Jump To Lightspeed Archive

Thread: Ask any and all JTL questions here NDA LIFTED!!!

Number-1-Commando
Thu Oct 21, 2004 3:18 pm
#40






UFO-MOE wrote:





Number-1-Commando wrote:





UFO-MOE wrote:

I have a question, how powerful are the guns on the Multipassenger ships, are they the saem as say a Tie Fighter per shot, or are the more Like cannons that can destroy a fighter in 1 or 2 hits?






All components that u put in the ship will have the same effect, such as turrets... However, If u have a multi-passenger ship that is turning at the same time as a tie fighter, the tie will turn faster.. You get what i'm saying? The bulkier the ship, the hard to turn and such.






Well that does answer a question i had in my head about the manuverablity of the MP ships, But i was just wondering if the Guns on the MP ships are Gernerally more powerful than the smaller 1 person ship guns.



The weaponsare the same strengthno matter what ship you put them in.




___________________________________________
"Cheese is good, when cheese is needed"
WillinB
Thu Oct 21, 2004 3:19 pm
#41

w00t on customization
KyrYxus
Thu Oct 21, 2004 3:19 pm
#42


odd double post




WillinB wrote:
Eh, I don't worry about NPCs as much Besides, it makes a little more exciting if I get attacked by hutt fighters and I ahve to scramble to the guns. I was just worried about getting murdered by players.






A note on multiplayer ships:


Pilots cannot fire the guns (at least on the YT-1300) while piloting. You have to have a crew to man the ship. As I haven't piloted any of the multiplayer ships I'm not sure if this applies to them as well but with the Sorosuub Yacht in order to keep moving you have to be at the controls. Autopilot feature is not working just yet, tho I expect that to be addressed in the next day or two.

Message Edited by KyrYxus on 10-21-2004 04:20 PM



~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



Number-1-Commando
Thu Oct 21, 2004 3:20 pm
#43






MikeXII wrote:
Do jedi Knights also have to turn overt in space? or always overt while flying?





They have to turn overt in space also, Jedi are the same as the regular players in space... Which also means, un-like the ground,they don't get deducted XP when they dying I think.



___________________________________________
"Cheese is good, when cheese is needed"
Number-1-Commando
Thu Oct 21, 2004 3:21 pm
#44






WillinB wrote:
Yes I know that..but you can still get out of your seat and man the guns, right?





Correct.



___________________________________________
"Cheese is good, when cheese is needed"
Egeis
Thu Oct 21, 2004 3:21 pm
#45






Number-1-Commando wrote:





MikeXII wrote:
Do jedi Knights also have to turn overt in space? or always overt while flying?




They have to turn overt in space also, Jedi are the same as the regular players in space... Which also means, un-like the ground,they don't get deducted XP when they dying I think.




I hope that means they dont get jedi exp either.

admiraljz
Thu Oct 21, 2004 3:21 pm
#46






Toguro wrote:
anyone know the period of time you can have your account cancelled without interrupting your consecutive 6 months? i heard it was 5-7 days, anyone know for sure?






I was sick for a long time this summer and I'm pretty sure my acct was inactive most of july and august, and I still got the vet reward ship.





Aucka - Eromi - Ecaro
Widowmakers
Test Center
New Aldera, Naboo
Officer - Jedi - Engineer

Number-1-Commando
Thu Oct 21, 2004 3:22 pm
#47






Egeis wrote:





Number-1-Commando wrote:





MikeXII wrote:
Do jedi Knights also have to turn overt in space? or always overt while flying?




They have to turn overt in space also, Jedi are the same as the regular players in space... Which also means, un-like the ground,they don't get deducted XP when they dying I think.




I hope that means they dont get jedi exp either.







Nope, no Jedi XP, no worries there



___________________________________________
"Cheese is good, when cheese is needed"
Toguro
Thu Oct 21, 2004 3:23 pm
#48

how do the missions work? are there missions where you take on powerful things for large rewards and would the credits you get for completing a high paying mission the eqivilant of say 38k rancor missions on the ground? basicly im just wondering if i will be able to run missions and make uber cash like on the ground. oh and does grouping get you better missions in space? (space solo groups?)

BigRay
Thu Oct 21, 2004 3:23 pm
#49

Ah cool, NDA is lifted! I took about 30 screenshots last night of the various crafting screens and a couple space shots of the newbie privateer ship (which personally is very cool).


Recently they put in some mass and energy consumption changes on the ships (along with maneuverability changes which make it much more star warsy in terms of dogfighting) that will make even the starter ships viable at high levels. I can easily see people owning a pimped out starter ship like a Scyk for specialty fighter/interceptor role. I know I probably will!
WillinB
Thu Oct 21, 2004 3:24 pm
#50

Yes, something I was wondering is in addition to quests are there also like "money" missions like on the ground? Or can these quest missions be repeated for cash?
WillinB
Thu Oct 21, 2004 3:26 pm
#51

anyone got pics of hyperspace, or can they at least describe it? How quick is it? Is there a loading screen? Is it a cutscene, or can you get up and walk around while in hyperspace?

Message Edited by WillinB on 10-21-2004 03:27 PM

czFool
Thu Oct 21, 2004 3:26 pm
#52



WillinB wrote:
Yes, something I was wondering is in addition to quests are there also like "money" missions like on the ground? Or can these quest missions be repeated for cash?




You get cash for doing the advancement missions. But they can't be repeated, unless you fail of course. Also for grinding xp they have "Duty Missions" those can be repeated and they give cash as well. You don' have to do duty missions though, they're optional.
Page 4 of 24