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Thread: Let me get this straight...

Midi
Sun Sep 19, 2004 12:23 pm
#79

1. If you got 0 free unlocks then, yes. It will take you 6 phases (18 weeks or about 4 1/2 months) to finish at the village.

2. You can give up the skills that you gain at the village. In fact, to become a jedi knight, you have to invest all 250 skill points in actual jedi skills so you would have to get rid of all other skills. I wouldn't want to actually do this though. The grind through the village skills is going to be a big enough pain without adding un-needed grinding because you changed your mind on the skills you wanted to get.



If you strike me down...

I will come back weaker than you can possibly imagine...
Apokryphos
Sun Sep 19, 2004 12:29 pm
#80

you get initiate after finishing your 8th padawan trial

You cna complete one quest per phase, allowing one branch unlock per phase, and no, you cannot drop the fs skills, look at them as a requirement for an elite profession, that being jedi.



[Ka'hik[KT-D]]
"Beyond Good... Weapon of the Alliance"
hXc / sXe / Forum Hoor / Jedi Hunting Extraordinaire / Wannabe Jedi IRL
"Prawning makes me hungry" - Dudey Dude
Jedi Bounties Completed Since Publish 22 (Out of Retirement): 9 (1,691,000 Bounty Credits Collected)
Midi
Sun Sep 19, 2004 12:47 pm
#81

Are you sure about not being able to drop these skills? The existing Jedi didn't have to get them when the new system went into place. Also, I believe you are required to have all 250 skill points invested in actual jedi skills (not village skills) before you can take the jedi knight trials. Not that I would ever drop the skills until I absolutely had to (even if I picked the wrong one or one that was broken). I mean, I'm mostly just doing them to get to the Padawan Trials anyway. I don't want to drag it out more than I have to.



If you strike me down...

I will come back weaker than you can possibly imagine...
Apokryphos
Sun Sep 19, 2004 12:55 pm
#82

yes, I am sure you need the 24 fs boxes, drop them and you'll find yourself sending in a tickt and spamming the forums for help on how to fix the mistake



[Ka'hik[KT-D]]
"Beyond Good... Weapon of the Alliance"
hXc / sXe / Forum Hoor / Jedi Hunting Extraordinaire / Wannabe Jedi IRL
"Prawning makes me hungry" - Dudey Dude
Jedi Bounties Completed Since Publish 22 (Out of Retirement): 9 (1,691,000 Bounty Credits Collected)
Midi
Sun Sep 19, 2004 12:59 pm
#83

I agree with you that you need to have the 24 fs boxes to finish at the village. But, do you have to keep them once you have finished the exit quests and moved on to Padawan? All those existing Jedi that got converted with Patch 9 didn't have to spend the skill points to get the fs boxes. Does that mean that since we come later, we have to leave 24 skill points with these skills instead of using them on actual jedi skills?



If you strike me down...

I will come back weaker than you can possibly imagine...
Midi
Sun Sep 19, 2004 8:21 pm
#84

Wow! Its a good thing I got involved in this thread. Otherwise I never would have known that I was wrong about being able to drop these skills...until it was too late. Very good info.


I do have an additional question, though. Since we are required to keep these skills once we move on to Jedi, why are there skills that no Jedi will ever use? For instance, what good does ranged speed or accuracy do a Jedi? What good does creature knowledge and harvesting bonus do a Jedi? Since we are stuck with these skills forever, shouldn't they all actually be relevant to our future along the Jedi path?


Am I missing something else?



If you strike me down...

I will come back weaker than you can possibly imagine...
KyrYxus
Tue Nov 30, 2004 2:15 pm
#85

How about this...


Nova gets more ordnance slots than the YT


B Wing gets more weapons points than anything else


OR How about this...


Don't fly it if you don't like it. It is meant to have a crew. I know it's a pain to find one, believe me. Two weapons points is fine by me. Two ordnance points is fine by me. Having to have a crew is fine by me. The only thing that should be complained about, IMHO, is the fragility of the MP Ships. Give us options for super heavy yet super strong armor / shields.



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



Garry2rs
Tue Nov 30, 2004 2:30 pm
#86

Deal with it. None of the Imperial ships has more than 2.



__________________________________
Garry2rs IGN Garry-
Imperial Colonel
VixoKholgrim
Tue Nov 30, 2004 2:56 pm
#87


It's not a complaint, pre se. Just an observation. I love my ship.

Mass is not a measure meant of weight, but size. So the question when determining what a ship can carry is a question of bulk. So the question is why can a fighter, a third the sizeof any MP ship, load more weapons. I brought it up because it seems to me that this fact, paired with the aforementioned "fragility" of these ships, adds to defeat their purpose.

Message Edited by VixoKholgrim on 11-30-2004 03:56 PM



Vixo Kholgrim
HEGEWIZARD
Tue Nov 30, 2004 3:04 pm
#88

I do agree somewhat. If a tiny x-wing can have 3 weapons a MP ship (big with lots of room ie it has rooms) it should also have room for more weapons. Maybe they should make 2 types of MP ships. like the YT-1300 for instance


type 1= the way it is now

type 2= less rooms more weapon slots (make it a combat ship not a cargo/xtra player house ship)


same for the other MP ships


just a thought



Deric-Radiant-MBH ~~~ Tainted-Valcyn-MTKA/Smuggler (Reb. Pilot) (jedi in training)***Niba-Valcyn-SW/WS (Nuetral Pilot)***Mech-Valcyn-DE
From those who are about to die, We salute you!
"Look at the non smuggling, smuggler mommy!!!"
Who is General Failure and why is he reading my hard disk?

lund0529
Tue Nov 30, 2004 3:12 pm
#89

The YT-1300 is supposed to be a freighter, not a military ship. That could be one reason they kept the loadout down.



We so need a master level fighter...
DavidHarper
Sun Jun 26, 2005 10:38 am
#90

I have to run a very hard series of missions to get my Heavy X-Wing. Once I have it, it can only die a certain number of times before it becomes useless because of decay. Once it does become useless that is it I can never get another one? It can't be repaired to good as new by a Ship Wright or anything?


So I have a few choices, I run these difficult missions to get the Heavy X-Wing then I never use it again because of fear of decay, or I use it and eventually it becomes un-useable because of decay. Either way really the missions have been a waste of time in reality because I get nothing out of them?



Colonel David Harper of the Rebel Alliance

Elder Smuggler - Elder Jedi - Elder Pistoleer - Elder Marksman - Rebel Alliance Master Pilot - Elder Droid Engineer - Elder Artisan

Respec: Jedi>Smuggler>Jedi>Medic>Jedi>What Next?
Grambacca
Sun Jun 26, 2005 11:04 am
#91

I would not say your time spent getting the heavy is useless. You do however have to be careful so that you do not experience decay with the heavy. That means you might have to hyper out of a situation where you are overwhelmed.


These ehips are pretty overpowered and the Dev's had to put something in place that would limit how long they are in game. No Shipwright can make a ship to match the Heavy X. It's only fair that eventually your heavy MIGHT go away due to careless use resulting in decay. You should be able to have it around for quite awhile however.


And if you do lose it so what if you cannot get anoter one. Go to your local Shipwright and have a really great X-wing made to replace it. Or move up to the Firespray or something else. So they put something in the game that goes away on decay and you cannot get another, big deal. There are weapons in the game now that are the same way. It's no big deal really. Use em for awhile and then move on to something else.






************************
Grambacca: The Gray Ghost
Mayor of Highland Citadel, Tatooine
Former MCH
~Wroshyyyr Warrior!~
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J'awa-Jones
The only player character Jawa in SWG!
.....
~Jawa Avenger!~
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