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Elana

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Posts posted by Elana

  1. <3

     

    Loved working on those files.  Very first one to be animated was one of the Earth sectors.  Spent a lot of time working with the speeds to get it to feel just right, and if you watch it long enough, you can see a solar eclipse with Luna.   :)

    • Upvote 3
  2. [quote name='Phorlaug' timestamp='1320762394' post='48212']
    :unsure: You know that would be a little frightening to see a ship like that.
    Kind of like a Borg or Reaver [url="http://www.imdb.com/title/tt0379786/"](Firefly/Serenity)[/url] ship and add a couple of partially Decomposed head. Gives me chills just thinking about it.


    4
    [/quote]

    Funny you should say that, I like both of those factions, haha! Maybe I'll model up an example of what I'd want to make.

    The basic idea is a Jenquai fore hull, modified Scout aft "profession" section, and modified Sentinel "sails" for wings, then splice it all with a V'rix explorer vessel, and make it chrome. :rolleyes:
    • Upvote 1
  3. I would actually just combine things I adore from each of the three explorer classes. ...and I'd probably want to reconfigure bits of each race's ship hulls to make a disturbing hybrid ship. :D and maybe a couple warrior skills.

    Skills:
    Combat cloak
    Prospecting
    Hull patch
    Repair equipment
    Jumpstart
    Nullfactor Field

    Passive:
    Scan
    Navigate
    Negotiate

    Builds:
    No thanks. Not interested. Can I have Afterburn , and Power Down instead? :)

    Weapons
    Beams -L9
    Missiles - L7/8

    Tech:
    Reactor - L9
    Engines - L9
    Shields - L8
    Devices - L8

    Those, along with my skill build from live, and I'd be a happy girl. :)
  4. I'd kind of like to see mobs that are not killed/do not kill their target apply a debuff to the miner that triggered it. Have the debuff use a very long duration, and every few minutes, has a chance to cause the mob to spawn right on top of the player (so long as they are not in warp), fully hostile to them specifically.

    Debuff would be removed when the mob is killed by the miner or his/her group.

    Then make the debuff stack, increasing the spawn chance, and number of mobs.

    :)
  5. It's not really as simple as that with EnB's handling of graphical assets and the UI, but yes, that could probably be done. Unfortunately, to make it actually function correctly, is a little involved, and time consuming (so far that I've seen while poking around in it myself).

    As such, it's not likely to be something that will be addressed anytime in the near future, but again...not completely impossible.
  6. Modifying client files is, for the most part, a no-no. We've done a few small changes here and there, but in general we avoid anything more involved, as EA still owns everything (client files and geaphical assets), and could shoot us down over any changes to their software if they really felt like it.
  7. The other three classes were not anywhere near finished at any point during Live. All of the available data for all of the above discussed things exists in a number of different control files in the client. The three unfinished classes were extremely skeletal in their designs, and had very few skills or information attached. The idea that time was the only thing keeping them from being added is completely false.

    Also found in those same sets of files were the skeletal remains of the tech-sharing plans. "Lore" skills that would have allowed the building of various racial tech for whomever would have put points into the skills adequately. However, as previously mentioned, the addition of the two "new" trader classes makes those lore skills an obsolete idea.
  8. My Opinion --> ES should protect against all environmental effects that existed in Live, while possibly not protecting against a few select new ones to be added in time. Nullfactor should be about the same, really. Here is where the differences between them are, as i see it:

    Environment Shield is targetable, has a cost per application, and a defined duration. Nullfactor Field is more a constant. It has a reactor capacity reduction, and a small buff to recharge rate to even it out, but has a limited range around the Scout ship, in exchange for having no defined duration (instead being a toggle)..

    In formations, or close proximity, Nullfactor is more efficient (no "cast time", no remembering to refresh, blankets the whole group in range). In all other applications, such as mining groups who must spread out to make the most of a field, etc...You'd really rather have ES, because it doesn't force everyone to stick together. As more environmental effects find their way into the game over time, each will help more in some cases than the other, so neither becomes favored.

    As for ES/Repulsor colors, they worked just like psi-shield did. As you leveled the skill up, the shield would shift tint colors. Max level would have been red, while minimum level would have been blue, with gold-ish being the middle color.
  9. I don't remember seeing anything about it being changed, though I could have missed it. I think what MAY have happened, is that the environmental effects have only recently all been done up, and Environment Shield might just require adjustment to work properly with them now.
  10. That's a good question, Rojo. I'm not sure if maneuverability is the way it's being handled. The evasion characteristic of the skill is likely something that isn't listed at this time, if there is a hard cap on maneuverability. I'm not certain on how Rolo coded the skill, so I probably haven't got a definitive answer for that one. Perhaps he, or Kyp would be able to address it better.

    But yes, originally the "defense" rating was supposed to relate somehow to the player's ability to avoid being hit by missile-type weapons, I think. The evasion boost that Afterburn is supposed to provide would actually be more along the lines of increasing the chance that the mobs will completely miss the player with any weapon or any skill that has a chance to miss.
  11. You've sort of got half of it, Mimir. Let me see if I can clear it up a bit more, and with shorter answers, because I know I can get a little long in the words:

    Afterburn should make you go faster, yes. Just not that much of a difference in warp speed. It should be mostly in non-warp thrust, and turn speed. In fact, the increase in warp speed from the skill is actually unintentional, but not being removed.

    Combat prowess is still being worked on, hang tight.

    As a TS or a player in a group with a TS (with afterburn activated), your evasion rate is supposed to get a buff. The idea is that being faster and more maneuverable should make you a bit more difficult of a target. That's one of the uses for afterburn. It is not meant to have a timer on it, but the original version from EnB's extremely early days had a timer, because it was designed for the old twitch-based game mechanics.
  12. [quote name='Mimir' timestamp='1311675088' post='43639']
    [font="Calibri"][size="3"]Without the speed of the TS the character is a rather pointless class to play. We (TS) don’t really have much to offer in group dynamics other than possibly JS. But JS alone is not really worth a spot in a group as there are other characters that have JS and MUCH better firepower and survivability. Sad to see what was a fun solo character to play with its one [u][b]outstanding[/b][/u] attribute being crippled.[/size][/font]

    [size="3"][font="Calibri"]Kyp has said in a post above that the TS would be seeing some lovin, but as a TS I would sure like to see what that is before I expend any more time testing this class. [/font][/size]

    [font="Calibri"][size="3"][/size][/font]

    [font="Calibri"][size="3"]I’m not trying to be a boo boo kitty here …[/size][/font]

    [font="Calibri"][size="3"][/size][/font]

    [size="3"][font="Calibri"]Just saying…. [/font][/size]
    [/quote]

    I'm not sure you're understanding the point of the skill. When it was rewritten for use, Afterburn was designed like many other skills for other classes. It was to start self-only, and increase in effectiveness while also becoming a group buff. It was supposed to increase non-warp flight speed, turn rate, and evasion for the entire group when leveled up.

    Getting hit less often, an being more manuverable seems a lot more important to me than being able to warp from one spot to another at 7236km/s instead of "just" 7110km/s.. (only example numbers) Especially for a group. Maybe I'm missing something that makes out of combat travel speed much more important than I perceive it to be?

    Nullfactor field doesn't seem useful at all? Hmm.

    As for what the Scout class has to look forward to, that's not something you're going to hear about soon, I don't think. Much of it will probably depend on a number of things. If you're that unhappy with your TS, and you can't stand the changes, then do as you said you might. Set the character aside, play a different one, and keep an eye on what develops. The class is incomplete and in testing, which you said yourself. I find it hard to believe you, of all people, would expect anything less than turbulance in the testing and creation of a new class which had never been completed OR detailed by the original ge developer.

    That's not to say that I don't understand your concerns either, because I certainly do (probably more than you'd imagine), but unfortunately these things take time.
  13. Even worse, I have yet to see anything appealing about TOR. On-rails, tunnel-style space combat...completely incoherent story between characters...(Bounty Hunters are all competing for work from a Hutt, but can team up with each other to do it...wait, what?!)

    From what I've heard so far, it's KOTOR with halfassed, clumsily cobbled multiplayer. Maybe I'm completely wrong, but that's what I've been reading in PC Gamer and the like. Not impressed, and not interested, personally.

    SWG was a fantastic game that jus needed more creativity in it's content devs, and coders to fix the broken functions an bad XP curves. The NGE was a mistake, which they admitted, and the space portion was great, but shouldn't have been added so much later. In my opinion, they ruined SWG from the start. I had such high hopes for it. :)
  14. Many of the original design docs made mention of faction based PvP goals, particularly those relating to the older iterations of the game, which was initially based on "twitch" type gameplay.

    He may be referring to that, or other points during EnB's lifetime, in which the subject was brought up, but never pursued.
  15. Not at all, aside from that, actually. The reason is simply that nothing has really been decided, nor talked about in depth. In-fact, I'm pretty sure we haven't got any of it written down at this point.

    Keep in mind, most of what I posted above are my own ideas on the matter, combined with vaguery we've kicked around over time. :unsure:
  16. [quote name='Tyran' timestamp='1308898598' post='42445']The endgame of EnB was meant to revolve around PvP but given that PvP is combat...that would not please everyone.

    I hope these devs can cook up something better because I would hate to waste time and be forced into an IRL life because the emulator bored me...
    [/quote]

    This has actually been talked about a few times over the long time I've been around the project. Many of the devs have the same mixed feeling about PvP content as the community has voiced in the past, but I personally feel certain that combat could be balanced out to be interesting, and I also feel confident that there are plenty more options that can count as PvP content without being full-blown combat at all.

    However, this is one of those matters that tends to be a bit delicate, both in the playerbase, and among devs, as we all have our own preferences and feeling on things. Once more major issues are addressed and balanced out a bit better, I'm sure you'll see some interesting things cropping up in terms of "Endgame" content, as well as more forward looking things, such as skills, levels, and the leveling-up experience.

    :unsure:
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