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Thread: Question About Hyperdrive Capabilities & TIE Structural Integrity

Tavias
Sun Jun 13, 2004 3:16 am
#1

First thing, the color of your text is horrible.


Anyway, whileweon't have all the information, the impressions I've gotten from the interviews and articles indicate thathyperdrives will act more or less like zone lines. You get close to a buoy, engage your hyperdrive, and it takes you to wherever the buoy was linked to. You don't actually choose your destination, the buoys are static links between areas.


No idea about the interdictors. I'd like to see them make an appearance too, but right now I'm skeptical.


Lastly, ships aren't going to perform how you're used to from XvT or XWA. Ships are entirely customizable, which means that you''re likely tosee extremely beefy hulls and oddities like Tie Fighters with shields or X-Wings with 6 lasers. We don't really know what limits there are to the customization process, but it's safe to say that ship stats are going to be nothing like they were in XvT or XWA.



---------------
Tavius
Master Doctor/Master Rifleman
Chilastra
CK_StudM1
Sun Jun 13, 2004 2:59 pm
#2



H’lo, hehe!I have two questions here, so thank you very much to everyone who can help



Basically, my first question involves the lightspeed mechanics of the JTLS game mechanics.To try an example, XWA single-player had multiple areas of a single “playing field,” effectively allowing the player the illusion of jumping from one area of space to another.My question is will players be able to read coordinates from a navicomputer or an Astromech droid, select a set of coordinates, & use their hyperdrive to “microjump” to a particular area of any of the 10 big sectors?Simply, my question is will players be able to explore different parts of a sector via their hyperdrive?



An attachment to that question involves 41B Immobilizer Cruisers, better known as Interdictors or INTs (sry, hehe.Hope I told the first name correctly).My question is that will INTs be available as NPC craft that will generate a “gravity-well bubble” near a certain area of space that will pluck ships out of hyperspace & keep them there until the INT is gone?It’s similar to the principle of INTs at XvT game, where the hyperdrive was rendered useless.Will that feature be at JTLS?



My second main question is a response to what I thought I saw from one of the JTLS game trailers.I may be mistaken (probably am, hehe), but I thought I saw an X-Wing repeatedly firing shots to a TIE fighter.The X-Wing I think was firing linked shots of 4.It fired about 2 to 3 salvos of 4 shots each, with about 2 or 3 of those shots connecting.That means that about 4 to 9 individual beams were hitting the TIE fighter & she was still sturdy enough to shrug those off.My question is have the developers for JTLS upgraded the TIE’s structural integrity, or health?Or was I just seeing things?



Hehe, again, thank you everyone for replying & helping.This expansion should be great



Later!



~Stud

CK_StudM1
Sun Jun 13, 2004 3:00 pm
#3




H’lo, hehe!I have two questions here, so thank you very much to everyone who can help



Basically, my first question involves the lightspeed mechanics of the JTLS game mechanics.To try an example, XWA single-player had multiple areas of a single “playing field,” effectively allowing the player the illusion of jumping from one area of space to another.My question is will players be able to read coordinates from a navicomputer or an Astromech droid, select a set of coordinates, & use their hyperdrive to “microjump” to a particular area of any of the 10 big sectors?Simply, my question is will players be able to explore different parts of a sector via their hyperdrive?



An attachment to that question involves 41B Immobilizer Cruisers, better known as Interdictors or INTs (sry, hehe.Hope I told the first name correctly).My question is that will INTs be available as NPC craft that will generate a “gravity-well bubble” near a certain area of space that will pluck ships out of hyperspace & keep them there until the INT is gone?It’s similar to the principle of INTs at XvT game, where the hyperdrive was rendered useless.Will that feature be at JTLS?



My second main question is a response to what I thought I saw from one of the JTLS game trailers.I may be mistaken (probably am, hehe), but I thought I saw an X-Wing repeatedly firing shots to a TIE fighter.The X-Wing I think was firing linked shots of 4.It fired about 2 to 3 salvos of 4 shots each, with about 2 or 3 of those shots connecting.That means that about 4 to 9 individual beams were hitting the TIE fighter & she was still sturdy enough to shrug those off.My question is have the developers for JTLS upgraded the TIE’s structural integrity, or health?Or was I just seeing things?



Hehe, again, thank you everyone for replying & helping.This expansion should be great



Later!



~Stud

CK_StudM1
Sun Jun 13, 2004 3:02 pm
#4

I'm sorry about the dual posting, mistake for my part, hehe


Please feel free to delete this post moderators, visitors please reply to the other post that as of yet has no reply.


Sry again about that. My fault
Tavias
Sun Jun 13, 2004 3:16 pm
#5

First thing, the color of your text is horrible.


Anyway, whileweon't have all the information, the impressions I've gotten from the interviews and articles indicate thathyperdrives will act more or less like zone lines. You get close to a buoy, engage your hyperdrive, and it takes you to wherever the buoy was linked to. You don't actually choose your destination, the buoys are static links between areas.


No idea about the interdictors. I'd like to see them make an appearance too, but right now I'm skeptical.


Lastly, ships aren't going to perform how you're used to from XvT or XWA. Ships are entirely customizable, which means that you''re likely tosee extremely beefy hulls and oddities like Tie Fighters with shields or X-Wings with 6 lasers. We don't really know what limits there are to the customization process, but it's safe to say that ship stats are going to be nothing like they were in XvT or XWA.



---------------
Tavius
Master Doctor/Master Rifleman
Chilastra
NX01
Sun Jun 13, 2004 3:29 pm
#6

We can only speculate on a lot of aspects of the game at this point. The devs haven't really given us a lot of information, and what people will tell you is probably not going to be the definite answer to your questions.


First off, though, the main thing to keep in mind is that JtL is only "based" on the old X-wing vs TIE fighter games. This is an MMORPG. There's more riding on living through a dogfight rather than being blown up, I suppose. You're putting the ship that you've bought and customized at risk whenever you pull it into a fight, and that'll be recognized by having higher structural integrity and hp than the arcade games.


Interdictors? Well, I've always liked the ship class, but I don't think there'd be something like that in JtL. Actually, I have no idead. heh.
IlychUlyanov
Sun Jun 13, 2004 3:30 pm
#7

To put it bluntly. Take everything you've ever read or seen about fighting in space in Star Wars and ignore it all.



Ilych Ulyanov
Bloodfin
Zeon_Zaku
Sun Jun 13, 2004 3:54 pm
#8

Ow! My eyes! x.x



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


superstarwars
Sun Jun 13, 2004 4:31 pm
#9

Stop Making posts about this. Tie have hyperdrives and that's it. The devs have said that it doesn't technically work, but it needs to be done to balance things out.



-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Anasian Ovonc - Radiant - Pistoleer
G Member of Project Ghost
Zeon_Zaku
Tue Dec 21, 2004 4:54 pm
#10

Ow! My eyes! x.x



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


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