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DaNumpty
Thu Apr 22, 2004 7:05 am
#417

Im in, no doubt about it. Sure there will be bugs and issues. But this sounds outstanding. Most of the basic questions were answered in the FAQ, with one exception, Skill points. Will expansion buyers have additional skill points to use to develop the additional abilities? Please update the FAQ as soon as practical with how this part of the game will be handled. As a Master Smuggler and Master Swordsman (or what ever combat class Ive mastered at release) I dont want to have to dump those hard earned skills to aquire space based skills. There are too few skill points as it is. If we are only given the same number with the expansion, it will be next to impossible to be competent on the ground and in space with the same character.



When I die I want to go like my Grandfather, quiet and peacefully in my sleep. Not like the passengers, screaming and yelling in his car!

Danumptys vendors are located at the City of Wolves Naboo -481 2352 GWIS PA Hall . There you will find Vehicles, Loot, Artisan and Architect Supplies.
OrbitalOne
Thu Apr 22, 2004 7:41 am
#418

Just think.... If the engine for the space expantion is developed diffrently than the engine usedto generate the planetside worlds thenmaybe the developers can use it to create a kind of instanced area for Pod-Racing!
Templar1865
Thu Apr 22, 2004 8:43 am
#419

As far as current development goes, please give one of your programmers a few cycles to revert player-controlled pets back to their pre-December combat effectiveness. Creature Handler was the only profession "rebalanced," so anyone engaging in it has been at a disadvantage for five months; it looks to be at least that many months before the "new" combat rebalance is rolled out. Until then, revert the creatures so that CH can approach the other combat classes in effectiveness.
Okele
Thu Apr 22, 2004 8:53 am
#420






Templar1865 wrote:

As far as current development goes, please give one of your programmers a few cycles to revert player-controlled pets back to their pre-December combat effectiveness. Creature Handler was the only profession "rebalanced," so anyone engaging in it has been at a disadvantage for five months; it looks to be at least that many months before the "new" combat rebalance is rolled out. Until then, revert the creatures so that CH can approach the other combat classes in effectiveness.






huh?

Akkori
Thu Apr 22, 2004 9:06 am
#421

At this point I woudl love to get ANY more information from ANY Dev about JtL. They have been working on it for a long time, and TH said a month or so ago that he had spent some time flying some of the ships. The stuff it mostly done...lets say 60%.....but we have 2% of the information.


But my giggest question will be: Is there going to be anything to do in space OTHER THAN fighting/"exploring"? I'm really hoping they start to think about the non-combat people. I want to be able to mine in space, I want to be able to fly to a planet and land at a player city shuttleport. I want to be able to land anywhere on the planet I want (kinda like they did in Ep1 when they landed to fix their ship on Tatooine and found Anakin....they landed OUTSIDE of the starport), I want to have a planet bigger than 15sq kilometer, I'd love a couple new planets. Adding "Tie Fighter" to SWG would be boring to a good number of people who really couldn't care less about flight simulators.


They are so close-lipped that they wont even tell us the Species of the new races!! Is *THAT* still in the works? Are they unsure exactlyl which ones they are adding? Whats the title of the 4 new professions? Will there be a hybrid requirement for any of them with pre-JtL professions (will Shipbuilder require and DE/WS/AS/AR skills), Are they keeping their silly obsession with the 4 skill tree system? Are they new professions 63 points to master? Will the new profession be able to have long-term playability (I ask because if all there is in JtL is combat....it would be interesting to see how many people will bother doing it if all they do is make a ship that will be for fighting...the JtL professions must integrate into SWG on a whole other level than the actual ship gameplay)...........


A post of at least 1000 words with more details on the expansion is in order.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Akkori
Thu Apr 22, 2004 9:08 am
#422

sorry 'bout the double post...apparently I can not edit any longer.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Cartman86
Thu Apr 22, 2004 9:09 am
#423

Why not making landing zones?? In your ship you can look at your map and it will show you what the landing zones are. Like all areas in purple you can land and fly or something. There isnt enough info right now for me to really know what to do though. Im confused on how people are going to move in there spaceship when they will have to walk all the way to there ship from there house back and forth. That really sucks. I would hope that when its in your data pad you can just drag and drop the items right into it. You should have to talk off from a spaceport but when you do it should let you decide if your going to go into "space" or if you want to "stay on the planet." When you stay on the planet you can fly around in the flyable zones on the planet. Now if this prooves to have way to many people in it. Which I dont think would be a problem if they had collidable damage so no one would want to run into eachother. then they could just maybe have you select on a map where you want to go on the planet? There are so many questions that I have!!! I really hope you can go inside your ship. I hope its seamless, bring out ship, maybe a load if they must,Your in the ship, walk tocockpit. select seat. Sit down. first person view, control ship, take off, auto-pilot (or maybe just hover in space)... select seat, get up, walk around,talk to people if you aloud them to get on.



Online Names:Cartman86 and Cartwynd Gamertag:Cartman86
SWG Name:Cartwynd
MSN:[email protected] AIM:Cartman8686 YIM:Cartman122186
Cartman86
Thu Apr 22, 2004 9:20 am
#424

What about if they just had it so you can land in key locations. Of course you can land in Starports, but they should also allow you to be able to land at shuttleports and your house. This right here sounds completely reasonable if you ask me. We should be able to make locations that you can land on and take off from. Not just starports. This wont make up for no fighting on the planet or flying on the planet, but it at least is better.



Online Names:Cartman86 and Cartwynd Gamertag:Cartman86
SWG Name:Cartwynd
MSN:[email protected] AIM:Cartman8686 YIM:Cartman122186
Mapai
Thu Apr 22, 2004 10:26 am
#425

How is this not the X wing game with better graphics ? I do not want to be negitive, and am still hopefull that more good things will come out, but I am dissapointed that there is no new worlds to go to.



Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
DARKSTAR69
Thu Apr 22, 2004 10:58 am
#426

Yes I would love to see an Ice planet like Hoth added to the game. Would be a new and different enviroment then green and desert planets. Also how will the skill pts work on that ? I hope we will get a specific type or skill pts for space only. It would be a sad day if we would have to drop skill pts to just go into place.Like jedi for example.

PS. get rid of AP for space. such a pain now . drop it for space lol ( wishful thinking here )
Zhagadska
Thu Apr 22, 2004 11:48 am
#427

only problem with planets like Hoth or Degobah is, there's really not much to do there.


Hoth is a icy wasteland.


Degobah is a swamp with tough creatures for sure, but there are no outposts. Yoda chose it for the solidarity, and the dark side presence to mask his own. The whole idea being that no one would go there and accidently find him.



I'd for planets like Nar Shadaa and Kessel and the Maw Cluster to be included though.





InVictus Kell - Smuggler for Life
Started: Beta 2
Retired : 1-27-06

It's been fun...
Casmaran
Thu Apr 22, 2004 12:27 pm
#428

As I have been reading some SW related books I came across some possible ideas that cadd some class related things to Space craft.


Bounty



*Okee (Bria)-Master Artisan - Master merchant - Novic Shipwright - marksman (0/4/0/4) - Novice Pistoleer - 4-4-4-3 Privateer Pilot
*Owe (Valcyn) Master Muscian - TK Student
*Shisshar (wanderhome) Novice BH - Master scout - Master marksman
Casmaran
Thu Apr 22, 2004 12:49 pm
#429


ok let me try this again


A Idea I had was for bounty hunters and smugglers to have the ability to change there ships transponder code (ID name) as a means to disguise there ships.


One tactic that Boba has used is the use of a drone of slave 1, a hollow copy of the ship made of plasteel with a transpoder that gave the Slave 1 ID to those who tracked it.


Entertainers having the use of a Sail Bargewhich players could board to enjoy entertainment and drink.


Group hunting parties can ride on skiffs.


I dont know if I missed it but I know there will be repair issues with space craft could there be astromech droids created to reduce damage taken, increase craft speed, or improve hyperdrive speeds?


add things where skill lvl (if any is required) will determine ability to plot more efficent hyperdrive courses and speed to reduce time of travel and fuel effencey (if fuel is a factor) Fuel could be factored into light speed jumps.


ability of Capitol ships to use a tractor beam? (nothing like pulling in a craft and forcing the battle inside a corllian corvett)



*Okee (Bria)-Master Artisan - Master merchant - Novic Shipwright - marksman (0/4/0/4) - Novice Pistoleer - 4-4-4-3 Privateer Pilot
*Owe (Valcyn) Master Muscian - TK Student
*Shisshar (wanderhome) Novice BH - Master scout - Master marksman
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