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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.
Umm. can you say Christmas Sales??? Tha'ts where the money is at.
Fitzhume wrote:
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
While that can pose a problem to you... You seriously should have chosen and East Coast server. All my pings are around 40-50 on Lowca. That is why they had 10 east and 10 west coast servers. For issues like this. But since you probably have a lot of time invested it may be too late to switch...I can sympathize for you.
RUSKULL wrote:
"Well, we all rather have a working game then a rushed beta becuse they wanted some more players. "
Rushed Beta? They've been working on this SEsince production beganon the original, so as far as I'm concerned they've had plenty of time. And even when it does come out in the fall, it will probably still feel rushed.
First let me say I can't wait!
On to my questions. Not sure that these have been addressed or not as a previous poster stated this thread has grown to huge proportions.
1. Damage and Death - In XvT when you get to 0 your ship goes boom. What will happen when a ships hull and shields(should they have them) reach 0? Will the ship be disabled? Will you just clone to the nearest planet?How will decay play a role in space? Will we take character damage or are we just looking at ship destruction/damage? Will theship just respawn in space in the orbit of the nearest planet?
2.This is more a suggestion then a question. Let us have capitol ships. Not so we can fly them butso that we can use them for mass guild/player transport. Have the cap shipas kind of a city type thing, with a launching bay, vendor abilities, cloning/med/cantina. The cap ship could be semi-static. Have a nav computer that would allow you to input new coordinates to a specificspace zone.Kind of like how you use the ticket terminal to buy tickets. If coords are laid in for the same zone,the nav computer would show how long it will take in real time minutes. For instance 10,000m would take 55 minutes to complete. If its a different zone and the cap ship has hyperdrive capabilities it would take X amount of time to complete thejump.
Having the launching bays and such would give the owners of the cap ships the abilityto launch guild craft or player craft to protect againstaggressors. Capitol ships would not have to be Star Destroyers or Mon Cal cruisers. Give us the ability to have convoys. That was one fun part of playing XvT and XWA, the ability to attack a convoy carrying this resource or thatloot.
3. In space everyone should be targetable. Neutral, Rebel, Imperial, it shouldnt matter. There should always be a risk that you could hit a squad mate in combat. Because this is a twitch based game, I dont see how its possible to not have this in game. You fire, laser shoots past your target and hits its tail, you have lost 5 Faction points for hitting one of your own. You have lost 500 FP for destroying one of your own.
4. Ship the expansion with at least 1 ship. Otherwise it could be weeks before anyone gets a chance to fly one, which in turn would really turn people off. Either that or:
5. Patch in the crafting professions a month before the expansion is actually released. Give crafters time to get leveled and get ready for the expansion. This allows ships to be available when the expansion is released. You could just disable the final combine for a ship until the expansion is released.
These are just my thoughts. Take them as you want.
DreamWatcher wrote:
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.
Nice update TH, loads of info there.
Any idea if we're able to christen our vehicles?
Oh another question that comes to mind and this concerns beta.
How do you intend to properlytest the game in relation to transition from space to ground? Will we be able to copy our characters from our current server to the beta servers? Beta would take forever if we had to create new characters on the beta servers just to test how the space expansion interracts with the original.
RUSKULL wrote:
JediMan, remember thatpeople posting here are SWG subscribers, so I'm sure they're aware that this willstill be an RPG.
I have one good suggestion...
To add "group" fighting to this expansion, you could allow groups of players in fighters for "groups" or "squadrons", but I have an additional GREAT idea...
Allow groups of players in the same spaceship! Like say the Millennium Falcon, in the movie one person was piloting and 2 were in the gun turrets. You could easily do this in the expansion. This would give a whole new level of player cooperation since the fate of all in the ship are in the hands of all the other groupedplayers.
I can see it now... someone in Mos Eisley shouting, "smuggler looking for sharpshooter to man the turrent for Kessle SpiceRun" (ohhh, but beware of the Mauw (sp)