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Thread: Is there MORE Content in JTL and maybe some ideas?
Hey there, i am a n00b in JTL (as we all), but i havent been in Beta and haven't read much about it before the release.
All i have seen so far is that JTL consist of Dogfights only (PVP/PVE). You get one of a few Factional missions from the Trainer and there you go, grind up your tree.
Is there any real content in JTL yet? Now i understand the "flaming" i received yesterday. I managed to advance from 1121 to 2222. The story driven advancement is AWESOME and space combats are lots of fun in group. Getting experience is so much fun and goes pretty quick if you hunt after tougher mobs with a large group. SOE you made something absolutly right. For me JTL is pushing the teamwork in this MMORPG a lot. I love the auto looting, so everyone gets his share and you can even group with unknows.
But my question still stands. Is there more Content in this addon, expect the recruiter missions? I am sure now there is. Plz share your knowledge here. Like quests from other npc's, cool POI's? Are there location badges in JTL? Are there ne boss mobs in JTL?
And here comes some of my ideas. Why is JTL about fighting only? Or are there ne plans, that that is changed in future? Bring more content from the ground game to the space too.
- Space harvesters, to gather specific resources.
- Player Driven Space Station:
- Factional: Should basically work like Factional Bases with build in turrets. When a player docks to a base he can run around there and/or gain control of a turret to protect the base. Maybe different sizes of bases with more or less turrets. If a player of the same faction gets killed near the base he can be cloned in the base or in his ship. When the other faction destroyed the shield gen of the base, they can dock there too and be able to disable it like on the ground. NPC Bases could turnover to the other Faction, for continous fun.
- Neutral / Trade Outpost: Outpost should act like cities on the ground. The station itself is the city hall. You'll need a certain amount of players declaring residence to keep the station up. Public areas can be used for trainers, space mission terminals and decoration. There are several locked doors with terminals at the entrance. When a player wants to live in there he purchases a small appartment (small house) module and turns it into the terminal. (With zoning rights granted for sure and taking him 2lots) You can also purchase cantina, medic center, ship repair and variable size appartment modules. Like buildings on the ground. If all rooms in the floors are filled the station advances to the next grade, unlocking another elevator level. Of cause the space shouldnt be filled with dozens of stations, so the maintance should be more expensive then on the ground.
- Remodelling Crafting Professions Why is nearly every space thing attached to shipwrights? Just be a little more creative. Reengenering belongs to shipwrights, but turns out a schematic. Shields and Armor are crafted by Armorsmith, Weapons by Weaponsmith and everything that dunno fit to ground profession belongs to shipwright. ATM a shipwright/pilot is absolutely self-sufficent, if he only wants to play the space game.
And make the smugglers able to smuggle anything ![]()
Plz, don't let the space be all about dogfight combat, or it will bore me soon. It really isn't all about that ![]()
greetz,
Message Edited by themorph on 11-04-2004 02:08 AM
truewildman wrote:
"Ne content"?! Isn't that what those tall knights in Monty Python did to torture people?
I think he means Northeast content. Forget the fact that the entire expansion pack is 100% content. Forget the story-based progression. Forget the Yacht, the roleplaying opportunities thereof, and all of the new stuff we got in the game. He wants to shoot at Vermont Yankees!