta new, and WORKING dance, and better have a working basic loop instead of drunken stumbling.


And perhaps everyone who participated should receive a substantial credit reward, and a badge, of course. Maybe even a deed for a ship, but that may need to be a loot like the AV-21 powerplant- Imperials get a deed for the YE-4 Gunship (imperial gunboats), rebels the Rebel Gunboat... Privateers, i havent a clue but they better not get the shaft.


Thats my idea. It would be a truly awesome experience is my belief. I may start this as a new thread if i get enough response to this!




Tjaden

In Nomine Patris, et Filli, et Spiritus Sancti...

SWG
- Tjaden - Apophis' - Cekra - Fizzle -

Zeon_Zaku
Tue Dec 14, 2004 3:42 pm
#17

One thing I can't understand... why the hell don't we have an Imperial "crackdown" in space like we do on the ground? Granted the ground crackdown is a joke, but there's nothing in space. I realize we can't use get components sliced, but there must be some way Imperials can scan ships or things like that...



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


ComCypher
Mon Aug 22, 2005 10:58 am
#18






truewildman wrote:


And again I say, the playing field has been provided by the devs. It now falls on the players to get off their dead arses and set up a battle where there are capital ships.


I have yet to see that happen, and, quite frankly, until players start doing that, no one has a leg to stand on as far as crying to the devs for "space content".





While in any other instance I would agree with you when you say that players need to create their own content, in the case of space there isn't really enough "playing field" established yet to do so. If you look at how none of the POIs can be interacted with, how there is no special loot to find in space, and how all of the space sectors are essentially the same with the exception of the backdrops, it is apparent that something has to be added. People can only organize raids against the same Star Destroyer so many times before they get bored.


JTL is in dire need of an improvement to its exploration aspect as well as unique elements that take advantage of all of the professions in the game.



Com Cypher







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