Posts by Duplicate Tito

    Since Space Force Rogue Universe forums are community are death since 2 months, there is no news , no modders working on it, and ppl only post to complain about patch and SDK not being released, i would like to switch to Jumpgate Evolution moderator, as this game is plenty alive and full of news, and also im Up to date on it...


    If you want i could be mod for both, but you have 1 game 1 mod policy, and i could be more usefull with a live game rather than a death one.

    CD= Cruise Disruptors> Intended to disrupt the Cruise speed of the ship.
    CMs=Counter mesures > Intended to distract CD and Miss tracked on ship.


    The problem is that CD on trains doesnt work if you shoot them from behind and more that 3 or 4 hundred Meters away...but well...i think its a fair adventage for trains to escape...(This is said by a pirate).

    The Vault Hub had the opportunity to ask Hermann Peterscheck, Producer of Jumpgate Evolution, a few questions to get to know more about this exciting up coming game. Check it out on the original source here at Vault Network


    Or here at Swat:
    What sets this game aside from other space games on the market today?


    Hermann: Jumpgate is different from other Sci-Fi genre MMOs in that is has a free-form combat system. The game supports both joystick as well as mouse and keyboard combinations; so that we support as many control configurations as possible. We're relying on the skill of the player rather than a dice roll to determine how combat is going to be played out.
    Similar to other games, we have a very detailed universe. Our writer Keith Baker (of Ebberon fame) has spent a great deal of time creating a rich and compelling world. There are three major nations and many factions within each nation that help bring the player into the story.
    We're also focusing on the fact that this is YOU flying this ship; as opposed to a click to move kind of game. We want the player to feel completely immersed in a game that he or she is the primary component.


    How RP friendly do you hope to make JGE, if at all?


    Hermann: We want a game where players can define as much of the game as possible and in that sense it's very RP friendly. As an example, although players choose from one of the three playable nations, they are not locked into a relationship per se. As a Quantar I can fly missions, form squads and interact with other major nations. Most games don't let you interact with other groups as a way of forcing the sense that "they" are the "bad guys;" we want to put that in the player's hands. It creates some interesting game play possibilities; for example I can be hostile to Octavius, but you can be friendly with them. Separate from this is that Octavius and Quantar could be at war, but my personal rating could compensate for this. What we wanted to avoid was cutting the game into three distinct areas and forcing players into roles. Obviously the nations have their own personalities, but there is a lot of room for personalization in there. We feel that RP tends to happen more when you give players a reason to play the kind of role they want to; and then tie game play elements to that. Some people are very creative and will RP no matter what, but isn't it more fun to RP a hard driving cargo hauler if you are actually flying a huge cargo hauler filled with tons of stuff than if you are flying a little ship filled with a few blocks of ore?


    Can I have my own crew, either NPC or players?


    Hermann: There will certainly be Squads, which are equivalent to guilds in a fantasy game. There will also be "Wings" which are similar to groups. If what you mean by "crew" is a group of people that work together to fly the same ship, we aren't planning anything like that for launch. It's an interesting feature that we have discussed but there are many logistical problems. For one thing, do you really want to be the guy who manages the engine? The other thing is if you are firing a gun on a ship that I am flying, how do you handle the fact that you don't know why I will be turning - when you add latency to that, the problem is magnified. They are certainly solvable problems so we'll have to see what we can do. Having NPCs man your guns is another feature which seems really cool but also has large gameplay implications. For example, if it's AI shooting at other players, does the action/skill potion of the game get compromised?



    Can you tell us more about the tradeskills in JG:E, are they all available to all classes, or limited?


    Hermann: Another way that Jumpgate is different from other traditional MMO's is that we don't have classes. Everyone is a pilot. There are different classes of ships of course: haulers, light and heavy combat ships , mining vessles and so on, but it's not the case that you choose to be a "miner" and therefore can not fly a combat ship. "Tradeskills" will be handled in a similar fashion. For example if you want to mine, you need a ship that can equip a mining laser and then you must also possess a mining license. Anyone can get either one of those things, but to get more advanced mining lasers and more advanced licenses will require a certain amount of dedication. We haven't decided if we are going to limit the number of licenses you can have - for example, could everyone have all the licenses which opens the game vs. limiting the number of licenses which forces cooperation. It once again raises the ugly spectre that each design choice implies that you are choosing to NOT do something, and it's always important to keep that in mind.
    This is a feature that we're putting a lot of thought into so that we can make it fun and useful for everyone.



    How are you planning to handle death penalties, similiar to JG:C, or a new system totally?


    Hermann: It will be quite different for all kinds of reasons. As said above, when you change some part of the design, it implies changes in other areas. As an example Evolution will give you rewards for completing certain missions - if you lose those items on death, as you would in Classic, how can you get them back? Also, if we put more emphasis on getting "rare" objects, then taking them away becomes a very steep penalty. Also, I think that taking items from people is a major way to get people to never want to play again. It was fun for the murderer in Ultima Online that when you killed someone all their stuff dropped - it was a bit less fun for the victim; and, of course, the murderer to victim ratio is what will end up defining the number of people playing the game. If enough people leave the game is "empty" and then "no one wants to play an empty game" syndrome sets in. So as you can see, the choice of death penalty has all these implications. Also, as MMOs have advanced the death penalty mechanics have changed which, in turn, changes player expectations. I think it would be hard to get away with a death penalty where you drop all your stuff and lose half a level of experience, since there are these other games out there where that doesn't happen.
    On the other side we have the horrible problem of death being meaningful. If I die and I just click a button and pick up exactly where I left off with all my stuff and no time sink, then I'm not really motivated by a sense of danger. Although FPSes do this, are you really afraid of dying in Quake beyond how it affects your score? In counterstrike, on the other hand, you REALLY care about dying because once you die you have to wait until the next match. So I feel that death penalty should sting enough to make people want to get back in and succeed but not hurt so much that it makes them want to quit. It's a tricky thing, now isn't it?



    Can I stay around a place I call home in the game, or do I have to explore further and futher in order to further advance my character/ship/etc?


    Hermann: Each Nation has a Core area where there will be trading and whatnot, but we'd like our players to explore. We'll make it interesting and rewarding for you to Jump into other sectors of space. With that said, nothing FORCES you to do anything. If you want to hang out in the station and chat with friends, or play the economy in a small area of space, go ahead! Making further places as "harder" is a game mechanic that seems to work well, and it's what people expect. I don't think a game that put the hardest enemies right in the beginning and then made them easier the further you went would make much sense :. Thus the rewards for going "deeper" into the game should be commensurate with the time and challenge value. That being said we are acutely aware that you want to have central areas where players of all levels congregate. This is important for both the envy factor "WOW! Look at that guy's ship! I want one of those" as well as population distribution. You don't want your game to feel empty after 3 weeks because all the early players are off doing cool things and all the new players are stuck in the empty areas.
    This really ties into the RP experience as well. As an Octavian pilot, you will want to complete missions and try to further advance your Nation for the glory of Octavius! Where that takes you is anyone's guess, but you will certainly have a place to call home.

    An interview with Jumpgate Evolution's producer Hermann Peterscheck is now live at the Polish gaming website Gry.02.pl.


    Orignal source


    Here


    Interview:


    Andrzej "Klecha" Klimczuk (Gry.o2.pl): Welcome. To start with tell us what kind of online world will Jumpgate Evolution be? What is the underlying concept of this title?


    Hermann Peterscheck (NetDevil): Jumpgate Evolution is an action-based space combat MMO. The basic concept is to create a fun and compelling universe that players can lose themselves in.


    Klecha (Gry.o2.pl): How big will be the world of Jumpgate Evolution for the players in the game and what sorts of locations and settings they will be able to explore?


    Hermann Peterscheck (NetDevil): There are tons of different places to go and things to see. There are three playable races that each have their own sectors in space. Additionally there are two non playable factions and lots of areas in between. While space is really big, we want to make sure players feel like there are a lot of things to see and do. Space games tend to be dark and empty, so we have focused on making space colorful and interesting.


    Klecha (Gry.o2.pl): How will character generation and experience be handled in the game?


    Hermann Peterscheck (NetDevil): Players can pick from one of three playable factions which are distinct but more or less equal. While players don't directly choose classes, there are roles in the game which are defined by the kind of ship you happen to fly. We have fighters, mining vessels, cargo ships and all kinds of things in between. Progression is very similar to other MMOs. Players gain experience through various activities in the game and gain levels that grant them access to new equipment, game features, and new areas.


    Klecha (Gry.o2.pl): What kinds of missions the game will have?


    Hermann Peterscheck (NetDevil): The mission system in Jumpgate Evolution is unique in that it is procedural. Individual tasks or mission chains can be dynamically generated to provide players with an endless supply on experiences. Mission types include combat, deliver, mining, scouting, transport and so on. The goal is to give the player a good variety of activities as they advance and explore through the game.


    Klecha (Gry.o2.pl): How extensive and important will non-combat activities be in Jumpgate Evolution?


    Hermann Peterscheck (NetDevil): The meta-game in Jumpgate Evolution is a huge part of the game. Players can engage in mining, manufacturing, and refining, which are all vital to a player driven economy. There is also a licensing system that allows for multiple paths of advancement so that players are not just fighting all the time. It is important to provide the player with many varied activities so that they do not get bored and feel that the game is doing the same thing over and over again.


    Klecha (Gry.o2.pl): Tell us more about ships that will be available in Jumpgate Evolution.


    Hermann Peterscheck (NetDevil): Ships play a huge part in providing distinct experiences in the game. Ship types include light fighters, heavy fighters, mining ships, and cargo haulers. Within each category are all sorts of variations that allow the player to explore what kind of game experience they want to have. It also allows for creative grouping as no one ship can do all things. We expect to keep adding ships through the life of the game to keep the player engaged in all kinds of experiences.


    Klecha (Gry.o2.pl): What types of weapons and items will be available in the game?


    Hermann Peterscheck (NetDevil): I believe that items are a critical part of MMOs. The player will be able to upgrade their ship with guns, missiles, power plants, radars, jamming devices, shields and special kinds of modules. All these items provide the player with ways of increasing their power in the game. Players can acquire these items through stores, missions and as loot drops. By giving players lots of different ways to improve their ships we ensure that the game has long term appeal.


    Klecha (Gry.o2.pl): How are you handling the aspect of Player vs. Player combat?


    Hermann Peterscheck (NetDevil): Player vs. Player combat is an important aspect of Jumpgate Evolution. On the one hand there are unregulated areas in space in which PvP can take place. There is a clear separation between safe areas and places that are more dangerous. Each player also has a standing with the other factions and engaging in PvP activities affects that rating. The goal is to give PvP players lots of things to do while still protecting those players who do not wish to engage in PvP.


    Klecha (Gry.o2.pl): Any plans for a tutorial scenarios?


    Hermann Peterscheck (NetDevil): Our view on tutorials is that people should be able to play the game with a minimum of explanation. We have created a system that explains aspects of the game as players encounter them. This means that you learn as you go as opposed to spending time in a tutorial that doesn't progress you through the game. Also, we want to make sure that the game is intuitive, and relying on a tutorial can lead to lazy design choices; by forcing ourselves to avoid tutorials we also force ourselves to make intuitive game mechanics, which creates a better overall game.


    Klecha (Gry.o2.pl): What do you think makes your game stand above and beyond the current space MMO games?


    Hermann Peterscheck (NetDevil): Honestly I don't think there is a comparative product out in the market. Eve is the most successful space MMO but it is very much focused on empire building with a point-and-click style of strategy gameplay, whereas Jumpgate Evolution is focused on ship combat and maneuverability just by moving the mouse. The essence of Evolution is that players fly their ship and this is what makes it different than most mainstream space MMOs. For us it's not about being better than any other space game, it's about making the best action-based space MMO possible.


    Klecha (Gry.o2.pl): What are the system requirements likely to be?


    Hermann Peterscheck (NetDevil): An important goal for Jumpgate Evolution is to make sure as many people can play as possible. To this end, system requirements are comparatively low. We currently run on a Windows machine with 512MB of RAM and a GeForce 2 graphics card, yet the game looks amazing. We thought it was important to support non-pixel shader cards as well since there are many still on the market. The end result is that the game looks great even on low-spec machines.


    Klecha (Gry.o2.pl): At the moment, what is the current status of the game's progress and when do you expect it to be completed?


    Hermann Peterscheck (NetDevil): We are currently in a pre-alpha state and we expect to release it commercially in the US sometime during 2008, with overseas release shortly thereafter.


    Klecha (Gry.o2.pl): Finally is there anything else you wish to say about Jumpgate Evolution before we finish this interview?


    Hermann Peterscheck (NetDevil): Just that we are really excited about the product and can't wait to let people play!


    and others?

    I assume that the b/b thing is what we call "reloading", and yep we dont use batts and nanobots. There is no rule about it but we dont use it not to make pvp endless...the only problem you will have is that some ppl maybe will refuse to pvp with you...i encourage you to learn some fight skills and not reload in pvp but you are free ...lancer...

    Here i let you some links to Jumpgate Evolution developers info about the game. There are many interesting things that you can find out about the game on them, like AI system, fligth dynamics and more. Check it out all, its published in www.mmorpg.com .


    1.-Video Interview


    2.- AI


    3.-Graphics


    4.-Developer Chat


    5.-Dev Chat Summary


    6.-Accessibility


    7.-Wrap-Up


    8.-Flight Dynamics


    9.-AI System: Nuts & Bolts


    10.-User Interface: Accessible Functionality

    I would like a reward for Pvp win, not the 100.000 that we earn now but something to loot.


    In example, if i blow you up you drop a 10% of your ammo, like that i can loot it and dont have to buy it...


    In big pvp battles will be interesting, as players die the others loot their ammo and have less chances to run out of it.

    Maybe you tried to connect in a time that the server was crashing or restarting, i advise you to go the main menu and try to connect again.


    If this dont work , maybe the server is down due to technical problems, but i cant tell you this since Im not at home to check.


    And if server is up an running and you cant connect i have no help for you, but someone else would help you sure¡

    For all those say that there is ppl cheating in CF server i suggest you to stop making general acusations and post names and proves of what you are saying, otherwise just shut up.

    No, at least dont think so..but i dont know what is it...


    Did you ever gonna sleep with Bo dereck and wake up with bo diley? (NOFx song)
    this means, Did you ever gonna sleep with somebody you thougth was handsome and wake up with a kind of troll?

    CF allways wellcome new players and you are not an exception, wellcome to gallaxy...


    Dont hesitate to ask for help, everybody will help you¡¡

    Quote

    Originally posted by LaserJet6L
    *yaaawn* Another bunch of idiots are monopolizing equipment...


    1st. There is no need to be rude an unpolite.


    2nd. If other clans have the rigth to prevent rest of the servers to buy ships in their systems or to use Shortcuts closing their systems, we have the rigth to do so. The difference is that we wont do it, so stop crying for something you have been doing for a long time.


    3rd. This is my last post about this in public forum, the rest of matters will be deal accordingly in Clan leaders board or by PM. No more public discussions anymore.


    Plz close topic.