Star Wars Galaxies: Jump to Lightspeed Details

LucasArts has revealed details about the promised Jump to Lightspeed expansion that will add spaceflight to their massively multiplayer Star Wars game, saying to expect the add-on this fall:
LUCASARTS ANNOUNCES DETAILS OF STAR WARS GALAXIES(r): JUMP TO LIGHTSPEED

Marin County, Calif. - April 21, 2004 - The struggle between the Galactic Empire and the Rebel Alliance extends into space with Star Wars Galaxies: Jump to Lightspeed, the first expansion for the award-winning Massively Multiplayer Online Role-Playing game set in the Star Wars(r) universe. Releasing in fall 2004 for the PC, this highly anticipated addition will dramatically expand the Star Wars Galaxies franchise by providing players more than 15 different vehicles for space exploration and combat.

Starfighters and other starships will be featured in the expansion that can be used for both space exploration and combat, allowing players to join up with allies and fly familiar X-wings and TIE fighters into battle against faction-aligned opponents and AI-controlled ships. Transport ships similar to the well-known Millennium Falcon will also be added into the game, allowing players to venture through space with friends aboard.

Set in the Star Wars timeframe between Episode IV and Episode V, this first extension to the Star Wars Galaxies foundation opens 10 vast and distinct space sectors, spanning from the Core Worlds to the Outer Rim, for players to explore while engaging their opponents in intense real-time combat or uniting with friends in battle or exploration. Players can embark on more than 100 new missions, venturing through asteroid fields, nebulae and space junkyards while honing skills in four new space-specific professions. The game also features two new and completely customizable species.

Since its launch in June 2003, Star Wars Galaxies has allowed players to live the Star Wars saga and become immersed in the classic Star Wars universe simultaneously. Star Wars Galaxies: Jump to Lightspeed continues the full immersion in the greatest Star Wars saga ever told: Yours.
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Re: from an SWG player...
Apr 22, 2004, 09:21
61.
Re: from an SWG player... Apr 22, 2004, 09:21
Apr 22, 2004, 09:21
 
Battle droids - This only means the droig engineers are one small step closer to working like they were supposed to be from the *very* start. This far into the game, SOE is basically fixing its own screw ups and repairing basic character classes that it has kept broken from launch. Surely that does not count as adding content.

Missions - Go here, kill this. Go there, get this. Uhh...what else to do...let's add a time limit to them (time constraints are always easier than adding actual depth or content.) With its layout and design, missions from the original Diablo are infinitely more complex.

Theme parks - Again, the biggest part of this is simply fixing yet another part of the game that SOE left broken and unfished from launch. If it is working, go somewhere and kill something or grab something.

Jedi - What exactly is SOE revamping? A broken, incoherent design that SOE came up with for Jedi. Mind you, SOE kept players waiting all this time while it thought out and enabled this system. And what the final system? Grind, grind, grind, grind, grind, grind...some players even having to master a good fifteen professions only to immediately give up all their time and effort (experience cap = another broken system) when they did not find the "right" profession to make them an instant-presto jedi. How long have players been waiting for this? How long ago was SOE made aware of the problems with this system? Why did SOE still go this route? Why has SOE not fixed this immediately?

Vehicles - These just let you traverse the sparse, open landscape a little bit faster. Even with them, you can waste a huge chunk of time doing nothing while trying to finish the latest FedEx mission. Nothing like having to make two or three space jumps, having to wait for the space bus each time, and then spending five minutes just sending your toon in the direction of your waypoint while you fall asleep from boredom or go get a snack. Again, the game lacks overall scope and certainly any substantial elements of fun.

Governments - Get X many people, get Y structure. Hey, look at that - a system based completely off of numbers. This is just like grinding or combat; get a certain number or to a certain number and you win, this time the prize being a token structure. Even then, you better hope the buildings are working, your shuttle port has not disappeared or is not disabled, that taxes are correctly being collected, that the game is not incorrectly updating or shrinking your city, banning is actually working, etc.

The community can be fun if you find a good one, but that is true for anything. The game itself, although not the broken pile of junk it was at first, stil really does not have any depth to it. It looks pretty and seems cool at first, but there is not much of a game here.

You either grind an artisan/merchant character until you have so many credits that you have absolutely nothing to play for (with over ten million credits, I just threw money at everything) or you grind out a completely unbalanced character class. So long as you keep up with SOE's screw ups ("patches" as they call them), you will essnentially be invulnderable 99.9% of the time because of how unbalanced the system is (with major balance issues often being ignored months and months by SOE.) Combat is very clear in the game; you either are the latest 1337 combat class or you immediately lost.

So, if you actually try to be anything other than a combat class, you have effectively lost any and all fights. That is a great <cough> way for SOE to punish people that actually tried to play it "Their way." Continuing with the combat aspect, don't get me started on the broken battlefields or the non-existent galactic civil war. Apparently SW had it all wrong and the rebels ruled everything.

Avoiding going into the macros and hacks :),
Ray

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