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Thread: What to do after receiving Imperial Ace? What's left?
I love it, people power through, and then are surprised when there isnt much more to do. Its great.
Message Edited by CerionSkydreamer on 11-13-2004 09:06 PM
And don't forget that on the ground u see 1 or 2 Stardestroyer, and in space................!!!!!!!!!!!
MukeyMonkey wrote:
Don't forget the fact on the ground game you see the sun or 2 suns rising and setting depending where you are then get in to space and there's no sign of them. I don't know about anybody else but this bugs the living crap out of me.
JAY-KAY wrote:Well, it took about 2 weeks to get people bored.I haven't received my copy yet and i'm a bit afraid of the same problem. I'll master my prof in about 2-3 weeks and...?
Personally i like the EXPLORATION. I like Freelancer's EXPLORATION A LOT! I mean it's really cool - lots of different nebulase , space dumps, hidden pirate stations and other cool things. When u discovered hidden space graveyard, there might be some legendary loot.
+ they should make more options to the game - smuggling, pirate attacks (which can capture your multiplayer ships), transeferring the cargo,space dungeons... there are lots of interesting things to put in the game.I hope devs will improve the content.
I thought I was the only one on the planet who was addicted to Freelancer. My favorite single player space combat ever. Well that and Privateer II on DOS but neither of them are playable on my new PC for some reason and I have forgotten all of the old DOS commands to install CD-Rom drive and such to even see if I can still play Privateer II.
Freelancer was totally and completely immersive. After you ran through the story line and the insane battles near the end of it, there was still content to explore. As JAK-KAY said, hidden systems and bases and the faction aspect of it made it possible to get a ton of different ships. I beta tested an online called Jumpgate....Not sure what happened to it after beta but it was faction based if you chose to PvP but also had a commodities market and space mining and such as well as single player missions if you chose to go that route. It was really enjoyable just the controls were a bit awkward for my tastes and they never did much to improve them.
My image of JTL (before it was released of course) was a little of the 3 games I mentioned above rolled into one. I mean hell the technology Sony has access to is years ahead of DOS in Privateer or even the Win98 of Freelancer and Jumpgate days. Aside from privateer II (3cd's)the games were on one CD.
I mean I am taking into consideration the fact that JTL is not even a month old yet and more content will be added in the future (and hopefully bugs fixed as well). How hard would it be in that content to add a commodities market to each station and a different price rate depending on supply/demand at each one of those stations. Then say hmmm......."Tattooine is low on water and they're paying 5 CPU for any kind of water. I have water pump on Naboo cranking out 5k units of water per day. I'll load it up in my cargo hold and take it to Tat and make a nice profit. If, that is, I can make it past the Valarians and Hutt pirates that want that profit for themselves." Or how hard would it be to add mining lasers of differing strengths to ship equipment and also a cargo hold rating on EVERY ship so that someone who is tired of shooting down the drunken bees can go out and mine an asteroid field to make a few credits in the commodities market mentioned above. They could also use the buy low sell high idea of buying a load of something at one station and reselling it at another. And this would be great for those of us who get tired of the shootemup on occasion and have no desire to master pilot in a matter of days like some of my friends have done already. Lol
Sorry for the long post just agreeing with others here and adding a few suggestions of my own.
Now maybe it is just me, but I honestly believe that if you make JTL enough fun to play, then you do not need to offer rewards for playing. If the game is cool enough (and not expensive) players will participate for the sheer joy of the experience. In fact no rewards would encourage players to play for the fun of it, and completely remove any incentive to exploit these missions.
Kessel and Deep Space are simply not enough, we need several PvP zones. Each with it’s own theme which would allow players to jump into a large PvP battle. Here are a some ideas for PvP zones. In each case I believe there should not be any real reward for playing. However conversely there should be no penalty. When you go to your factional deep space station, you are given several zones to which you can warp. When you warp out, or if you are destroyed, you warp back to that station and are repaired to your pre-battle state for free.
Capital ship battles
A Correlian Cruiser and an Star Destoyer concurrently spawn about 5-10 km apart. For the first 10 15 minutes they are unattackable and PvP is disabled. This give everyone time to get ready. Then the battle is on! After a period of time, if neither ship is destroyed, they slowly close on each other and battle it out, generally allowing the least damaged ship at that point to win, but giving each team one last chance to tip the balance in their favor. The victorious ship then warps out, and we start all over. (Yes I got that idea from the Episode 3 trailer, but didn’t that battle look cool!!!)
Freighter Escort.
There could be two of these, one Imp transport, one Reb, or one zone and they alternate missions. The Freighters slowly move across the zone. In the case of the Imperial escort mission (and visa versa for the rebs), the imperial players would have two hyper points. One at the start of the freighter voyage, one at their end point. The rebels have only one hyper point, but it is in the middle of the freighter’s flight path. At the start and end of the mission, the escort would have the advantage of quick reinforcement. However in the middle portion, the escort would have to run the gauntlet of attackers without ready reinforcements.
Capture the Flag
A basic PvP game concept. No reason it wouldn’t work here.
Capture the Hyper points.
Each Hyper point has an emitter which will only allow friendly ships to warp in. However, docking with an emitter will alter it to allow rebel or imperial ships to warp in. The goal is simple, capture all emitters to cut off reinforcements, and kill all enemies in the zone.
The Death Star
Forget continuity! We all want to fight that battle! Heck, I don’t even have to explain how this one would work, we know this battle by heart! Come up with whatever lame storyline excuse you need, (time travel, a little known third Death Star, an elaborate simulation, the entire season was only a dream), we will forgive you if you give us this experience and make it cool!. ![]()
Message Edited by IntoTheGarbage on 11-14-2004 02:32 PM