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Thread: Just a quick question
HellMell
Thu Sep 09, 2004 12:09 am
#40
Why wouldnt you have yo worry about overts?Is there going to be on TEF in space????
AsrosDafari
Thu Sep 09, 2004 12:32 am
#41
from my discussions with devs @ gencon, it is perma overt in space.
Take it for what you will, and im sure well find out with beta soon, but thats what i was told. No TEF system, no covert/overt system. Perma overt.
Take it for what you will, and im sure well find out with beta soon, but thats what i was told. No TEF system, no covert/overt system. Perma overt.
Zaax
Wed Sep 22, 2004 1:03 am
#42
open yr data pad. goto the schematics tab.
count from 0, left to right,till u hit the one u want. if your only crafting skill is medic/doc, ABEC will be 9.
if this fails, just keep cahnging your craft macro till u hit the right one
if you have other crafting skills it gets a bit harder - u need to count only the ones that that specific tool can craft. i.e. if you are using a food and chem tool to craft ABEC and u have artisan too, and say the 4 th schem is some piece of furniture, u do NOT count it.
DFA-FrstbyteOO
Wed Sep 22, 2004 6:08 am
#43
I just counted my craftable items for the tool Ill be using (i.e. all the meds and med components, foods.) from left to right like a book.
I type "/dump" before I start the macro with the number I counted for the schem, hit the macro, and if it isnt right. just enter for dump. Take a look at what it tried to craft with that number, then go in your datapad and count forwards or backwards to the desired schem. add or subtract that number in your macro, type "/dump" and try your macro again. at worst it should take 5 tries to nail down the right schem number this way.
mutch
Wed Sep 22, 2004 12:24 pm
#44
How do you tell what number a schematic is, i can't seem to pick the right on when writing a crafting macro.
Sry about the noob question but i'm new to the crafting thing.
Thanks.
Imof
Thu Sep 30, 2004 9:35 am
#46
I am a TKM and have just started Rifleman (0/0/0/1 - using combat xp i already had)
I was wondering if it would be worth my time using TKM to get to rifles 0/0/0/4 before actually starting the rifle xp grind.
I know that if i went doing enraged rancors i could get about 500 combat xp a piece (no unarmed seen as im capped at 900k)
Thus i could have top speed (excluding master) before i started.
So good idea?
Message Edited by Imof on 09-30-2004 09:36 AM
dubby
Thu Sep 30, 2004 11:15 am
#47
if you have the time and dont mind doin it.. then it is an excellent idea. flurry shot2 is in that line and although it doesnt do much dmg, it is an area dizzy attack which should make the jump to flushing2 and drx6 cert fairly fast
i hope you enjoy your days as a rifleman, now i must post my own question
Ackehece
Fri Oct 01, 2004 12:13 am
#48
dubby wrote:
if you have the time and dont mind doin it.. then it is an excellent idea. flurry shot2 is in that line and although it doesnt do much dmg, it is an area dizzy attack which should make the jump to flushing2 and drx6 cert fairly fast
This is assuredly the best way to get going in the rifleman progression - if you have the ability to get combat experience fast it is very very very very very useful for leveling as the 0004 col is speed and has the aoe attack both of which are very helpful in gaining the rest of the levels of Rifleman.
Imof
Fri Oct 01, 2004 12:28 am
#49
dubby wrote:
if you have the time and dont mind doin it.. then it is an excellent idea. flurry shot2 is in that line and although it doesnt do much dmg, it is an area dizzy attack which should make the jump to flushing2 and drx6 cert fairly fast
i hope you enjoy your days as a rifleman, now i must post my own question
I dont really mind doing it, because it also rakes in alot of cash at the same time, and im glad i can assist Rifleman with one of my existing profs.
TheJediDoc
Mon Jan 03, 2005 8:48 pm
#50
This question is weird 
If another leader wanted to set up a second guild hall on another planet could our guild funtion with two? I just thought it might be cool so some people could set up other houses near our second guild hall.
If another leader wanted to set up a second guild hall on another planet could our guild funtion with two? I just thought it might be cool so some people could set up other houses near our second guild hall.
atytula
Mon Jan 03, 2005 8:51 pm
#51
Obviously, having two guild halls held by one person is impossible (since it takes 7 lots for a PA hall and we only get 10 each), but if a member of your guild wants a guild hall as a home, or is willing to donate the lots, the guild terminal in his home will act as the guild terminal for your guild, in essence, allowing you to manage a guild from two locations (as long as he gives you entry permission).
Rothin
Tue Jan 04, 2005 6:49 am
#52
TheJediDoc wrote:
This question is weird
If another leader wanted to set up a second guild hall on another planet could our guild funtion with two? I just thought it might be cool so some people could set up other houses near our second guild hall.
Any guild hall placed by a member of your guild will be tied to your guild no matter which planet it is placed on. It is possible to have multiple halls across multiple planets. So yes, you could do this if this is what you're asking.
If you're asking if another person could place a hall and then share the leadership role (The ability to set permissions for members) then the answer is no. The hall doesn't assign leadership but rather allows another portal to manage your guild through the new terminal. It won't effect leadership status in the guild at all. The only thing it would do is allow people to vote for a new leader in two locations if they chose to.
Hope that helps!