Jump To Lightspeed Archive
Thread: Shug's E3 Report and Rumor Control
Galdara wrote:
Thunderheart - I know everyone over there is excited about JLS, Fan Fest, and the new Jedi changes, but could we get a little attention on the other boards? PrettyPlease?
Redd wrote:
Thanks TH.
"This is something Cinco and I talked about while we were in LA at E3. I've also spoken with Runesabre about it and as we get closer to JTL, we're going to be doing a "ground integration" and once beta begins, Cinco will give me the word and we'll run some focus threads to find out how players see there professions developing in Space. Although I don't see placing harvesters on asteroids in the JTL. That will be something that is definately for later development."
Open beta is going to be 1.5 months before release? Do you think that is enough time to then begin asking players how they view professions working in JTLS? Maybe we should get started a little earlier on our own...
The idea of harvesting asteroids is neat, I'd love to see that happen. But I know that JTLS is more like the "fighter edition" and space combat will be the focus for launch. Long as there is room to expand past that in the future then I'm more then happy to enjoy what we do have once the game is launced.
Thats a great outlook to have
JTL is looking poretty sweet. One question though TH.
Alot of people, myself included, have multiple accounts, so that we can have alt charaters on the same server. Due to the CD-Key's to get this, we've had to buy mutiple copies of the game.
Will we have to buy multiple copies of JTL as well? Or will one copy work on mutiple accounts? I've already heard several people complaining that they wouldent want to buy several copies of it to get the Alt's spacebound.
I mainly originally got my Alt as a support for my first char, but he's since grown on me and im now using him to explore more of the game. I wouldent want to have to choose which one to take into space.
Thunderheart wrote:
Mooko wrote:All this sounds great, very much like a new version of XvT, but is that really a mmorpg. I'm curious to know what is in space for many of the professions in game, such as artisan/droid engineer/dancer/musican/smuggler? Its already been stated no mining in space, this would of been a awesome addition, being able to dump a harvester on a asteroid or gas mining in a nebulae. It sounds all very arcade like, which I like' but I think were gonna see a major decline in other profession, simply because theres no point I've heard of, for them being in space, and everyone is gonna want to be in space, its Star Wars.This is something Cinco and I talked about while we were in LA at E3. I've also spoken with Runesabre about it and as we get closer to JTL, we're going to be doing a "ground integration" and once beta begins, Cinco will give me the word and we'll run some focus threads to find out how players see there professions developing in Space. Although I don't see placing harvesters on asteroids in the JTL. That will be something that is definately for later development.
That sounds great, I mean, even if it comes in very late, atleast you are planning to add harvesters etc sometime
But one suggestion i have right now is, and maybe its more of a question. Why havnt certain professions been givin exlusive access to there own ships.
Like an entertainer ship thats flown by a droid on a particular path, and its a cantina like atmosphere with casino games and so fourth.
What better way to get away then to really get away =).
Architechs could have merchant ships, that carry supplies from one planet to another, sell attatchments for ships on the fly and so fourth, via a droid arm.
Bounty hunters, could have a ship with tracter beem, that automatically ppushes his mark onto the nearest planet as to finish his/her contract. especially when player bounties fully enter the game.
Rifleman could have access to long range weapons that act as a sniper system.
Creature handlers........ well ur kinda outta luck u have mounts =).
Hope these questions/ideas can be addressed.
I understand that we will be in space and thus less things to render, however I still would like to know if we will be able to have furballs of over 64 players (the WWII online limit) or if it will be lagless in furballs of even just 5 players? XvT only had to render starships, yet the lag was pretty disgusting unless the host was on a T3 for full 8 player games. Is the JtL netcode that much better to be able to handle so many players with little to no lag?
I understand that beta is where you'll be load testing, but the ability to have large lagless furballs is pretty basic. Can you tell those of us who fear lag anything else to make us worry less? I'm hoping this will turn out to be the next XvT.
MrSclod wrote:
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
The key pivotal point in you discertation is BRIEFED. A U.S. Navy pilot can cross over to Army planes and fly them with MINIMAL rampup time compared to the first 2 years of training it took to become a Navy pilot. In the traditional SWG system he has to totally forget everything he knows about being a pilot in order to become another pilot. That makes no sense.
Fivo Asia