zigzag - *Tandanu* Will there be a bounty system?
[ND]Awen - That is something that we’re currently looking at from a design standpoint. No decisions have been made yet on how to implement that system.
zigzag - *Numar|Corizo* Question #1: Are you thinking about any kind of stealth mechanisms in JGE?
[ND]Hermann - Stealth is one of those tricky things. Nothing is really preventing us from doing it per se, but without designing an entire sort of system around it, it wouldn’t be that great. I.e. I dont think we just want to add "invisibility" without it having particular reasons. We’ve thought about ways to use that but there is nothing concrete right now.
zigzag - *StrikerF2* when JGE goes retail, should we expect in-game GM led events, and if so, what sort of events?
[ND]Awen - Basically we want the story to be yours. However we are planning on implementing GM events to continue the larger story ARC as well as a few fun events here and there.
zigzag - *PanicMan* What abou the old JGC when JGE Beta starts, will it keep? Will there be some events?
[ND]Awen - We will keep the Classic server up and running as long as there are people who want to play it. Jumpgate Evolution is an entirely new game to play with new features and new story. We want to let people who are still fans of Classic make that game their home. So in short, there are no plans to shut that server down
zigzag - *Numar|Corizo* Question #2: How do you define safe zones? no damage on other players possible or protection by AI mechanisms like NPC police?
[ND]Hermann - Personally I think safe zone should mean that if you are in there you don’t take damage from other players, period. As we’ve stated elsewhere, there are lots of other possible solutions but it’s really hard to solve the problem in other ways. For example, if you have AI ships attack someone attacking an innocent, how do you know it wasn’t an accident. If you allow a damage threshhold, how do you prevent griefing it? In the end if the
[ND]Hermann - It’s really about how much time and resources you want to throw at something vs. what you then can’t do because of it... it’s never easy to decide those things.
zigzag - *levon* in terms of the broader scope, quests, etc. how is JGE different than say..eve online? aside from the dogfighting.
[ND]Hermann - So aside from the core game being totally different :). I think there’s a few things that are fairly different. EVE is a game that is much more about empire building whereas jumpgate is more about advancing your individual pilot. Jumpgate is also much more of an active game. By that I mean our systems advance based on player activity rather than training happening in real time. In that sense JGE is more like a traditional MMO. I guess
[ND]Hermann - I guess aside from it being fantasy, Lord of the Rings isn’t really different than Star Wars either :).
zigzag - *PanicMan* Can you explain the license system again? Does it effect only crafting or other areas as well?
[ND]Awen - The license system will affect the items that you are able to purchase and use as well as which items you can craft. It of course is still in the design phase, but we’d like to use it for the entire spectrum of gameplay beyond just crafting and item uses.
zigzag - *Numar|Corizo* Question #3: Do you implement different kind of rockets? Fast, unguided ones and slow, target searching ones etc?
[ND]nikaji - Yes, we plan on having a few different missle types for different tactical purposes. For example we’re currently playing with the idea of torpedos (slow and high damage) for some situations.




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