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Thread: Just wondering...
Oakek
Sun Jun 13, 2004 2:37 pm
#41
I've been playing asa MBH on TC2. I know they the population of Jedi are high because of the testing. But is thier going to be as many Jedi when this Patch goes live? Seeing so many Jedi makes me sick. Why don't the Devs make the enclaves so nice that Jedi would want to stay thier more? I hope they make it a rare site to see Jedi.
HumanDrone
Sat Jun 19, 2004 6:23 am
#43
can you use XP that you have saved up to buy the boxes that cost 8 points? and then use the skill points u were compensated for on the higher boxes?
CapricornONE
Sat Jun 19, 2004 2:22 pm
#44
Since there really isn't a tactfull way to ask this, I'll just go ahead and throw it out there since this is the 'hot' merchant topic now-a-days.....
FYI: I have Business III, I don't plan on dropping it, and if I do my vendor is going with it, and I'll hire one of you guys to run it for me, lol
When is the vendor fix coming for the bug/exploit/whatever, that allows non-business III peeps to have a vendor?
Thanks for you help, and please be gentle, I burn easy...
Kwee
Sat Jun 19, 2004 2:48 pm
#45
I don't believe any scheduling info has come out since that State of the Game letter that was pulled and replaced by one saying"we are still examining the schedule".
Mouserpg
Fri Jul 16, 2004 8:49 pm
#46
Why bounty hunters of the same faction can attack Jedi? It should be only neutrals can attack both sides. Just my opinion.
groovysplat101
Sun Jul 25, 2004 6:20 am
#47
You might have heard this question before...sorry if you have.
Weapons. Specifically, Projectile Weapons. Missiles. Torpedoes. Presumably, these are going to have a payload on them...a set number of torpedoes that you carry and fire, right? If not, the fighters would be radically overpowered...no one fighter carries enough torpedoes (in "reality") to strip off the shields of a Star Destroyer. That's just something that people do in pilot games when they set their ammo to infinate. Seeing as, for the sake of being fair, the TIE Interceptor is gonna end up with missiles of some form (all the other types actually carry them), restricting the amount is the only way to keep some realism in place.
Assuming that you will only get 6 Protons on an X-Wing, when do they reload? Is it when you land? Is it when you have the fighter repaired? Do you have to go to a special terminal in the Starport? Can you buy torpedoes as an item, and then "use" them when your ship is generated to reload them? Could you fly around in a YT-1300 with a cargo bay full of torpedoes?
Just wonderin'.
Weapons. Specifically, Projectile Weapons. Missiles. Torpedoes. Presumably, these are going to have a payload on them...a set number of torpedoes that you carry and fire, right? If not, the fighters would be radically overpowered...no one fighter carries enough torpedoes (in "reality") to strip off the shields of a Star Destroyer. That's just something that people do in pilot games when they set their ammo to infinate. Seeing as, for the sake of being fair, the TIE Interceptor is gonna end up with missiles of some form (all the other types actually carry them), restricting the amount is the only way to keep some realism in place.
Assuming that you will only get 6 Protons on an X-Wing, when do they reload? Is it when you land? Is it when you have the fighter repaired? Do you have to go to a special terminal in the Starport? Can you buy torpedoes as an item, and then "use" them when your ship is generated to reload them? Could you fly around in a YT-1300 with a cargo bay full of torpedoes?
Just wonderin'.
Boac
Sun Jul 25, 2004 6:23 am
#48
Wow, never even thought of that. hope some one answers i would like to know also!
If there was a payload, it would make a cap. ship acualy fun to kill, have to bring alot of people. opse to buffing up and being invincabel lol.
thxfor the thread! realy good ideas
Kiza
Sun Jul 25, 2004 6:40 am
#49
I think I read up some where that the shipwrights make em for you so I guess you have to buy torps of thier vendors
Deel_Fargus
Sun Jul 25, 2004 6:56 am
#50
Well Shipwrights craft the Ammo.
Ammo:
Proton Torpedos, Concussion Rockets, Heavy Rockets, Space Bombs (actually really slow missiles), Mag Puls,Chaffs, Flares and the like...
You have to install a specific component onto your Fighter (perhaps also possible on freighters), lets call this a Warhead launcher, this component gets loaded with your ammo, this is only possible while grounded. Nothing has been stated up to date concerning how many Rockets (or whatever) you can load into which Fighter. I hope this will be different from Fighter to Fighter...
Well if you emptied your launcher, you have to return to the ground to reload.
This will mean people have to conserve their ammo, and not spraythe whole sector with Rockets (and the like)
BrotherDavius
Sun Jul 25, 2004 7:00 am
#51
That would be so cool, having to land and stuff.
It would be a bit like freelancer on with less missles i think.
Yaanos
Sun Jul 25, 2004 7:18 am
#52
This is a really good topic actually 
Also what about power consumption for lasers? In most games you have infinite laser power and you can shoot for hours and hours without ever stopping. Will we have to balance lasers, shields and engines carefully less we run out of power (like in the game Earth and Beyond)?
This would be a good coninuity aspect as in the EU X-Wing series the author decribes how the pilots have to shift power from their engines to their shields etc.
I think this would be good as it would enforceJTLas not being a skill tree based game an relying on the players ability to asess combat situations and adjust their ship accordingly.