Jump To Lightspeed Archive
Thread: Shug's E3 Report and Rumor Control
I have noticed in the videos that everything is linked fire. Is there going to be a stutter fire or alternating fire for our weapons? Especially with X-Wings where they fire 4, 2 or 1 at a time, alternating weapons.
Han was not a Privateer. He was first a Imperial TIE Pilot then became a smuggler. Want proof?
Are the people who think 1.5 months will be enough for beta the same people who thought the original beta was long enough? Becuase if so, you really need to rethink the 1.5 month idea
Thunderheart wrote:
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?
Absolutely. I have to catch up on things from last week and next week, we'll get back to expected things. I have to hit the Smuggler and Squad leader boards next week, beef up In Concept, In Dev and so on.
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
The time allotted will be enough because the core feature set is so tight. I certainly think its a great idea to start thinking about player professions developing into Space, but remember to scale your expectations accordingly. Also keep in mind that none of the professional developments will have a big effect on piloting since it falls outside the realm of the skill points schema. Once we get to that point, I'm sure we'll be talking about it a lot though
For those that are worried about the playability of this type of expansion, netcoding and technology have advanced considerably since the days of XvT. I've been an avid player of Planetside and things have only gotten better as time has gone on with it. The only thing I'd worry about is your system RAM and Video Card. The most common form of lag there is simple video lag (ie: your system just can't render everything effectively) and the solution of course is to throw RAM at it. It works quite nicely.
I'd expect to be able to be able to play in battles of 200+ people at once, if they can get the server power for it. This an MMO after all, what's the point if it's not massive?
Great info on questions TH ![]()
I just thought I'd voice my one concern. I've seen my last favorite MMORPG turn from an open-ended, casual friendly, roleplaying supported MMOG to a hardcore, powergamers, loot-centric game in just 2 years. The devs TOTALLY forgot about a lot of there community. Most of which have since left. I'm talking of course about Anarchy Online.
Not saying loot, or powergamers or hardcore gaming is bad and shouldn't be in this game. But PLEASE don't loose sight of those people who were focused on when this game came out. The roleplayers, the casual gamers, the open-ended gameplay.
Over the last 6 months I've seen a LOT of attention given to powergaming and loot and all that. This game originally lacked content for combatant based players. The devs have also added some nice stuff for the non-powergamers and such. But agian, please don't forget we exist.
Perhaps it's a fear that has no basis with this game. But I saw my last favorite MMORPG totally forget about the peoples and the philosophy they originally intended to support. I just don't want to see it happen again.
(Although to give Funcom some credit, there next expansion does contain some nice stuff for roleplayers and casual gamers and less combatant-centric gamers. Although the focus on that has been totally overshot by the combatant stuff.. once again.)
All I would like to see is Free Vector Flight so I can do a 30 second engine burn and then rotate my ship around to fire on my attacker in full force. I have no plans on checking out other peoples ships or sitting chatting with people. I realize other may so I suggest an all stop command to tell your droid or ship to burn the appropriate amount of fuel to come to a complete stop.
Will there be autopilot with flight plans so your astromech will fly in a patrol. Will I be able to set waypoints for my flight plan?
What views will be available? Will I be able to fly in one direction while looking behind my ship in a third person view?
Will I be able to continue flight while looking at the planetary map (sector map)?
While looking at the zone map will i see everyone in the zone or will there be a limited range I can see that depends on the quality of my ships scanners?
Will this new craft engine be like loading a completely new game? How long will it take to load up?
Will this new craft engine allow for more land based vehicles like tanks and such? Like in Starwars BattleGrounds?
I sadly saw no mention of my favorite ship the A-Wing. Will this be considered an elite ace pilot ship?
Sweet Thunder
Go Thunder Hoooooooooooooooooooooo!
Oh one more question.
I kind of figured that since there is no ground it would reduce in lag.
However for the planet my video options I have set to low for (exposions etc fire etc)
Since space will be different I would set the options higher; would we have to keep changing the options everytime we go from space to ground?
neinnunb wrote:
Im pretty sure it will be like how X-wing was. When you applied zero thrust, your ship would come to a dead stop within 5 or 10 seconds. Its not the way space travel works in real life but if they did it real, then it would be too much of a hassle for most people.
they could make the underlying physics model work like real life and then put an option on the client side to have the client automatically apply reverse thrust for the player tomimic X-wing style physics. or they could just do xwing style psuedo physics and the "spaceships" would actually fly like "airplanes". i'd adapt, but that'd be a real bummer.