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Jayces
Wed Apr 21, 2004 9:53 am
#339

During the devlopment of SWG it was mentioned that there would be new planets added with expansion packs, are there any new ones with the first expansion pack?
TheNarcis
Wed Apr 21, 2004 9:54 am
#340






GonkSevenT3 wrote:



Everyone is getting all worked up over the twitch portion of the SE. If you think about it, it has to be slightly twitchy.


The part I imagine that will be twitchy is keeping your target in your crosshairs, not pulling the trigger at the right moment. My guess is that you initiate combat with your target, just like you do now, and the "combat" music starts. But your craft doesn't fire until you have the crosshairs over the target, kind of like being in range works now. From the demo I saw WAY back at Celebration II they were using a mouse to fly. I can't remember who gave the demo, but I remember him saying he wanted the SE to be a game his parents could just pick up and play. Nothing as complicated at TvX.


So a system like the one I mentioned would be a combo of twitch and character skill points. Twitchy to keep the target in front and in range and skill rolls to determine how has you faire and how accurate you are. The inverse is the same. Twitchy skills needed to avoid being in your opponent's crosshairs and skill based to determine if you managed to dodge the attack if you do end up in their sights.









Exactly...but when I saw it and the convention they were able to shoot without it in their crosshairs too. So it was just like Rougue Squadron or X-wing vs. Tie Fighter. And the more skills you gained the less floaty and more tight your crosshairs were, ect.





- Malak Draven
GonkSevenT3
Wed Apr 21, 2004 9:55 am
#341






GonkSevenT3 wrote:



So a system like the one I mentioned would be a combo of twitch and character skill points. Twitchy to keep the target in front and in range and skill rolls to determine how has you faire and how accurate you are. The inverse is the same. Twitchy skills needed to avoid being in your opponent's crosshairs and skill based to determine if you managed to dodge the attack if you do end up in their sights.






Dang edit button isn't working...the above should read:


Twitchy to keep the target in front and in range and skill rolls to determine howfast you fire and how accurate you are.



"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
Lynisx
Wed Apr 21, 2004 9:57 am
#342

Just one suggestion for you guys.

It'd be really nice if the SE came with a CD key too that could be used to make a second account if people wanted it. Just a thought with all the new races.



___________________________________

Lynisx, Master Musician, Master Entertainer, Master Dancer. Number of times Macroed: 0.
BuccoRoth
Wed Apr 21, 2004 9:57 am
#343

Thanks Somkey for spredding info
Now lets expect comments from Q, TH, Runesabre, Holo, Haden.... and more =)

I guess SOE clues just awaiting for their official sites updatedto paste the link..*grin*






-Bucco
OHVITAE SWG [http://murox.net/swg/] (Japanese)
RontoMike
Wed Apr 21, 2004 10:07 am
#344

I hope that the firing is "twitch"-style too.... I don't want my lasers going off only when some internal dice roll mandates it... I want control! The ground-based combat style annoys the crap outta me... I'm a "X-Wing" & "TIE Fighter" player from back in the day... that's the type of gameplay the Space Expansion should have. Maybe fix it so your lasers do more damage based on some skill mod... same for damage reduction for defensive mods... but leave the flying, targeting & firing to the player's own skills.



As far as calling vehicles in static city starports... BAD idea. Coronet's bad enough as is. Allow construction of a "Landing Pad" structure in player cities... and DON'T have the ship appear in the same fashion as speeders, mounts, etc... have a "hangar" structure there that the ship "rolls out of"... stand next to it and use the control device in your pad to call your ship. Would look MUCH better than the current rather ludicrous animation. Having players appear topull an X-Wing out of their butt is just stupid.... you can AND SHOULD do much better than that.


Fitzhume
Wed Apr 21, 2004 10:08 am
#345

Not sure if this has been addressed in previous posts, this thread has grown rather quickly. The more I think about space combat the more frightening one realization becomes. At present, I play on the East Coast, and generally I tend to have higher ping times than all of my WC friends. On character creation all the servers are a distance 3 away, and I chose what was recommended, Kettemoore. With that being said, I play on a pretty nice system, and any lag that get comes from information from the server. This results in little delays such as looting, and when I kill something and it actually 'dies'. My problem is this.. right now we have the luxury that we 'target' and our shots automatically are aimed. In Space Combat, I am assuming that we will be aiming our shots, considering you refered to the 'twitchy' aspect to combat. I am afraid that this is simply going to result in a matter of who has the lowest ping time, and highest RAM. Am I going to be aiming at something that I am seeing on a small delay? How are the devs planning on 'leveling' the playing grounds for people like me who at best can get a ping of like 120-140ish on a cable modem, compared to my friends on the WC who get 40 ping everytime? (An example of this is when people try to ninja loot, and for some reason one guy ALWAYS gets the loot.. usually means lower ping/high RAM) And what about those who play on dialup and have pings in the 200-300 range? In a 'aiming' environment, how can someone expect to defeat someone if they have a superior connection? Any reassurance on this will be greatly appreciated. Thanks.


-Fitzhume



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X Fitzhume Emit X
Obsidian Dagger Squadron



RUSKULL
Wed Apr 21, 2004 10:23 am
#346

"We're targeting a Fall 2004 launch. "


Too late. A launch before school's out, or even during summer break would've made more sense. Missed opportunity to aquire new players in prime time.








"I'm a Pre-CU jedi vet, so you suck! Gimme! Gimme! Gimme! Gimme! Gimme! Gimme! GIMME!! GIMMEEE!!!! GIIMMMEEEE!!!!!1111121!!@#"
Chilastra, Wanderhome, Bria gallery
D66
Wed Apr 21, 2004 10:24 am
#347

*cough* Freelancer has a Great system *cough*



--------------------------------------------------------
Orron,
Master Smuggler

Relax
Sloyet
Wed Apr 21, 2004 10:24 am
#348

Does anyone think they'll add any neat new land vehicles with this? More along the lines of some type of airspeeder (like the ones used on Hoth). They are kinda flying but they can only go so high. I think this'll be an interesting thing to add to the ground element.



Cronus
Master Doctor/Pistoleer
DreamWatcher
Wed Apr 21, 2004 10:27 am
#349

Some people make things sound very easy to change and add, but without any knowledge of the game code and other factors I would suggest rethinking some things.


Its a bit overreacting when somone say soe is rushing things "agian", the datapad issue is kinda good, rather then having tons of vehicles draining server power you get it in a neat and fast box. Most of us played the first days when mounts came, and later on vehicles and that was lag, with 60 speederbikes outside each starport, or when someone went into town mounted and it lagged for some people without good connection. Do anyone really think it would be diffrent with something as large as a spaceship?


And you could see it like you dropped off your ship at the spaceport and the mark in your datapad is just the ticket to get it back from storage at the starport hangar. Ever visted a place where you let somone else take care of your car when you eat?




"People can be divided into two classes: winners and whiners. Whiners are people who go around constantly complaining about the unfairnesses of life. Winners are people who figure out how to deal with the unfairnesses of life and get what they want in spite of it all." "Tom Sloper"
DreamWatcher
Wed Apr 21, 2004 10:29 am
#350






RUSKULL wrote:

"We're targeting a Fall 2004 launch. "


Too late. A launch before school's out, or even during summer break would've made more sense. Missed opportunity to aquire new players in prime time.








Well, we all rather have a working game then a rushed beta becuse they wanted some more players.



"People can be divided into two classes: winners and whiners. Whiners are people who go around constantly complaining about the unfairnesses of life. Winners are people who figure out how to deal with the unfairnesses of life and get what they want in spite of it all." "Tom Sloper"
3D4D
Wed Apr 21, 2004 10:33 am
#351

Im totally cool with the space part of the game being twitchy. If you don't like it, then you can just play on the ground.


Space wouldn't be fun if it was just targeting another ship and hiting some macro.


If you have a slow connection then group with some other pilots. Just like the ground combat, you shouldn't be able to solo everything.



/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
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