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Title: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on September 19, 2008, 11:57:55 AM
(http://www.jumpgateevolution.com/images/microsites/jump/shipsdatabasebanner_01.jpg)
Quote
A wide variety of single-pilot combat and utility ships ply the spacelanes of our jumpgate network. All ships may be described as either combat or commercial vessels. However, there is considerable variance in ship design based on intended role, and by the specific nation, faction, or corporation that produces and uses the ship. For example, the Slipstream is a Solrain combat ship classified as a patrol fighter and produced by an industrial division of the Zelcane Trust. Its characteristics differ from other patrol fighters that belong to the Octavian Imperial Navy or that are produced by a Quantar corporation. Even individual Slipstream-class ships may be customized by the pilot’s choice of loadout and other modifications, either emphasizing a strength of the class, or mitigating a weakness. The options available to pilots for customization of any particular ship vary by the specific ship class.

The first ship any rookie pilot gains experience with is a trainer of some sort. These spacecraft are usually classed as "shuttle trainers", but within the Octavian Empire it is conventional to refer to their training ships as "patrol trainers". Universally, trainers are inexpensive light-duty utility ships meant for use by inexperienced pilots. They tend to possess outstanding handling characteristics and can mount light weaponry, but are only capable of mounting minimal extra equipment.

(http://www.jumpgateevolution.com/images/microsites/jump/combatships_banner_01.jpg)
Quote
Combat Spacecraft range from Light Paramilitary Patrol Craft used in the Core Sectors, to Heavy Assault Fighters capable of devastating attacks on Capital Ships. Fightercraft obviously are heavily armed when compared with civil and commercial vessels, but the various ship classes differ in qualities such as speed, maneuverability, weapons loadout, and defense. Each national navy also possesses its own design tendencies, and even factions and corporations may field their own unique military spacecraft to protect their interests or territory.


(http://213.225.146.236/images/microsites/jump/PatrolFighter_EN.jpg)
Specialty: Patrol or Packet Courier

The Patrol Fighter class results from outfitting a lightweight shuttle hull with improved power systems and weapons hardpoints. While not truly a military-caliber vessel due to their light armor and limited armament, Patrol Fighters make outstanding paramilitary support and local intercept craft, and are used as training vessels by all national militaries. Unfortunately, its combination of combat utility at a low price also makes the patrol fighter the most common ship class operated by independent groups in unregulated space.


(http://213.225.146.236/images/microsites/jump/LightFighter_EN.jpg)
Specialty: Intercept

The Light Fighter category emphasizes speed and maneuver over a heavy armor and weapons payload. These military ships are often used as Interceptors, as second-line defense forces, or even as Scout craft if more specialized ships are not available. Some models are considered "artist’s ships", and chosen over fighters with heavier armament by senior officers who prefer the advantages gained by flying a nimble ship.


(http://213.225.146.236/images/microsites/jump/MediumFighter_EN.jpg)
Specialty: General Combat

The mainstay of any space fighter wing, the ships of the Medium Fighter class are the standard against which all other military ship types are measured. They provide good firepower and maneuverability in one package, though varied designs and loadouts may emphasize armor over speed, or weapons over shielding.


(http://213.225.146.236/images/microsites/jump/HeavyFighter_EN.jpg)
Specialty: Military Escort

Relying on armor, shielding, and a large armaments package, the Heavy Fighter class represents the big bruisers in a military fighter wing. Stereotypically unmaneuverable, a Heavy Fighter’s strengths are its endurance under fire and ability to deliver devastating firepower against a target. Heavy Fighters are outstanding in roles guarding strike craft, or when a Capital Ship or Commercial convoy requires a combat escort.


(http://213.225.146.236/images/microsites/jump/ScoutFighter_EN.jpg)
Specialty: Reconnaissance

Representatives of the Scout Fighter class are generally stripped-down Light Fighter hulls with supercharged drive systems. The speeds these ships reach make them ideal for rapid intercept and no-contact reconnaissance roles, but they cannot survive in an engagement for long without support from heavier, front-line fightercraft.


(http://213.225.146.236/images/microsites/jump/AssaultFighter_EN.jpg)
Specialty: Strike

The Assault Fighter can be taken as an extreme evolution of Heavy Fighters adapted to strike mission roles. Typified by a capacity to mount anti-capship torpedoes, these fighters usually sacrifice speed and maneuverability for warhead payload. Often retaining the ability to mount adequate guns and plenty of anti-fighter missiles as well, these heavy combatants may mount a significant threat to the interceptors tasked with eliminating them. That threat will be further compounded by the escort fighters with which any wise commander guards them.

(http://www.jumpgateevolution.com/images/microsites/jump/commercial1_banner_01.jpg)

Quote
Noncombat ships can be divided into two broad categories: transports and miners. Spaceflight can be dangerous, so although commercial ships emphasize cargo capacity, they all possess at least light armament, and often substantial armor and shielding. Most ships of any commercial class allow good customizability through addition of equipment and general modifications.

(http://213.225.146.236/images/microsites/jump/transportships_banner_01.jpg)

Quote
(http://213.225.146.236/images/microsites/jump/CargoShuttle_EN.jpg)
Specialty: Light Transport

A heavier shuttlecraft with more extensive cargo space but less power and space for armament adequately describes the several ships of the Cargo Shuttle class. Many possess additional utility features such as nonweapon hardpoints. Cargo Shuttles tend to receive extensive in-sector use for rapid transport of small cargoes, and are very commonly flown by novice commercial pilots.


(http://213.225.146.236/images/microsites/jump/FastTransportVessel_EN.jpg)
Specialty: Blockade Runner

Members of possibly the most romantic ship class in known space, fast transports are used as speedy packet vessels, local small-cargo delivery, and of course, by pirates and smugglers. A relatively small cargo capacity is balanced by the ability of the ship to meet its schedule ahead of time and usually under budget. Fast transports are also commonly able to mount a light but respectable armament, and this combination of weapons and ability to disengage makes them well-nigh irresistible to pilots operating on the fringes of local regulations.


(http://213.225.146.236/images/microsites/jump/TransportVessel_EN.jpg)
Specialty: General Cargo Transport

The unsung and unheralded backbone of commerce, the transport class of hauling vessels includes all manner of mid-size cargo ships used for regional transportation. Transports have a substantial cargo capacity, but retain good handling characteristics, making them popular with independent pilots as well as local and regional hauling firms. Some models sacrifice a fraction of their cargo space for upgraded defenses, making them ideal for delivery missions to unfriendly locales.


(http://213.225.146.236/images/microsites/jump/CargoTow_EN.jpg)
Specialty: Heavy Cargo Transport

The most commonly seen heavy hauler in known space is the single-container cargo tow. These beasts of burden are slow to accelerate when laden, but usually can mount good shielding and very respectable armor, making them ideal convoy vessels whether escorted or not. Each accommodates a standard industrial deep-space cargo container, making for a very significant cargo capacity.


(http://213.225.146.236/images/microsites/jump/DualTow_EN.jpg)
Specialty: Heavy Cargo Transport

The largest single-pilot freighters now in regular use, the Dual-Container Cargo Tow, or Dual Tow class, literally doubles the capacity of a regular Cargo Tow by mounting two standard containers rather than one. Ships of this class maneuver slowly and have an unattractive thrust-to-mass ratio when fully loaded, but their ability to move large profitable cargoes is unparalleled. Despite being armored, shielded, and possessed of some light defensive armament, these vessels are usually seen with at least a minimal escort when encountered outside of the Core sectors.

(http://213.225.146.236/images/microsites/jump/miningships_banner_01.jpg)

Quote
(http://213.225.146.236/images/microsites/jump/Prospector_EN.jpg)
Specialty: Local Mining

Built around a relatively small hull, Prospector class vessels are frequently seen in use by independent, small-time miners. Maneuverable and speedy, these ships are only limited by the relatively slight load they can carry. They can be highly convenient for local mining operations near the Core, as well as for prospecting expeditions in unfamiliar sectors.


(http://213.225.146.236/images/microsites/jump/LightMiner_EN.jpg)
Specialty: General Mining

Light miners are mid-sized mining craft based on a transport class hull. They usually offer at least two mining hardpoints in addition to defensive armament. Cargo, handling, and speed are all typical of transport-class hauling vessels. Ships of the light miner class are common in corporate mining fleets, and are often owned by small independent mining concerns or even individuals.


(http://213.225.146.236/images/microsites/jump/HeavyMiner_EN.jpg)
Specialty: Deep Space Mining

The largest mining ships in known space, the heavy miner class employs a standard deep-space cargo container as its hold. Even though these vessels usually operate in well-protected industrial zones, they are typically well-armored and shielded themselves. As a class, these ships are bulky and do not accelerate quickly, but they offer adequate customizability and once filled, can transport a very respectable load, thereby profiting their owner or operating corporation.

Link (http://www.jumpgateevolution.com/spacecraft.php)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Miasma on September 19, 2008, 12:39:08 PM
Have they said whether they are using levels or skill training like UO/EvE?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on September 19, 2008, 12:49:10 PM
Don't quote me, but i think its "levels" and "Certifications". Levels i think are more or less rank with your aligned faction, certifications are, well, for equipment use. The two combined are what i would imagine would give access to equipments. As all combat and flight are twitch based...no dice rolls or TO HIT.

I'm going to dig around for a more concrete answer.

EDIT: Also note that the stuff in the First post is CLASSES of ships, not the models ETC..i would suspect that there are many models in each, with more added over time.

EDIT2:

Quote
    * "Jumpgate is primarily a combat action game that is based on licenses that are achievement based, although some of the licenses do require a minimum level." -Anna "Spellbound" Steffer
    * Licenses allow players to acquire and use a wider variety of new and improved ship chassis and gear.
    * There are no class restrictions on what type of license a pilot can use because there are no character classes in Jumpgate

Quote
    * Ranks are the Jumpgate equivalent of levels.
    * The maximum rank is probably going to be 60.
    * Licenses are rank based.
    * A player buys his/her first ship at rank 5.
    * It takes about an hour of play to reach rank 5.
    * Experience earned towards leveling is helped out by soft grouping.

Taken from here (http://www.jgewiki.com/index.php?title=Main_Page)

I was somewhat off, but close.  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on September 19, 2008, 12:53:14 PM
I did find this:

Quote
Sector Control

So apparently the days of whizzing through the rings of a beacon are a bygone era. Sector control is going to be done through placing and defending assets in a sector. The example used was a battlestation. One squad will build a battlestation in a sector, and then control it. Some other squad then has to come in and destroy/capture the battlestation, and then replace it with one of their own. This will entail guarding while the construction effort takes place, bringing in the necessary supplies, etc.. Also, apparently some equipment will only be able to move via transport (like, say, a turret I'm guessing), so you can't just make hundreds of light transport runs. Someone is going to have to fly a heavy hauler with a turret on board (from the turret factory, wherever that might be.. more on that later).

Game Map

The game map in the current alpha build is basically a placeholder that will be replaced later with the actual game map. It did have two levels, though, with the overview map showing the links between sub maps, and each submap consisting of various sectors. The placeholder map looked to have about 8-9 submaps, and 7-8 sectors per sub map. Jumping between sectors looked like it took several seconds. Didn't get a chance to ask if that was to be addressed or not. The hour and a half went REALLY fast.

Capital Ships

It's BIG. Hermann zoomed out with his halcyon next to the cap ship, and the cap ship didn't fit on the screen, yet the halcyon was all of maybe 10 pixels total. Flying end to end looked to take about 15-20 seconds or so (in the newbie halcyon). One sector Hermann showed us had the wreckage of several of these cap ships broken up and strewn all over the place. LOTS of wreckage.

Mining

Got an up close look at a mining node. Looks like a small protusion on an asteroid. Hermann didn't mine it, but it looked to be roughly the size of the halcyon ship itself.

Hollow Asteroids

Hermann showed off several of these, complete with large caverns inside that you could have some combat within, and one even had a full blown battlestation built within the hollow asteroid. Others had pirate bases built inside, and little nooks and crannies all over the place to potentially hide in. Also, it looks like roid masking is in.

Network Code

Hermann jumped on the hotel Wifi in the resturaunt, and played on the live server back in the Netdevil offices. Never saw a hint of any lag or jagged engine trails anywhere. Very very smooth. Also, Scorch talked briefly about lessons learned in JGC with making the game too client-centric and with JGE, built a lot more into the server end of the game to keep information out of the players hands when they aren't supposed to know it (like a ship with an active ECM, etc..). Gone are the days of hacking the network DLL and snooping the network stream for ships you shouldn't normally be able to see.

Artifacts

Apparently, artifact hunting will still be in JGE. How it will manifest exactly, we'll have to see. It won't be finding an full engine, however. It will take the form of finding a specialized power source or super-dense magnetics that will allow you to craft it into a rare engine or shield, etc. It'll still be an in-game design, but there should be very few of them.

Autodock

So as Hermann was flying around Oct Core, he flew across the docking port, and accidently docked. Whoops. He did mention that they were flirting with the idea of making docking harder as you got further away from the core, and verified that in the current build, a fully loaded tow at full speed would dock safely.

Crafting

Stations are only going to sell basic stuff and low level equipment so new players have gear available. As you progress in levels and move on to better ships, equipment becomes totally player made. Factories are going to be spread out all over the place such that some factories will be difficult to reach due to hostile presence in the area, etc... Factories will also be able to be blockaded by enterprising squads seeking to control a section of the market. The plan is to have equipment built at the factory to be the least costly to build, units being sold as stations nearest to the factory sell for the least money, and units sold nearest to the player population going for the most money. In other words, pay more for a local one, or pay less and go get it. The whole notion of the mail system discussed elsewhere where if a transport gets destroyed the item respawns to try again seems to break this paradigm, however, so not totally buying into this one just yet. Also, there's no current support for quality, etc. All of a particular widget are exactly the same, whoever it is that makes it.

Collisions

According to Scorch, the damage done by collisions is proportional to the ship's mass. So the lightweight halcyon takes minimal damage in an impact, but larger, and heavier ships will start to take on more significant damage in an impact. Probably still not fatal, but potentially crippling, none the less.

That's all for now... if I remember any more I'll add it. Hopefully someone else from the M&G will be able to add other things they learned as I could only absorb so much of the parallel conversations.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on September 19, 2008, 01:27:51 PM
Oooooh I can't wait to play this.  But it'll probably disappoint me because the game I have in my head will never match what they are making most likely.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on September 19, 2008, 05:09:59 PM
Good infoz, thanks Blood. Only disappointing thing for me is that there's nothing larger than fighters. I get why and all but I'd still like to see even single-player-flyable capital ships of some sort. Capital ships are only ingame as NPC/ambient. It'd be a cool reward to achieve though.

Quote
    * A player buys his/her first ship at rank 5.
    * It takes about an hour of play to reach rank 5.

Err, what do players do until they get their first ship?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Sir T on September 19, 2008, 05:46:26 PM
I think eve proved why single player flyable capital ships are a colossally bad idea.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on September 19, 2008, 05:52:24 PM
That'd be like saying EQ2 proved all MMO sequels are bad ideas.

That's not proof. That's a lack of comparable base. There is no other Eve at all, and only one other game that even
has single-player controllable Capital(-like) ships. But the rest of PotBS is not an environment in which to test any related hypothesis, much less this one.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: FatuousTwat on September 19, 2008, 07:40:56 PM
Thanks a lot Mrbloodworth, great info!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ratman_tf on September 19, 2008, 07:51:17 PM
I think eve proved why single player flyable capital ships are a colossally bad idea.

I guess I was having badwrongfun when I played Eve then.  :cry:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: FatuousTwat on September 19, 2008, 07:51:44 PM
Err, what do players do until they get their first ship?

I'm guessing you are stuck in your newb-ship till level 5? Shrug.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Count Nerfedalot on September 20, 2008, 01:18:40 AM
I did find this:

Quote
Collisions

According to Scorch, the damage done by collisions is proportional to the ship's mass. So the lightweight halcyon takes minimal damage in an impact, but larger, and heavier ships will start to take on more significant damage in an impact. Probably still not fatal, but potentially crippling, none the less.


Hmmmm.  Does this mean a Halcyon can kamikazee a capital ship and bounce away with minimal damage while crippling the cap?  This collision rule just seems odd.  Generally physics dictates that in a collision, the larger mass "wins".  And the larger the differential, the more it wins by.  So a lightweight ship colliding with a huge rock would go "splat", while a large ship colliding with the same rock might merely go "crunch".


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ratman_tf on September 20, 2008, 04:47:29 AM
Hmmmm.  Does this mean a Halcyon can kamikazee a capital ship and bounce away with minimal damage while crippling the cap?  This collision rule just seems odd.  Generally physics dictates that in a collision, the larger mass "wins".  And the larger the differential, the more it wins by.  So a lightweight ship colliding with a huge rock would go "splat", while a large ship colliding with the same rock might merely go "crunch".

Physics is only cool when you can do a Starfury turn?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on September 20, 2008, 07:02:45 PM
Good infoz, thanks Blood. Only disappointing thing for me is that there's nothing larger than fighters.

"Yet". Notice how they went out of their way in the descriptions to say "Single pilot"?

Maybe im reading into it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on September 20, 2008, 09:03:38 PM
duuuuuuudddddeeeeee (http://www.gametrailers.com/player/36254.html?type=flv)





I also just read they will be using VOIP with a "Dolby" like functionality...basically the further away the speaker (He who talks) is, the low its sound, and the sound is also directional in your speakers/headphones. (http://www.gametrailers.com/player/usermovies/261494.html) (Also planetside reference!, and Darniaq's question of multiplayer ships answered!)

(http://imagecache2.allposters.com/images/HPM/sm1583_b.jpg)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on September 21, 2008, 05:32:24 AM
plz2buy transcript? Computer for reading  :grin:

Oh and it's so nice to see someone genuinely excited by all things MMOs. I live vicariously through your passion, having so little of my own for it these days.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: FatuousTwat on September 21, 2008, 05:45:46 AM
The interviewer (Bobby Blackwell?) in the second vid you posted annoyed the fuck out of me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on September 21, 2008, 06:51:14 AM
Listening to it now. Very annoying. For one, he admits he's not an MMO player, and for another. For another, the livechat format is just hard to listen to.

  • Fighters to "ships twice the size of the Millenium Falcon". Sounds like Eve Frigates to Cruisers span.
  • Multiplayer ships are not on the plan. Maybesomeday.
  • Ship customization is not on the slate. Maybesomeday.

Everything else was either typical (raids are space stations) or throwaway (how will you structure the tutorial). And even after skipping the first four minutes of lead-in/intro I still wasted 7 minutes. 7 minutes!!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: bhodi on September 21, 2008, 07:50:47 AM
I am HIGHLY suspicious of a game that has 3 types of ships - fighters, transports, and miners. Especially after what mining turned out to be in the previous game. I mean seriously, mining ships are almost 1/3 the ships.

Mining consisted of pointing your ship at a rock and taping down the 'fire' button on your joystick, walking away for 30m-2hrs, and then coming back. I wish I was joking.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: NiX on September 21, 2008, 09:26:54 AM
I'm surprised the JumpGate guy didn't get up and leave. That had to be the worst interviewer I've ever seen. The Dev looks so uncomfortable during the entirety of the whole thing.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Kitsune on September 21, 2008, 09:18:42 PM
I'm with bhodi here.  The original Jumpgate sucked to enough of a degree that I'd need to see some significant proof of this remake's un-suckitude before I'd even begin to be mildly enthusiastic about it.  I love me some Privateer, so anyone who does manage to pull off a Privateer MMORPG will surely have my cash, but I'm not full of faith that Jumpgate will be the one to pull it off.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on September 22, 2008, 08:43:52 AM
I think eve proved why single player flyable capital ships are a colossally bad idea.

I guess I was having badwrongfun when I played Eve then.  :cry:

I don't play EVE and never made it past 10 hours after the tutorial, why are cap ships a bad idea?  Technical issues like lag or design issues like they are OP?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: NiX on September 22, 2008, 02:44:54 PM
I'm assuming it's because if one person decides what happens with the cap, there may be a lot of people in disagreement.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Sir T on September 22, 2008, 07:13:51 PM
I don't play EVE and never made it past 10 hours after the tutorial, why are cap ships a bad idea?  Technical issues like lag or design issues like they are OP?

Lag issues. And the fact that that one of the most important things in an mmporg is player time. If you only need one person to field a unit that's far more powerful than others then you have a snowball effect when you have a mass of them arriving at once, with no real reason not to use such a mass. With multiple piloted ships that means you have to have more bodies to fill the pilot seats and that limits the amount you can field. Its the same reason as modern RTS games having large units costing more population points. Think of 200 patrol boats having the same needed crew as 200 aircraft carriers. Only the Aircraft Carriers also have a massive lag effect as well in Eve.

Now the mechanics of all this in Eve means that there is no tactics involved really. Lets say all things being equal 6 caps (group 1) are fighting 5 caps (group 2). They all focus fire same as nepolinic warfare. The side 1 will kill one of group 2 slightly before group 2 kill one of group 1, but once one of group 2 goes down the rate of them killing group 1s caps goes down too. So basically group 1 will wipe group 2 out losing one, maybe 2 of their own in the process, and all because they made the "tactical" decision to outnumber them by one. This holds true even as you increase the numbers as the larger side will kill the smaller side faster so the disparity in numbers will grow as the fight progresses, meaning less of the larger side dies. And with Eves Capital mechanics maneuver is irrelevant (Dreadnoughts can't move in siege mode, and Carrier fighters move with the target.) And don't talk to me about skill/equipment disparity...

Nearly everyone in eve acknowledges that the capital ships turned the whole thing into a boring blob&lag fest. My char has Carrier 5, and I never flew one as after the first cap fight I was in I knew the whole thing was bollox. And if your wondering the reason I had carrier at all was that I was asked to train it up, and then I kept training it as I had the fairly naive hope the whole thing would be changed to be actually interesting. Bloody fool I was...


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ratman_tf on September 22, 2008, 07:22:42 PM
*stuff*

Ah, I misunderstood you. I thought you meant cap ships in general, not the Eve big-bigs.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 10, 2008, 07:11:54 AM
Quote
Jumpgate Talk to the Community Team - Week 1
Community plays a big role in any game's development cycle. We make friends, explore new worlds together and interact in ways we would do in any life-like environment.

Jumpgate Evolution will include community features such as chat, Squads and Wings – all which help to enhance the experience of playing a Massively Multiplayer Online Game.

The intention of this thread/feature is to see what it is you expect from Jumpgate Evolution in regards to development, game experience and community, as well as some additional questions on the side J

This is your chance to let us know what you’re thinking.

This week’s questions are:


Week 1 - Communication

Q: How important do you expect voice communication to be?

Q: Will you take part in voice communication or stick to text based communication?

Q: If you intend to use voice communication, will you lean towards using it more for squad based chat (in game organization) or for off topic socialization?

Q: Would you prefer to play Jumpgate Evolution with 3D directional chat enabled (this basically means voice comes from the direction your friends ship is in location to yours) or non-directional (stereo like) chat enabled?


Link (http://community.codemasters.com/forum/showthread.php?p=4553789#post4553789)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: K9 on October 10, 2008, 04:04:03 PM
Thanks for the updates, it's looking rather groovy.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Amarr HM on October 12, 2008, 05:15:36 AM
I can see a lot of potential to this game and with the speed nerf in Eve looming. I can see a lot of subs being swapped over especially if the release date coincides with the nerf that would be humourous. Unless this turns out to be a big pile of dog turd of course and then I'm chewing a size ten.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 12, 2008, 07:23:16 AM
What speed nerf? Just out of curiosity.

Separately, I can't see how many would want to take a huge step back from the player-control socioeconomic sim that is Eve to a space fighter adventure game. Eve is almost a genre unto itself.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Amarr HM on October 12, 2008, 07:50:28 AM
There's a thread about the nerf here,

http://forums.f13.net/index.php?topic=13894.0 ,

In a nutshell CCP are slowing everything down so speed is no longer a viable combat option and the action/sim divide is sliding even more to the right. There are large guilds that are threatening to quit if it is brought in and a lot of players will probably hand their sub in and be searching for something like Jumpgate. Personally I don't like the fact that to do menial things in Eve it takes long chunks out of your time just to get some action, so by slowing everything down it will take a lot longer to do simplest things.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 12, 2008, 10:22:04 AM
Ah thanks. That doesn't seem like a universal nerf though. It seems more like one of those those "get it back to what's intended" things, where small ships fast, big ships slow, different drones/missiles actually achieve the things they were designed to achieve, thus making players think the way CCP intended them to think. Basically, it's them trying to fix what they allowed to get broken over the years.

I still really don't see how an Eve player is going to see Jumpgate as anything more than a space toy though. This isn't an NGE-like change that compelled crafters and business owners to jump into a game even more for them than SWG was turning into. It's more like the reverse of that, where players quiting Eve are doing so because they would rather play X-wing v Tie Fighter. If anyone does that it's likely more because they're tired of statistics-based combat altogether, not because those statistics are changing.

Yea people are pissed and whatnot. Internet. But the more successful someone is in Eve the more they're going to realize the basis of their success simply cannot be replicated in any other MMO in that way. Eve has no real direct competition. It's a market of one.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Nerf on October 12, 2008, 11:02:23 AM
I'll be playing because I want X-wing vs. Tie-fighter.  EVE can be fun, but theres a whole lot of waiting around with your dick in your hand to get to that fun.  I'll still keep my EVE account of course, even if only to resub every once in a while to switch long skills until I forget how boring it can be and get back into it.

That's really the draw of EVE that keeps me coming back, the time-based skill training.  It's also the thing that keeps me from playing.  I really need a certain skill to do what I want to do, but it's 25 days out, so I just take a break.  CCP would really help themselves a lot if they either a) added use-based advancement as well or b) sold time-accelerator cards, either for cash only or allow them to be traded like timecards for ISK.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Phred on October 12, 2008, 08:33:44 PM
What speed nerf? Just out of curiosity.

Separately, I can't see how many would want to take a huge step back from the player-control socioeconomic sim that is Eve to a space fighter adventure game. Eve is almost a genre unto itself.

I have a hard time believing that the much bally-who'd socioeconomy of Eve accounts for much of it's retention at all. While some people love to play the market the majority just want's to buy/sell their shit and be on their way again.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Amarr HM on October 13, 2008, 01:58:30 AM
Yeh and when the speed nerf hits, going to buy your stuff and being on your way again will be more laborious. So the nerf is going to have a universal effect in that sense. I admit it's a minor gripe but a just one nonetheless.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 13, 2008, 05:27:24 AM
I actually agree with you that the speed nerf is going to be a big issue and piss off a lot of people. The only part I don't agree with is that this will chase people to JG:E :-)

What speed nerf? Just out of curiosity.

Separately, I can't see how many would want to take a huge step back from the player-control socioeconomic sim that is Eve to a space fighter adventure game. Eve is almost a genre unto itself.

I have a hard time believing that the much bally-who'd socioeconomy of Eve accounts for much of it's retention at all. While some people love to play the market the majority just want's to buy/sell their shit and be on their way again.

Nah, I don't think most people are there for the crafting/economy. But they're not there for the fun action-y shield-rotation dogfighting either. It's not like Eve is a good surrogate to Freespace 2. It's different in a way JG:E doesn't compete again.

Obviously we'll see someday. ;-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: ajax34i on October 13, 2008, 05:47:59 AM
I love dogfighting games, and started playing EVE solely because it had spaceship combat.  My understanding of the game and the way I have fun in it have changed since then, but that's why I started playing.

I'm interested in JG:E if it's good.  There's nothing CCP can do to affect me one way or another:  all their code is, at best, uncut diamonds covered in dirt, and most of the time just dirt, and one more nerf ain't gonna make a difference. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 13, 2008, 06:41:31 AM
What speed nerf? Just out of curiosity.

Separately, I can't see how many would want to take a huge step back from the player-control socioeconomic sim that is Eve to a space fighter adventure game. Eve is almost a genre unto itself.

Jumpgate is also a player-control socioeconomic sim (http://www.tentonhammer.com/node/29239). Not sure if you have read how the economy, AI, and manufacturing is supposed to work, Very similar, with AI filling in the "World" gaps.

EDIT: I need to find better articles. =/


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 13, 2008, 09:40:26 AM
Heh, anything I don't have on my hard drive I file into the "intended" bracket. I'll believe JG:E comes anywhere near to their goals when I see it :-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 13, 2008, 09:56:31 AM
Heh, anything I don't have on my hard drive I file into the "intended" bracket. I'll believe JG:E comes anywhere near to their goals when I see it :-)

lol, I'm right there with you. The only thing that really does give me confidence, is reading what they are planing to do, AND the fact that they themselves have said they are being very conservative about the design, and focusing on (basically) on thing at a time. Its not a bad mantra.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 13, 2008, 10:00:18 AM
Quite. Unless they consider "space combat" and "player driven social and political economy" as two separate things of equal complexity :-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Lantyssa on October 13, 2008, 10:38:51 AM
Nah, I don't think most people are there for the crafting/economy. But they're not there for the fun action-y shield-rotation dogfighting either. It's not like Eve is a good surrogate to Freespace 2. It's different in a way JG:E doesn't compete again.

Obviously we'll see someday. ;-)
Maybe.  How many people are there because it's the only real online Game In Space option though?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 13, 2008, 11:15:30 AM
SWG: JTL  :awesome_for_real:

A good point though. I'd like to see more in-space space games too. Enough of this ground game crap.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on October 13, 2008, 01:49:56 PM
I can't remember but did they ever release a target quarter when this game would release?  Something makes me want to say Q4.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 13, 2008, 01:56:19 PM
I can't remember but did they ever release a target quarter when this game would release?  Something makes me want to say Q4.

Quote
When will Jumpgate Evolution be released?
We are currently aiming for Spring 2009 release.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: NiX on October 13, 2008, 03:12:23 PM
If the Beta hasn't officially begun, I'm thinking that date is going to slip a little.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 14, 2008, 07:32:59 AM
Not sure if i posted this one:

EDIT: Added link  :uhrr:



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: bhodi on October 14, 2008, 10:23:41 AM
I visualize each exclamation point in that "preview" as the return stroke of that reviewer slobbing a developer's knob.

It was that bad. Really.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Amarr HM on October 14, 2008, 10:57:56 AM
Actually I wouldn't be surprised if was written by a JG:E dev and passed on other this writers name.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 29, 2008, 07:56:03 AM
Dev chat happened last night. (http://www.mmorpg.com/gamelist.cfm/game/297/feature/2381/Dev-Chat-Log)

Quote
MMORPG_Kunou: Howdy and welcome to MMORPG.com's Live Chat on irc.coldfront.net! I'm your host, MMORPG.com's Community Manager Richard "Kunou" Cox. Joining us today are members of the JumpGate Evolution dev team!
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MMORPG_Kunou: Our guests will do their best to answer as many questions as possible, but due to limited time and a high volume of inquiries, they may not be able to answer every single one. Users are limited to one question at a time, and you will be notified if your question is rejected or discarded.

MMORPG_Kunou: To submit your question, please /msg MMORPGBot yourquestionhere. If your question was deleted, it's probably because someone else asked the same thing first.

MMORPG_Kunou: This room will be moderated during the chat; if you want to talk during the chat, feel free to visit #jumpgate.

MMORPG_Kunou: Now it's time for introductions! Feel free to start sending your questions to MMORPGBot while our guests introduce themselves!


ND_Hermann: Hi all. I'm Hermann and I'm the producer on Jumpgate Evolution

ND_Scorch: Hi! I'm Scott Brown, President of NetDevil and original developer of Jumpgate.

ND_Awen: Hiya! I'm Nicole Hamlett (or Awen) and I am Jumpgate Evolution's Community Manager

ND_Binkies: Hi Everyone. I'm Grace, Marketing Manager of Jumpgate Evolution

Community Question: slix asks, "Will Jumpgate be as "do-anything-you-want" as some other space mmorpgs, like EVE?"

ND_Hermann: Well. That's a very broad statement :). For example, if you want to drive pink elephant cars, that might be tough to do :P. Seriously though, Jumpgate is an open game in the sense that you are not forced to follow a linear path by some fixed set of limitations. If you want to mine or fight or craft, PvP, PvE, follow mission or just kind of explore around. All of that is possible and there is no required order per se.

Community Question: lordalderaan asks, "How are you gonna create a demand for the manufacturing part of the game when ship destruction does not result in item loss?"

ND_Hermann: That's actually a great question and something we discussed internally for a long time. When you think about it, though, games that have item loss are actually have far less instances of death, precisely because of the death penalty. In fact, te lighter the death penalty, the more frequent the cases of death. Compare, say, EvE with World of Warcraft, or maybe Counterstrike. It's been proven that games with item loss and without i

Community Question: AnubisX|LOVES_JUMPGATE_EVO asks, "Is the battle in JGE going to be fast paced or slow?"

ND_Awen: Jumpgate Evolution is a space combat MMO. We are very action oriented so you can expect that combat will be very fast paced.

ND_Awen: combat is real time and based on skill so be prepared to have a very adrenaline rush experience. :)

Community Question: Javeir asks, "Is there an 'end game' in JGE? If so, how long does it take to get there?"

ND_Scorch: While you can reach a max level, that is really not the point of Jumpgate and there is a lot to do once you reach that portion of the game. Since we have no dice rolls, level does not play as critical of a role as it does in other MMORPGs.

Community Question: blood asks, "How much will the game will cost at month ?"

ND_Binkies: We have yet to announce the business model.

Community Question: DLinkOZ asks, "How will death be handled?"

ND_Hermann: That's another one of those complex questions we think about a lot. For the most part we want to make sure the death penalty is not so punshing that people quit the game in frustration. Thus, currently, we basically damage your ship which you must pay to repair and put you back on the previous station. That being said - this doesn't preclude us from doing other things elsewhere.

ND_Hermann: I don't want to get into details, but we have been paying attention to the large group of people that feel there needs to be more risk and challenge, and there's ways we think we can do that, which other games haven't tried - sometimes an indication of a bad idea :)

ND_Hermann: In any case, we want to make the game challenging and rewarding instead of challenging and punishing.

Community Question: kalles asks, "Hi, when does beta starts?"

ND_Awen: Right now we're working very hard on making sure that the game is ready for external testing. We're very very close to that point. However, with that said, we just are not sure when it's going to be at that critical point for us to start the beta process. However, when we are ready, we'll make an announcement on our official website. Trust me, we can't wait to let you guys in to see all of the cool stuff that we've been working on.

Community Question: TGC_PanicMan asks, "I work by myself in a software company, I know a little bit how the way goes... Its all about Money, but is the discussion of the Players in the Forums important for the people who made dessisions?"

ND_Scorch: We have always used feedback from our community to shape the game, both in terms of features and balance. We also watch not just what people say but also what they do. By carefully measuring player actions we can gain a lot of knowledge instead of just guessing what would improve the game.

Community Question: PenguinOfDoom asks, "Will the game have non-consensual PVP, or will PVP be limited to some sort of a flagging system?"

ND_Hermann: It depends on what you mean by non-consentual. For example, if I log into a game that is PvP only, I am giving consent by playing. What we want to make sure of, is that the large number of people that do not want to do PvP have a valid game that they can play. That doesn't preclude an open PvP environment or even mixed mode PvP in PvE areas. What it does mean is that if people want to play Jumpgate and not be killed, that is a va

ND_Hermann: That doesn't preclude an open PvP environment or even mixed mode PvP in PvE areas. What it does mean is that if people want to play Jumpgate and not be killed, that is a valid choice.

Community Question: Ezequiel asks, "Where will Jumpgate be sold I.e. Online with a download, Stores, etc."

ND_Binkies: We plan to make the game available through a variety of channels. Just like what you have mentioned, stores and online channels are in the plans. :)

Community Question: Savag3On3 asks, "Will this game use any sort of purchasable ammo system? Craftable ammo? Or just "infinite" ammo?"

ND_Hermann: If you mean in game purchasable ammo for in game credits. Yes.

ND_Hermann: There are various types of weapons: energy based, ammo based, mortars, machine guns, that kind of stuff.

ND_Hermann: Some of them have "infinite" ammo, others are limited. The goal there is to create choice and consequence, not to mention game play variance.

ND_Hermann: For example, ammo guns may use less power than energy weapons.

Community Question: Asylus asks, "What are the current plans as far as the roles of AI capital ships in the game? Where can we expect to see them and what will the be doing?"

ND_Scorch: Cap ships are a huge part of space combat lore so we would be remiss to not include them. All the great space battles I can remember from various movies and games have combat scenes with fighters flying along huge cap ships.

ND_Scorch: That being said, we want the pacing to Jumpgate Evolution to be fast so players will not be flying cap ships, at least at launch.

ND_Scorch: The AI will play various roles with the cap ships where players will be asked to destroy or defend the various cap ships in the game based on the situation. [18:28]

Community Question: scathis asks, "Hello ND, I'd like to know if there will be ship custumization, not equipement change, but actual ingame diferent ship Textures?"

ND_Awen: 'Rather than actual customization of the ships, there will be different ships you can purchase through your faction rating. We've discussed having small squad logos implemented, but it's probably not something that we'll be able to implement by launch. With that said, the ship kit has infinite possibilities so you can definitely equip your ship in some very customizable ways.

Community Question: LordAlderaan asks, "Do you see PvP as a daily activity for the average player including multiple deaths per day?"

ND_Hermann: I guess it depends how good you are at PvP :). Seriously though, I suspect PvP will be a significant part of the game for a large number of players.

ND_Hermann: That is why we want to support various types of PvP game play as well as making the game advance through PvP (that is XP for PvP play).

ND_Hermann: The goal is to make it a significant game play mechanism not "the fun part that comes at the end." To be clear, I want people PvPing day 1 and day 100 and having tons of fun doing it.

Community Question: Radi asks, "During recent interviews it was said that items will only be damaged when your ship explodes. Will that change and it is current iteration of the gameplay or is that permanent change?"

ND_Scorch: First off, nothing is permanent, especially at this stage in game development. We intend to start beta with item damage on death but I can’t say how that will work at a large scale of players. So based off feedback, we will make appropriate changes.

Community Question: Obductus asks, "What are you guys currently working on, nothing really new since months? What can we expect from the beta? Any little details out there?"

ND_Hermann: It's funny how when I wait for game outside it feels agonizingly slow, but on the inside time is speeding by.

ND_Hermann: The real answer is that the devil is in the details. Getting everything right takes A LOT of time and that can be frustrating.

ND_Hermann: Specifically, right now we are working on all kinds of aspects of deployment, a PVP system for arena style play, always more content and getting ready for testing :P.

ND_Hermann: Giant moving ships looks really cool.

Community Question: K-Rizzle asks, "Will there be ways to further modify weapons...such as re-fire, dmg, heat inductance..etc?"

ND_Scorch: We are not planning for item modification at launch, though the idea is very cool!

Community Question: latinthug3 asks, "what makes jumgate evolution different than any other mmorpg in the market?"

ND_Binkies: Jumpgate Evolution offers players fast action space combat gameplay with huge battles in a persistent online world. But of course, it will have all the other cool MMO features such as auction house, crafting etc. :)

Community Question: Argo asks, "Will crafting be givin just as much dev attention as combat, or will it take a back burner like in so many other MMOS? Will it actually be engaging and fun to do full time?"

ND_Awen: That's a really great question. We're working through the crafting system now and we want to make sure that crafters have as much to do as people who just want to combat or haul. It's all about making a diverse system and we want to make sure that everyone who plays has fun. I think that because of the nature of the game, you will be able to craft full time to keep pilots well equipped.

Community Question: Blood asks, "What kind of players will play that game ? Casuals, PGM ?"

ND_Hermann: The goal is all of the above, of course. That being said there is a core group of people to whom the game appeals.

ND_Hermann: We believe this is people who liked prior space action games but have been left somewhat high and dry lately.

ND_Hermann: we want to make sure the game meets the expectations of people who played Freelancer, XvT, Freespace, and games like that.

ND_Hermann: But as with any game, if it's executed well, people find it to be fun and it draws from all kinds of areas.

Community Question: paulscott asks, "Average life expectancy of two people not moving and with 100% accuracy?"

ND_Scorch: That’s a hard question to answer exactly because there are so many variables, refire rate, shields, etc. But right now if you were just to fight a low level player it would take maybe 15-20 seconds. It’s certainly more than just one shot to kill.

Community Question: AnubisX|LOVES_JUMPGATE_EVO asks, "Will there be a story to this game, or will it be player-generated with actions done by certain guilds etc.?"

ND_Binkies: Yes there is definately a backstory to the game which will drive the in-game missions. However, actions from players will also have impact to the game too.

Community Question: DLinkOZ asks, "JGC had item loss, and people found it very easy to luanch into dire situations, so how does that factor into the no-loss philosphy?"

ND_Hermann: It's true. It's not that it's not a valid game play mechanic it's just a measurable tendancy that people resist danger as the punishment goes up.

ND_Hermann: Another thing that has changed is the variety of equipment and ships available. we want there to be many more options which then makes item loss even more expensive.

ND_Hermann: I understand that there are people who feel that without a really harsh death penalty the game feels fake or not hard enough and we're working on ways of addressing it.

ND_Hermann: I think that we have focused a lot on making the game accessible which then makes it look like we are ignoring the issues from the other side. That's not the case, it's just that you have to consider the multitude of game play styles and try and build for as much diversity as possible.

ND_Hermann: I think we have had some interesting internal discussions on how to address this very point, and hope to reveal some details to let you guys kick some ideas around.

Community Question: Slix| asks, "Will Jumpgate allow for good political pvp? For example, a world war between many guilds over control of an area or something?"

ND_Scorch: Besides typical things from shooters that we will have like leader boards and kill lists, there is an “open” PVP part of the game where players compete over maps and can try and turn space to their faction for various short term perks.

Community Question: aelena asks, "will there be a way to switch shards to be with other friends?"

ND_Hermann: Yes. Although we're working on details there. For example, most games limit it for various reasons, some of them balance, some of them system overhead. We want people to be able to play with friends as easily as possible so hopefully we can make that process easy.

Community Question: Tritian asks, "Hermann, what exactly about the JGC death penalty do you believe was too harsh?"

ND_Hermann: It's not really about what I think specifically. We do lots of internal testing and I can tell you when people die and lose all their stuff, most of them never play again :). Some people like it, but most don't.

ND_Hermann: I think that's why you see a collective movement in MMOs to reduce death penalties. That being said I think you can get both of those groups without having a half way solution and that's something we are working on.

Community Question: Javeir asks, "Why do you think JG: EVO will succede when JG original did not?"

ND_Scorch: Because I am not programming it this time! :)

ND_Hermann: Hahahah

ND_Binkies: lol

ND_Awen: hahahahaha

ND_Awen: Well measuring success is certainly arbitrary. With that said, we're creating a game now that is very accessible to all walks of MMO players. There will be a rich storyline, a solid economical draw with crafting and tradeskills, the combat is intense, it's graphically gorgeous. I'm going to play it and I'm the common MMO player right? I think that it's a matter of taking something that was really great and improving upon it. :)

ND_Awen: and uh..

ND_Awen: scorch isn't coding it this time *ducks and runs*

Community Question: Asylus asks, "A lot of MMOs on the market have a heavy storyline that the player goes through, with a number of sidequests and the like. In addition to Jumpgate's Mission based system, will JGE implement any storylines that a player can follow?"

ND_Hermann: Yes.

ND_Hermann: However, Jumpgate has always been a more open kind of game than many MMOs and we want to keep that.

ND_Hermann: There are negatives to making a game a linear narrative experience, for example, players that don't want that feel like they are playing "wrong" if they don't follow it, and we don't want that.

ND_Hermann: Thus, while we want to make sure there is engaging fiction and intersting stories through missions we don't want to cram it down people's throats. That's what awesome single player games like Fallout 3 are for :).

Community Question: Ezequiel asks, "Will there be a free-to-play area like for say... Runscape has a free to play area and a pay to play area"

ND_Binkies: Hmmm interesting idea. Although it's not in the plans now but who knows. :)

ND_Scorch: The free to play area will be called "Beta" lol

ND_Awen: hahahahahaha

ND_Binkies: hehehe

Community Question: LordAlderaan asks, "Are the RvR (as in 'PvP with permanent teams and persistant points of conflict') elements of this game gonna be based on Squads or on Nations and how do multi-national squads fit in?"

ND_Scorch: When you conquer a map, it is based on the faction of the player that takes the map. Players that contribute to this will also get additional rewards, similar to tracking agro for XP. Only the faction that captures will get rewards.

Community Question: TGC-ChakStar asks, "You said that you want a totally player driven economy. What if 90% of players wanna do PvP? Let's say all need engines but they cant be produced because the lack of commods? Are there NPC-Miners or anything that hold the stock up to a minimum?"

ND_Hermann: Then I guess that answers the "how can you have an economy withouth item destruction question" :).

ND_Hermann: Honestly though, in general that doesn't seem to happen. People are greedy and there will be those who will exploit an economy for profit, and because of that there will be those who compete against them.

ND_Hermann: I guess if it really falls apart we can also make craftin more appeling or simply find other non-player generated ways of adding items.

ND_Hermann: I think that would be a pity though... it's so much cooler if it's a player market, I think.

Community Question: Radi asks, "Some of the veteran players may not like final product that JGE might become. Istvan said that he will not stop working on JGC. Are there any major plans for JGC at this point?"

ND_Scorch: JGC is on hold other than server support while we develop JGE, we'll see how players react post release and decide what to do from there.

Community Question: Kalles asks, "Can players exit their ships?"

ND_Awen: Think of your ship as an extension of yourself. Right now we don't have plans for human avatars. It may be something that the team explores in the future, but you can be certain that at the launch of Jumpgate Evolution, you will not be able to exit your ship.

ND_Scorch: There is one way to exit your ship, escape pods.

ND_Awen: well you got me there. :)

Community Question: EdFanMH asks, "Will we be able to switch factions anytime?"

ND_Hermann: When you create your pilot, you choose a nation to align with (Solrain, Quantar, Octavius) and that is not changable.

ND_Hermann: However, you can create many pilots, so it doesn't stop you from seeing the other experiences.

ND_Hermann: Also, nothing really stops you from working with the other nations, so that is still available as well.

Community Question: ScotzMan asks, "you've already said you take on board what the community want and in hermann's recent interview with kotaku he mentioned catering to as many different gaming styles as possible, do you think there is a worry you're trying to cater to too many and breaking the game up into something thats just a mash of good ideas that may not work well together in practice?"

ND_Scorch: Certainly that could be an issue but really we are focused on making an intense action space MMO. That is pretty directed. We have put off lots of other features, like making a character based game as well for example, so that all of our focus can be on a fun space combat game. Making a game simple to learn and difficult to master hopefully will not be a design nightmare.

Community Question: latinthug3 asks, "Most of mmorpgs don't sell copies of their game in countrys from south america, what about jumpgate?"

ND_Binkies: We are working on bringing Jumpgate to as many players from different counties as possible. A couple of countries (South America included) are in the plans but we are still working on it. :)

Community Question: K_II asks, "hi ND: Will we see the Sim Mode from JGC in JGE...in any form ?"

ND_Scorch: The sim mode of classic is being reformed into our instanced PvP battles, more details coming later.

MMORPG_Kunou: This concludes the MMORPG.com Jumpgate Evolution Dev Chat! Thank you Awen, Hermann, Scorch and Binkies for your wonderful time and expertise! Thank you Coldfront for hosting us! And thank you everyone for joining us! Logs will be posted on MMORPG.com asap.

ND_Scorch: Thanks everyone for coming! Hopefully we will see you in space soon. :)

ND_Awen: Thanks so much guys!

ND_Awen: we're looking forward to the comments for sure!

ND_Binkies: Thanks for everyone's participation. Those were some excellent questions asked. Enjoyed the chat alot! :D


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on October 29, 2008, 08:12:27 AM
I read instanced PVP in there so my interest in this game just dropped.  Why are people fucking stupid.  Unless it's like dueling where you do it for shits and giggles, but if it's actually part of the game, like WAR then fail.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 29, 2008, 08:21:47 AM
Sim mode (http://www.jossh.com/flight_academy/sim.html), that is being used for one type of PvP, is jumpgate classics "Simulator", some what like the Training simulator of the wing commander series.

"The Rim" is Open PvP zone/sectors, akin to Eve's 0.0 spaces.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Nerf on October 29, 2008, 09:15:38 AM
I've got high hopes for this, I'm really hoping for X-wing vs. Tie-fighter online w/ SWG crafting.
Not sure how I feel about the no item/ship loss thing though, it does make it feel "fake".  This is where EvE's insurance system really shines to me, on the lower level ships at least.  EvE started getting a bit too stabby for me on the t2 ships when insurance only covered 15% of your loss and you had to grind out the rest to replace your shit.  On the base level ships though, insurance meant unless you had kitted out your ship with the rarest and most expensive shit, you really didn't lose all that much on death, but it still felt very real -- you had to fly around and buy new stuff.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Vinadil on October 29, 2008, 10:25:09 AM
I completely agree with the lack of item loss issue.  I don't know how they expect to have BOTH a vital, thriving economy AND no ongoing demand generation.  They can say what they will about how things can/will happen... but the fact is nobody has managed to create ongoing demand for crafted goods without a system in which goods also leave the game world.  If "damaged ships" can be repaired by just paying cash... and they never actually need to be replaced, then are they just assuming people are going to keep buying ships/items for the fun of it?

I can understand the desire to make PVP less painful and more rewarding, but to say you want to do that AND make a robust economy just seems to be a bad idea.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Nerf on October 29, 2008, 12:34:43 PM
Maybe they'll steal the insurance idea from EvE, it's really quite brilliant, although it doesn't lend itself very well to l33t loadouts unless you've got the wallet for it.
That could be solved by adding in insurance for the fittings as well, which would work unless they have a SWG-ish crafting system with infinite quality possibilities for items and the pricing difficulties that would ensue.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on October 29, 2008, 12:41:35 PM
Ive been looking forward to this game as well.  Hopefully we get some sort of universe space like eve.  I like instances in a PVE game but not in a PVP game.

Good news with the rim. 

On not loosing gear.. it depends on what you can craft.  WoW has a decent economy with no item loss.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 29, 2008, 05:38:16 PM
I read instanced PVP in there so my interest in this game just dropped.  Why are people fucking stupid.  Unless it's like dueling where you do it for shits and giggles, but if it's actually part of the game, like WAR then fail.

Yea but that was at the end. They also talked about fighting over space stations and gaining zone control for buffs and whatnot. It won't be full PvP for sure based on what they've said, but I imagine they'll consider something like the security ratings of Eve.

Really nothing else substantial in that interview beyond what we knew. Good to hear they're not wasting time on avatars for launch :-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 30, 2008, 07:36:39 AM
This is worth posting:

http://www.new.facebook.com/video/video.php?v=21626519495


Matrox TripleHead2Go goodness (http://kotaku.com/5064142/a-visit-to-netdevil-hands-on-with-jumpgate-evolution?cpage=1&sort=asc)

Jumpgate Evolution Wiki has a lot of good info and quotes.
 (http://jumpgateevo.wikia.com/wiki/Jumpgate_Evolution_Wiki)


Quote
Regulated vs Unregulated Space

On PvP servers (hypothetical, not yet announced), all space is unregulated, meaning PvP combat is enabled globally.

On PvE servers, there are still PvP zones. These zones are known as "unregulated space" and are generally located well away from the faction core.

    * The shortest path between two points will often cross through a PvP zone, even on PvE servers. “These zones are littered throughout the galaxy, such that players will either risk going through them or plot a longer course round them.”
      -- Edge Online
    * "We could put rare minerals out in more dangerous areas to see how players compete for those resources, bearing in mind that people who don’t want to go into those areas still need fun and interesting things to do.”
      -- Hermann Peterscheck
    * The refineries and minerals, the items gained in PvP space will be specific to PvP play use.
    * "While things like blockades are really cool for those taking part, if it prevents the rest of people from making progress on their own, that is not particularly fun for those people. This is one of the things that lead us to the idea of having regulated and unregulated areas of space. If you are in an unregulated area, then you have elected to take part in a much more player run world. If you don't want to deal with the consequences of that, then it's probably a good idea to stay out of here."
      -- Hermann Peterscheck


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: NiX on October 30, 2008, 08:21:34 AM
Matrox TripleHead2Go goodness (http://kotaku.com/5064142/a-visit-to-netdevil-hands-on-with-jumpgate-evolution?cpage=1&sort=asc)
God that would kill my eyes, but it looks so nice. Also, it's so sad that the guy didn't get the numlock joke.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 30, 2008, 08:26:32 AM
Matrox TripleHead2Go goodness (http://kotaku.com/5064142/a-visit-to-netdevil-hands-on-with-jumpgate-evolution?cpage=1&sort=asc)
Also, it's so sad that the guy didn't get the numlock joke.

That guy, i believe owns a gaming news site. lolz.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: HaemishM on October 30, 2008, 08:35:57 AM
Matrox TripleHead2Go goodness (http://kotaku.com/5064142/a-visit-to-netdevil-hands-on-with-jumpgate-evolution?cpage=1&sort=asc)

Holy shit, that triple monitor setup is so full of win. DO WANT.

I like that the game interface doesn't seem to have hotbars.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 30, 2008, 08:38:18 AM
Matrox TripleHead2Go goodness (http://kotaku.com/5064142/a-visit-to-netdevil-hands-on-with-jumpgate-evolution?cpage=1&sort=asc)

Holy shit, that triple monitor setup is so full of win. DO WANT.

I like that the game interface doesn't seem to have hotbars.

No hot bars, no cool downs. Aim, shoot. Power management ETC... Action game.

It also supports this doodad.

(http://www.skycontrol.net/UserFiles/Image/FSHardSoftware_img/200701/200701naturalpoint-TrackClipPRO-side-set.jpg)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: FoXX on October 30, 2008, 08:45:34 AM
Isn't that some form of female contraception........


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 30, 2008, 08:46:58 AM
Isn't that some form of female contraception........

If you mean that its used by guys who play games and would invest in such a thing, then yes.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: SnakeCharmer on October 30, 2008, 09:09:03 AM
What the hell is that?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 30, 2008, 09:13:37 AM
What the hell is that?

One of the TrackIR headsets (http://www.naturalpoint.com/trackir/02-products/product-TrackClip-PRO.html)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on October 30, 2008, 09:44:18 AM
Looks like an alien tool for.. uhhh... stuff. :uhrr:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 30, 2008, 10:14:22 AM
Those things are an odd user experience. You're turning your head so your ingame POV changes but your actual personal POV does not. I find it very disconcerting. The Matrox system they've been showing at the same shows over the last few years is a much more satisfying and functional experience in my opinion.

Having said that the most recent PvE/PvP zone control thing MrB posted reads just like Eve, in a good way. Risk convenience vs safe time consuming.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 30, 2008, 10:30:48 AM
I have to put a disclaimer, the wiki is a fan site, and comprises of quotes from the beginning of time, so keep that in mind. However, one would hope, they they were sure of what they were saying to some degree when they made the statements. Like i said before, the thing that gives me the most confidence, is the very conservative approach to development they are taking. Avatars and cap ships to name one, while they want to do them, they will not fo launch and are dumping just about every thought into the core of the game, fighter ships, and that experience. This in my mind is how it should be done, foundation first, then add modular elements later. MMO's by nature, are supposed to be such creatures. I think to many recently have tried to add to much at the start, to broad. Makes the whole watered down. They have also been very clear through the whole thing about this, so for the most part, everyone knows what to expect, and what to expect later.

And i know, Netdevil. But if anyone has graduated from the school of hard knocks, it was them. I hope it made them wiser for it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on October 30, 2008, 10:38:13 AM
You need a strong foundation, but a core strength is the modularity of it. That drives towards course corrections and new systems later. It's something newer developers have learned, including SOE. I'm by no means a novice much less an expert, but it always seemed intuitive to build a system for change rather than just something you can push out the door later.

Adding in new content later is easy. Adding in the ability to add new modules though, not as easy.

So in addition to early prioritization (like no cap ships nor avatars) and a strict management technique that prevents too much feature creep, you want to assume that certain areas of the game are going to change over time and try to build accordingly.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Trigona on October 30, 2008, 12:55:17 PM
I'm starting to feel like a dinosaur.  All these games without a reasonable death penalty: AoC, Warhammer Online and now potentially JGE.   

I understand the logic of rewarding rather than punishing players, but PvP for me becomes meaningless if there isn't some risk and I doubt that crafting will be worth squat if there isn't module and ship loss.  I was really hoping that JGE would be like Eve but with people having to actually fly their ships, looks like I'm doomed to be disappointed


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ingmar on October 30, 2008, 01:05:05 PM
I'm starting to feel like a dinosaur.  All these games without a reasonable death penalty: AoC, Warhammer Online and now potentially JGE.   

I understand the logic of rewarding rather than punishing players, but PvP for me becomes meaningless if there isn't some risk and I doubt that crafting will be worth squat if there isn't module and ship loss.  I was really hoping that JGE would be like Eve but with people having to actually fly their ships, looks like I'm doomed to be disappointed

Why would you want it to be like Eve - I mean, you could just play Eve right?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on October 30, 2008, 02:23:04 PM
I'm starting to feel like a dinosaur.  All these games without a reasonable death penalty: AoC, Warhammer Online and now potentially JGE.   

I understand the logic of rewarding rather than punishing players, but PvP for me becomes meaningless if there isn't some risk and I doubt that crafting will be worth squat if there isn't module and ship loss.  I was really hoping that JGE would be like Eve but with people having to actually fly their ships, looks like I'm doomed to be disappointed

It also means that action can happen at a more frequent pace however.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: NiX on October 30, 2008, 02:44:40 PM
Yeah, as much as I had fun in Eve when stuff happened, the fact that it can take hours to get to it is mind numbing. If no loss of ship/items means more fighting with a joystick, then bring it on.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Viin on October 30, 2008, 07:47:15 PM
I'm not sure I can play another MMO with multiple shards after playing EVE. Especially ones with different rule sets. It just pisses me off.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Trigona on October 30, 2008, 09:19:13 PM


Why would you want it to be like Eve - I mean, you could just play Eve right?
[/quote]

I think Eve has the best player economy and PvP of any current mmo, however I think older players have an advantage and was looking forweard to a new space sim where everyone was starting on a level playing field.  Plus flying in Eve is very cerebral, I wouldn't mind a X Wing type experience.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: ajax34i on October 31, 2008, 01:55:30 PM
But you want "meaningful PVP"...  and "fun" right?  and space sim and "level playing field" and "non-cerebral" ...  Was there PVP in X-wing?  Don't remember. 

So, you want good ol' days Joystick space-PVE, plus "meaningful" "non-cerebral" PVP in a "level playing field".  Ok.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Trigona on October 31, 2008, 09:29:28 PM
But you want "meaningful PVP"...  and "fun" right?  and space sim and "level playing field" and "non-cerebral" ...  Was there PVP in X-wing?  Don't remember. 

So, you want good ol' days Joystick space-PVE, plus "meaningful" "non-cerebral" PVP in a "level playing field".  Ok.

lol - I guess I deserve that


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Amarr HM on November 01, 2008, 07:01:30 AM
But you want "meaningful PVP"...  and "fun" right?  and space sim and "level playing field" and "non-cerebral" ...  Was there PVP in X-wing?  Don't remember. 

So, you want good ol' days Joystick space-PVE, plus "meaningful" "non-cerebral" PVP in a "level playing field".  Ok.

lol - I guess I deserve that

I don't think it's too much to ask.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: apocrypha on November 01, 2008, 07:26:24 AM
Was there PVP in X-wing?

There was PVP in X-Wing vs TIE-Fighter, and it was fucking awesome. It was old-school, clunky, pita to set up and make work well kinda PVP but I had some fun times with some dude called Uther trying to kill each other in TIE-Adv's :)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 15, 2008, 10:40:12 AM
(http://common.allakhazam.com/images/d/5/d5f409659b6b23ccf0e1209097161877.png)

(http://common.allakhazam.com/images/1/d/1d1e3b290a1a9b4241d16bcd98f0bc59.png)

(http://common.allakhazam.com/images/2/c/2c0cb8433ce8465a6ae2420c14987c89.png)

(http://www.massivegamer.com/images/screenshots/102/102_3.jpg)



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ghambit on December 15, 2008, 11:17:46 AM
Welcome to Earth and Beyond part deux.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 15, 2008, 11:21:57 AM
Welcome to Earth and Beyond Jumpgate part deux.

FIFY


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: eldaec on December 15, 2008, 11:49:30 AM
I think Eve has the best player economy and PvP of any current mmo, however I think older players have an advantage and was looking forweard to a new space sim where everyone was starting on a level playing field. 

Most of the f13 EVE players have been in game for less than six months, and we're killing three times as many ships as we are losing, and the ships we're killing are worth less than a tenth of what we lose. (see the thread in my sig)

EVE levels the battlefield by having combat that rewards not being a drooling retard, and requiring veterans to ante up a *lot* more in game resources to play with the special toys. And the long term vets only really have more choices of which ship to get blown up in. Plus the most special of the special toys require substantial support from ordinary fleet ships anyway.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on December 15, 2008, 11:52:13 AM
Welcome to Earth and Beyond Jumpgate part deux.

FIFY
Foul! Inappropriate use of FIFY, Offense. 10 yards.

The screens look good. I like that each set shows a marked improvement from the prior set. They're still nowhere near Eve, but they're getting closer and looks better than any other space MMO currently live.

When's this go live again?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Zzulo on December 15, 2008, 12:09:26 PM
The combat is actually going to be joystick-worthy in this game? Unless they announce some incredible fuck-upery, I am buying this the moment it releases.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ghambit on December 15, 2008, 12:19:05 PM
Welcome to Earth and Beyond Jumpgate part deux.

FIFY
Foul! Inappropriate use of FIFY, Offense. 10 yards.

The screens look good. I like that each set shows a marked improvement from the prior set. They're still nowhere near Eve, but they're getting closer and looks better than any other space MMO currently live.

When's this go live again?

Listed as March 2nd (per Gamestop).
I still say the ships look a helluva lot like ships from EnB.  Then again, I'm sure EnB borrowed a lot from the original Jumpgate. I'm not knockin it, I liked the ship designs in EnB a lot - just needed more customization.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on December 15, 2008, 01:38:40 PM
Ok cool, so soon enough to get a sense of what's actually shipping. I never played EnB so they could have hired all of the EnB artists for all I know and I still couldn't tell :-)

The combat is actually going to be joystick-worthy in this game? Unless they announce some incredible fuck-upery, I am buying this the moment it releases.
That's the intent, yes. Althgouh it is going to depend on your view of "worthy". You could play the first one with a Joystick too.

As an aside, does anyone else still have the exact same joystick they were using 9 years ago? I bought an MS Sidewinder back in, err, '99 I think and for the few games I needed one, it has done a bangup job. Very essence of getting it right the first time imho.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on December 15, 2008, 01:40:22 PM
I don't have the same one since I've moved and lost it and never replaced it.  However if this game is good I'll buy a new one.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ghambit on December 15, 2008, 01:42:59 PM
I've got an old Saitek X36F digital stick and throttle (pretty sure it's about 9 yrs. old).  Best simulator oriented stick and throttle for a long long time IMO.  Modeled after the f16 flight controls, black rubber coated, and more customization than today's similar saiteks.  Why they didnt just keep making the same model is beyond me.  It'll be perfect for this game.  Doesnt feel like a toy at all... very immersive.  Matter of fact, I highly recommend to anyone if they can find one on Ebay to buy it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 15, 2008, 03:14:11 PM
Welcome to Earth and Beyond Jumpgate part deux.

FIFY
Foul! Inappropriate use of FIFY, Offense. 10 yards.

!!  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: FatuousTwat on December 15, 2008, 04:10:14 PM
I have a Logitech Wingman Warrior. Hasn't been used in years, and I'm not sure if it will still work.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Amarr HM on December 16, 2008, 01:50:26 AM
I think Eve has the best player economy and PvP of any current mmo, however I think older players have an advantage and was looking forweard to a new space sim where everyone was starting on a level playing field. 

Most of the f13 EVE players have been in game for less than six months, and we're killing three times as many ships as we are losing, and the ships we're killing are worth less than a tenth of what we lose. (see the thread in my sig)

EVE levels the battlefield by having combat that rewards not being a drooling retard, and requiring veterans to ante up a *lot* more in game resources to play with the special toys. And the long term vets only really have more choices of which ship to get blown up in. Plus the most special of the special toys require substantial support from ordinary fleet ships anyway.



I'm relatively new to the game, one year playing, and can solo 3-4 year old pilots even when they double up on me example (http://f13.7mph.com/?a=kill_related&kll_id=4404). Two experienced low sec pirates, I know I had gate guns on my side but still no mean feat. The playing field levels out after about 8 months to a year if you train very inline and don't try to fly multiple ships or races. You can only put a certain amouunt of SP into any given ship so after a while everyone has pretty much the same abilities and then moves on to another class.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Falconeer on December 16, 2008, 04:45:10 AM
I still say the ships look a helluva lot like ships from EnB.  Then again, I'm sure EnB borrowed a lot from the original Jumpgate. I'm not knockin it, I liked the ship designs in EnB a lot - just needed more customization.

Mmmm don't think so. If I remember correctly the ships in EnB were from the guy who designed ships for the first sacrilegous Star Wars prequel. They boasted a lot about him, back in the days. Too bad they could afford to "buy" only three of his designs.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on December 16, 2008, 05:48:57 AM
I remember beta testing EnB on my trusty 56k modem.  The game was pretty cool to fly around and explore.  Map out the universe etc.  The rest of the game was awful.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Vinadil on December 16, 2008, 12:17:43 PM
Perhaps I have a twitchy wrist or I just bought cheap joysticks... but I could never achieve the same precision from a joystick that I could from a mouse/keyboard combo.  I am assuming this game will have the ability to do both?  It would be interesting to try a joystick again... but just remember constant frustration at having the little crosshairs dance all around my intended target.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 16, 2008, 12:21:12 PM
I am assuming this game will have the ability to do both? 

Yes. And more, TrackIR, Matrox full flight pedals and stick. ETC...

Atmospheric and Newtonian flight models as well.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ghambit on December 16, 2008, 02:39:02 PM
Perhaps I have a twitchy wrist or I just bought cheap joysticks... but I could never achieve the same precision from a joystick that I could from a mouse/keyboard combo.  I am assuming this game will have the ability to do both?  It would be interesting to try a joystick again... but just remember constant frustration at having the little crosshairs dance all around my intended target.

I can guarantee you'll be gimping yourself if you think mouse+keyboard will do better than a good joystick-throttle combo in a simulationist type game, especially one with realistic physics and craft with high degrees of control.  Go and play "Descent" (take Dramamine before you do) or "Beyond the Red Line" to illustrate (for sci-fi examples).  FSX or WW2O is another good one (for sims).  Question is how much of a factor it'll be in Jumpgate.  Knowing how care-bear most MMOs are, I doubt JE will be all that difficult and the penalties for mismanaging flight likewise will be near non-existent.  So, I'm sure the line between mouse and joystick will be more blurred.

Yah, you can have Newtonian flight models but if there's no penalty for not flying within those models than players wont use them.  For instance, if your momentum should carry you into a sun than that's what it should do, and you should die.  But JE may have those same physics while simultaneously having no penalty for flying into that Sun.. or perhaps would have an unrealistic braking system that negates intertia altogether; even negating G-forces on the human body... so even if you have it, it doesnt really matter.  If there's autodock, it wont matter.  If you dont need to land on a planet w/o damaging your ship, wont matter.  If hitting your wingman does nothing, wont matter... etc.

So we'll see.

Definitely having a TrackIR is a VAST advantage though, regardless of the control system.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 17, 2008, 10:41:13 AM




Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: ajax34i on December 17, 2008, 06:56:57 PM
Those massively-multi-ship battles in the movies are completely idiotic.

They should take a page from the EVE experience and realize that each side will try to focus fire and call primaries.  And the only way to make that tactic ineffective that I can think of is described in the Honor Harrington novels, and is basically "all the ships in your fleet will pool their hit points" (the onboard computers coordinate shields and defenses with the rest of the fleet, so nothing gets through to any individual ship unless you overwhelm the entire fleet's defenses).

Anyway, in the Star Wars movies, the ship captains are complete idiots, picking individual targets like that, and having sub-battles.  It's the equivalent of soldiers being idiots on a battlefield and running into the middle of the enemy formations to have 1vs1's, not as coordinated charge, but individually.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ghambit on December 17, 2008, 08:00:13 PM
Those massively-multi-ship battles in the movies are completely idiotic.

They should take a page from the EVE experience and realize that each side will try to focus fire and call primaries.  And the only way to make that tactic ineffective that I can think of is described in the Honor Harrington novels, and is basically "all the ships in your fleet will pool their hit points" (the onboard computers coordinate shields and defenses with the rest of the fleet, so nothing gets through to any individual ship unless you overwhelm the entire fleet's defenses).

Anyway, in the Star Wars movies, the ship captains are complete idiots, picking individual targets like that, and having sub-battles.  It's the equivalent of soldiers being idiots on a battlefield and running into the middle of the enemy formations to have 1vs1's, not as coordinated charge, but individually.



Welp, if they have collision detection and overlapping shield bubbles, that'd solve that problem.  I know not if they'll have either, but it's safe to say collision will be in the game.  And it's quite possible there will be a shield transporting type ship, so perhaps fleet tactics MAY be relevant.  But, if I recall, the devs were trying moreso to focus on small ship 1v1 type dogfights... which is kinda gay.  Yah, they said there will be a convoy system... but exactly how the ships will interact is unknown to me.  Anyone else know?   Frakkin game is releasing in 3 months supposedly, we should know more than we do now eh?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Lantyssa on December 17, 2008, 08:11:24 PM
One-on-one battles are a lot more exciting than pushing a button and letting someone else control your ship as part of a fleet.  Maybe they're interested in letting players fly their own ship.

Since we've gotten an influx of new people I'm seeing the phrase "that's gay" and its varients being used a lot more here.  I let the occasional use slide, but I'm seeing it frequently enough it is starting to irk me.  Can we try to refrain, please?  Using it derogatively... is kinda gay.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: squirrel on December 17, 2008, 08:11:39 PM
But you want "meaningful PVP"...  and "fun" right?  and space sim and "level playing field" and "non-cerebral" ...  Was there PVP in X-wing?  Don't remember. 

So, you want good ol' days Joystick space-PVE, plus "meaningful" "non-cerebral" PVP in a "level playing field".  Ok.

And the problem here is? I want that too.

Back in the day I played a fair bit of Allegiance (http://www.microsoft.com/games/allegiance/home.htm) and while it wasn't an MMO I don't see how something like it on a grand scale would be bad.

EVE? Meh. I spent a year or so playing it - it's not the droid I'm looking for.

EDIT: Dammit Lantyssa - you are following me! Except before me. So you're consciously preceding me. Or not. Ack. I'm stalking you! Across threads!  That's so gay!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Nerf on December 18, 2008, 01:51:26 AM
Those massively-multi-ship battles in the movies are completely idiotic.

They should take a page from the EVE experience and realize that each side will try to focus fire and call primaries.  And the only way to make that tactic ineffective that I can think of is described in the Honor Harrington novels, and is basically "all the ships in your fleet will pool their hit points" (the onboard computers coordinate shields and defenses with the rest of the fleet, so nothing gets through to any individual ship unless you overwhelm the entire fleet's defenses).

Anyway, in the Star Wars movies, the ship captains are complete idiots, picking individual targets like that, and having sub-battles.  It's the equivalent of soldiers being idiots on a battlefield and running into the middle of the enemy formations to have 1vs1's, not as coordinated charge, but individually.



Welp, if they have collision detection and overlapping shield bubbles, that'd solve that problem.  I know not if they'll have either, but it's safe to say collision will be in the game.  And it's quite possible there will be a shield transporting type ship, so perhaps fleet tactics MAY be relevant.  But, if I recall, the devs were trying moreso to focus on small ship 1v1 type dogfights... which is kinda gay.  Yah, they said there will be a convoy system... but exactly how the ships will interact is unknown to me.  Anyone else know?   Frakkin game is releasing in 3 months supposedly, we should know more than we do now eh?


I thought the whole point of joystick combat was that you're not locking targets and everything nails that target.  It's a hell of a lot harder to call primaries when people have to fucking aim.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Jimbo on December 18, 2008, 04:58:14 AM
I like the idea of having to aim, but not sure how they will handle all the ideas that could be thrown out there.  If they have a good voice chat, then it will make it easier to call out a target, that or audible hot keys (like Battlefield 2/2142 has that send out a report of something and where it is at & passes it up to the squad leader and commander).  Even modern fighters have guns, short range missiles, & long range missiles, and all have to be tracked onto a target (or targeted from someone else), before lock-on is acquired.

Base it off a carrier battle group (http://en.wikipedia.org/wiki/Carrier_battle_group) and some how incoperate all of the ships (support, supply, offense, defense, etc...) and you might have a blend of EVE/Jumpgate, but then again, it is more fun to fly the fast fighter and pull the trigger, than to pump gas.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 18, 2008, 07:15:11 AM
Those massively-multi-ship battles in the movies are completely idiotic.

You die, you die and go to hell!

They should take a page from the EVE experience and realize that each side will try to focus fire and call primaries.  And the only way to make that tactic ineffective that I can think of is described in the Honor Harrington novels, and is basically "all the ships in your fleet will pool their hit points" (the onboard computers coordinate shields and defenses with the rest of the fleet, so nothing gets through to any individual ship unless you overwhelm the entire fleet's defenses).

Anyway, in the Star Wars movies, the ship captains are complete idiots, picking individual targets like that, and having sub-battles.  It's the equivalent of soldiers being idiots on a battlefield and running into the middle of the enemy formations to have 1vs1's, not as coordinated charge, but individually.

All this stuff is for the players to figure out, and work out, not the game system. Different tactics, different battles, player base will have to figure it out.

If they have a good voice chat

Integrated Dolby, Directional and distance sensitive chat system.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Zzulo on December 18, 2008, 07:35:35 AM
Calling primaries will be a lot harder and a lot less efficient in a game where you can freely control a ship, and also have to aim your pew pew to hit the target. In EvE, you target someone and click a button and then watch the game play the rest out for you. In Jumpgate I assume a player can just start zigzagging and rolling around to avoid the bulk of an enemy focus fire, and depending on how fast you die in this game, it could simply be more efficient to just dogfight eachother.

It'll be interesting to see how it works


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Venkman on December 18, 2008, 07:39:35 AM
This happens all the time in FPS games. The question will more be about who gets attracted to JG:E. Is this for space combat sim seekers who haven't had a good game along these lines since Freelancer? Or is this an MMO with twitchy-like gametic elements in a truly 3D environment? The execution will attract the audience. I just hope they guess right.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ghambit on December 18, 2008, 09:06:01 AM
This happens all the time in FPS games. The question will more be about who gets attracted to JG:E. Is this for space combat sim seekers who haven't had a good game along these lines since Freelancer? Or is this an MMO with twitchy-like gametic elements in a truly 3D environment? The execution will attract the audience. I just hope they guess right.

And we all know the right guess is Freelancer, or even better, Independence War (set on Realism). 
I mean, can we honestly even call a game like Ace Online "twitch?"  Fact is, it's not.  It's simplicity incarnate (slide the mouse around until the pipper is on the target and fire; throttle up/down).  Space's version of farming Boars in Goldshire.  In the end, you get more twitch value out of making the game more sim-oriented... even when flying fleet level ships.  I fear people's heads will explode if they're forced to manage Newtonian physics in a small fighter though.  They should be able to only have to worry about 2 to 3 axes if they so choose, but be gimped in doing so.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 18, 2008, 11:11:06 AM
I fear people's heads will explode if they're forced to manage Newtonian physics in a small fighter though.  They should be able to only have to worry about 2 to 3 axes if they so choose, but be gimped in doing so.

They have Newtonian and Atmospheric VIA the use of "flight assist thrusters". Its both, and it is toggled with one key.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: bhodi on December 18, 2008, 01:23:54 PM
Did I mention that this game is going to suck, yet? I think I did.

They still aren't releasing any concrete information about anything and are just talking about the vaguest ideas they are working on. They are still in 'release screenshot' and 'hey these guys over here talked about us!' mode. Closed beta is at LEAST 4 months away, though people are signing up to get in line over it.

Hell, they couldn't even do a beta signup without fucking it up, tons of people are having problems. People who received the beta e-mail, after clicking the link to get registered, and getting a "this e-mail address is already registered" error.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Draegan on December 18, 2008, 01:42:21 PM
They had videos.  And didn't they have playable forms at some of the shows?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on December 19, 2008, 07:03:18 AM
They had videos.  And didn't they have playable forms at some of the shows?

This is correct.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Amarr HM on December 19, 2008, 11:38:13 AM
Just to bitch about Codemasters a little more, I was on their site the week this thread was posted up as I had heard they had just released an online version of SWOS (sensible world of soccer) only after clicking on the purchase game link I was brought to the game-site were I was asked to express an interest or something along those lines. Anyway after much faffing about and getting nowhere nearer to a checkout, I read in some random related forum that it was never released though it had been previewed on ign and gamespot and set for release the month before, they could have informed us of this in the first place felt a bit deceived.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on January 22, 2009, 12:35:11 PM
(http://images.mmorpg.com/features/2623/images/2623_1.jpg)

(http://images.mmorpg.com/features/2623/images/2623_2.jpg)

(http://images.mmorpg.com/features/2623/images/2623_3.jpg)

(http://images.mmorpg.com/features/2623/images/2623_4.jpg)

(http://images.mmorpg.com/features/2623/images/2623_5.jpg)

(http://images.mmorpg.com/features/2623/images/2623_6.jpg)

(http://images.mmorpg.com/features/2623/images/2623_7.jpg)

(http://images.mmorpg.com/features/2623/images/2623_8.jpg)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: SnakeCharmer on January 22, 2009, 01:13:54 PM
Looks like concept art, which I always hate seeing...


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on January 22, 2009, 01:14:23 PM
Looks like concept art, which I always hate seeing...

Its not. (http://www.jumpgate-evolution.com/news_article.php?id=8965)


Also:

What will the minimum system requirements for Jumpgate be?
OS: Windows 2000/XP/Vista
CPU: Intel Pentium® III 800 MHz or AMD Athlon 800 MHz
RAM: 512 MB+
Network: 56k modem or better Internet connection
Video: 32 MB 3D graphics card with Hardware Transform and Lighting
DirectX™ 9.0c (included) and latest video drivers

Please note these are subject to any changes.



And a hands on:



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: SnakeCharmer on January 22, 2009, 01:54:35 PM
Its not. (http://www.jumpgate-evolution.com/news_article.php?id=8965)

Wow.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Ratman_tf on January 22, 2009, 02:15:56 PM
(http://images.mmorpg.com/features/2623/images/2623_1.jpg)

I can't wait to slam my spaceship into the hypergate pylons and then log off in disgust and never play again!  :uhrr: :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed!
Post by: Mrbloodworth on January 22, 2009, 02:39:49 PM
(http://images.mmorpg.com/features/2623/images/2623_1.jpg)

I can't wait to slam my spaceship into the hypergate pylons and then log off in disgust and never play again!  :uhrr: :awesome_for_real:

Honestly, with out knowing that that really is. For one, that's not just a jumpgate. The mass around it, and the other screen shots look like some form of gate "capping" by surrounding it with that thing...and then all the floating gun pods around it.

I found out what it is:
Quote
I love what the Octavians have done with their Jumpgates.. heavy armor plating.. high density minefields... nice and friendly!

That and:

They have Newtonian and Atmospheric VIA the use of "flight assist thrusters". Its both, and it is toggled with one key.

I know what you were saying, because in the original, i could never land my ship.

Also, hull skidding  :drill:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on January 22, 2009, 03:07:48 PM

Also, a really nice interview (Video).  Games On Net - NetDevil's Hermann Peterscheck Interview (http://games.on.net/file/23531/Games_On_Net_-_NetDevils_Hermann_Peterscheck_Interview)

Note on when he mentions PvP, beacons are world PvP.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on January 22, 2009, 03:48:36 PM
What will the minimum system requirements for Jumpgate be?
OS: Windows 2000/XP/Vista
CPU: Intel Pentium® III 800 MHz or AMD Athlon 800 MHz
RAM: 512 MB+
Network: 56k modem or better Internet connection
Video: 32 MB 3D graphics card with Hardware Transform and Lighting
DirectX™ 9.0c (included) and latest video drivers

 :awesome_for_real: Not for those screenshots of course...


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on January 22, 2009, 05:23:55 PM
What will the minimum system requirements for Jumpgate be?
OS: Windows 2000/XP/Vista
CPU: Intel Pentium® III 800 MHz or AMD Athlon 800 MHz
RAM: 512 MB+
Network: 56k modem or better Internet connection
Video: 32 MB 3D graphics card with Hardware Transform and Lighting
DirectX™ 9.0c (included) and latest video drivers

 :awesome_for_real: Not for those screenshots of course...

Depends. I thought (for it's time) Guild Wars looked really good, and ran good even while looking good.

I'm no serious coder, but there's some optimization to be had there.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on January 23, 2009, 04:42:38 AM
There I agree, but that's more a question of scaling between platform than anything else.

LoTRO is another good example. I bought my C2D to replace my P4 1.73ghz box while I was playing, and while I thought the game looked damned good on the old one, it only looked slightly more awesome on the new one. Same thing with Eve and CoX.
 
This is wholly unlike EQ2, which even putting aside my dislike for the overall style, just didn't look good at all on my lower-end box. Then when I went back to it on the (then) newer one, it finally started to look good. I know SOE thought that was a good idea at the time, and the lack of backwards support wasn't really the prime reason EQ2 didn't sell well (more like the new elephant entering the room). But they did help others learn that this genre is not about graphics quality measured against techy nonsense FPS games revel in.

I never played AoC on an old computer, but I imagine it too doesn't scale well.

You are right about JG:E though, I may be too preemptively skeptical. They could have an Eve-like thing going, but I wonder about some of the special effects, like those gates.

Besides that though I still feel like the space ships and other objects are still almost where they should be. But then, measuring sci-fi styling against Eve in this genre is setting a pretty damned high bar.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Goreschach on January 23, 2009, 05:54:05 AM

And a hands on:

"You don’t wash your dishes with a lawnmower. Even if they’re encrusted with a week’s worth of shameful burrito negligence, you do it the right way: let them soak and steep, hoping that the grime frees itself overtime. It’s an inelegant metaphor, but one that applies to the ambitious design MMO house NetDevil has planned. They’ve merged two seemingly dissimilar, dirty things together (an MMO experience and real-time space combat gameplay), and now it’s a matter of immersing them in enough development to produce a clean product."

Maybe I'm too cynical, but it sounds to me like they're basically out and saying 'Yeah, the game currently sucks and the concept we have is inherently broken, but if we keep trying to polish it for way longer than we should have to, it might end up working out.'


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on January 23, 2009, 06:15:26 AM

And a hands on:

"You don’t wash your dishes with a lawnmower. Even if they’re encrusted with a week’s worth of shameful burrito negligence, you do it the right way: let them soak and steep, hoping that the grime frees itself overtime. It’s an inelegant metaphor, but one that applies to the ambitious design MMO house NetDevil has planned. They’ve merged two seemingly dissimilar, dirty things together (an MMO experience and real-time space combat gameplay), and now it’s a matter of immersing them in enough development to produce a clean product."

Maybe I'm too cynical, but it sounds to me like they're basically out and saying 'Yeah, the game currently sucks and the concept we have is inherently broken, but if we keep trying to polish it for way longer than we should have to, it might end up working out.'

It's just a really bad analogy. Do we really want to compare developing a MMO to cleaning caked on grime? Especially an analogy that tells more about the life of the author than they might want?  :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on January 23, 2009, 08:07:06 AM

And a hands on:

"You don’t wash your dishes with a lawnmower. Even if they’re encrusted with a week’s worth of shameful burrito negligence, you do it the right way: let them soak and steep, hoping that the grime frees itself overtime. It’s an inelegant metaphor, but one that applies to the ambitious design MMO house NetDevil has planned. They’ve merged two seemingly dissimilar, dirty things together (an MMO experience and real-time space combat gameplay), and now it’s a matter of immersing them in enough development to produce a clean product."

Maybe I'm too cynical, but it sounds to me like they're basically out and saying 'Yeah, the game currently sucks and the concept we have is inherently broken, but if we keep trying to polish it for way longer than we should have to, it might end up working out.'

It's just a really bad analogy. Do we really want to compare developing a MMO to cleaning caked on grime? Especially an analogy that tells more about the life of the author than they might want?  :awesome_for_real:

"MMOS are like a drunken night with a hooker. You think you're having fun, but when you wake up in the morning...  :ye_gods:"


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Murgos on January 23, 2009, 08:14:03 AM
The video from the interview (above) looked better than I expected.  Still not entirely sold on if it will be fun but we won't have to worry about that for a while yet.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on January 23, 2009, 08:17:59 AM
And the video explains why they're taking so long with the beta.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Murgos on January 23, 2009, 10:01:17 AM
And the video explains why they're taking so long with the beta.

Well, all I got out of that was that most things don't work all that well and since they don't have to rush to beta they weren't going to.  Which is admirable to state but 10 seconds of thought would pretty much give anyone in the world the same answer.  Of course, most fanbois wouldn't think that hard about it, they'd just spaz out (see Darkfall thread) so I guess it needed to be stated somewhere by someone in authority.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on January 23, 2009, 10:38:06 AM
Well, it's good to hear someone say "If we know it doesn't work, why would we make you test it? We know it doesn't work."


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: SnakeCharmer on January 23, 2009, 10:39:30 AM
I do think that if I play this game, I'm going to need a barf bucket nearby.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Big Gulp on January 26, 2009, 09:23:26 AM
If they do this right, and throw in enough EVE elements (economy, ship building, etc) but without the obvious dev corruption and point and click gameplay I'll be on it like stink on a monkey.  For all intents and purposes, this could finally be Wing Commander Online.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on January 26, 2009, 09:32:07 AM
Wing Commander Online

They have said many many times over that Wing Commander, Privateer/Freelancer and X-wing VS. Tie are direct inspirations.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on January 26, 2009, 03:14:04 PM
I prefer Independence War over all of those.

Of all the single-player space shooters EVER made, it's the only one imo that should've/could've been an MMO.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on January 26, 2009, 03:52:02 PM
Freespace 2.

Because I haven't said it this month yet  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Nija on January 26, 2009, 04:34:19 PM
I've been playing X3: Terran Conflict (http://www.egosoft.com/games/x3tc/info_en.php) the past couple of days. I don't have much faith in the Jumpgate guys. Maybe they'll surprise me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on January 26, 2009, 04:46:02 PM
I prefer Independence War over all of those.

Of all the single-player space shooters EVER made, it's the only one imo that should've/could've been an MMO.

Elite.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: eldaec on January 26, 2009, 09:44:58 PM
I prefer Independence War over all of those.

Of all the single-player space shooters EVER made, it's the only one imo that should've/could've been an MMO.

Elite.

Elite was made into a MMOG (http://www.eve-online.com)

Freespace 2.


This.

Fuck, they could jst make Freespace 3 and not make it a MMOG, that would be fine.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on January 28, 2009, 11:53:07 AM
(http://images.mmorpg.com/features/2646/images/2646_1.jpg)

(http://images.mmorpg.com/features/2646/images/2646_2.jpg)

(http://images.mmorpg.com/features/2646/images/2646_2.jpg)

(http://images.mmorpg.com/features/2646/images/2646_4.jpg)

(http://images.mmorpg.com/features/2646/images/2646_5.jpg)

(http://images.mmorpg.com/features/2646/images/2646_6.jpg)

(http://images.mmorpg.com/features/2646/images/2646_7.jpg)

(http://images.mmorpg.com/features/2646/images/2646_8.jpg)



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: SnakeCharmer on January 28, 2009, 12:09:51 PM
Less screenshots more infoz plz.  And a beta invite.  Kthxbai.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on January 28, 2009, 12:26:52 PM
I wish I had the energy and/or time to be a fanboy of Jumpgate.  Looks like fun.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 03, 2009, 08:51:18 AM
There will be a playable version at the New York Comic-Com, anyone in the area?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 03, 2009, 12:42:18 PM
I've been thinking about it actually.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 03, 2009, 01:19:01 PM
Take your camera.  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 03, 2009, 01:36:35 PM
Not sure if it's worth 30 bucks and a ferry ride and my whole sunday just to see the game though.  I'm not a comic book guy so the rest of the place would be uninteresting to me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Hawkbit on February 03, 2009, 03:22:05 PM
Couple sites have launch at March 2nd - is that still legit?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ghambit on February 03, 2009, 04:48:06 PM
Couple sites have launch at March 2nd - is that still legit?

no way


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on February 03, 2009, 05:10:37 PM
Not sure if it's worth 30 bucks and a ferry ride and my whole sunday just to see the game though.  I'm not a comic book guy so the rest of the place would be uninteresting to me.

DCUO and ChampO / STO will also be on display or on panels.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 04, 2009, 05:35:03 AM
Not sure if it's worth 30 bucks and a ferry ride and my whole sunday just to see the game though.  I'm not a comic book guy so the rest of the place would be uninteresting to me.

DCUO and ChampO / STO will also be on display or on panels.

Yeah I saw that too.

I think I'm going to go on Sunday.  I'm actually taking my girlfriend.  She has no idea what comics or video games are.  This should be interesting.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 04, 2009, 11:36:17 AM
Frame it as an anthropological study of certain subgroups.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on February 04, 2009, 11:48:26 AM
Frame it as an anthropological study of certain subgroups.

How do you think I got her to go in the first place.  :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 04, 2009, 01:16:56 PM
Quote
Recently, I had the opportunity to sit down and have a conversation with Hermann Peterscheck, the Lead Designer on NetDevil’s Jumpgate Evolution to get a report on the game’s progress since the last time that we spoke.

The most obvious question to start with whenever we haven’t spoken with a company for some time is to ask where the game is in terms of development cycle?

“It’s a really great time right now,” Peterscheck responded, “we’re just now getting to the point where we’re going to start announcing more external people coming into the game. We’re ramping up the internal tech for that. A lot of the features are now at the point where we can play through them. We’ve done a lot of work, especially on making the game have a much more epic combat kind of feel to it.”

He went on to tell me that they have also come to the point where a lot of the uninteresting back-end stuff is getting wrapped up, things like logging on, registration systems and the like.

“We’re getting to the point where players can come in and give feedback and stuff like that.”

So, what’s new with the game that we might not be aware of?

“We’ve got a battle space scenario that we’ve been working on. It’s a capitol ship type of battle, so that’s the big exciting thing we’ve been working on lately. Then, we’ve just added a multiple mission system so that you can take a bunch of missions at the same time , you can use those to gain faction rating to get all kinds of new ships… We’ve got a lot more to flesh out.”

“There’s a lot more content in the game,” he continued. “We spent probably the last five or six months just adding a lot of content making sure there’s a complete experience all the way though.”

He went on to tell me about some of the rewards that they have planned. They seem to have taken a page out of Xbox’s book with statistics and medals and awards, following in the footsteps of other MMOs like WoW, LotRO and others that have incorporated alternate achievement paths into their games.



From here, I asked Hermann to go a little bit deeper into some of the specific features that he mentioned previously. First, I asked him if the multiple missions that he mentioned earlier were different from quest strings that we see in many MMOs.


“Most space games tend to be: you take a mission, you fly out and do it, and then you return to the station,” he answered. “We realized very quickly that that gameplay was not very conducive, especially if you’re with a group of people, so we had to change that so that you could take multiple missions at the same time.”

“Our missions break into a main storyline that goes through the game for each of our nations. Those are campaign, or story missions that are very specific and directed, and then there’s a generated mission system and those are missions that come from factions.”

The factions, we are told, are different groups in space. Working with them can gain different rewards and unlock new things in the game. Hermann said that these missions give the game more depth than a simple “I do A, B, C, D and E” to achieve my goals in the game.

The team has also identified one of the problems with what Peterscheck called “generated missions”. He noted to me that often, generated missions are unique, meaning that you won’t be given the same mission as your group mate, which suddenly makes grouping a lot less appealing. In JGE, however, you will be able to share your generated content missions with others.

These missions are dynamically created, and are created in groups. Often, with auto-generated content, players are left with disjointed missions that don’t make too much sense when taken together. NetDevil plans to offer dynamic content in the form of logical quest chains. A slightly different take on an old idea.

“The way that we do that,” he explained, “is we have designers write stories that can be put together in interesting ways. Then, we can link them by saying that these missions take place at the beginning, then these are in the middle, and then these ones would happen at the end.”

To clarify the point, Peterscheck told us that boss fights don’t generally come at the beginning of a quest chain. They come at the end. So, their system would put the boss fight part of the chain at the end, rather than the beginning. The end result of which is that the dynamic quest chains should feel more natural for players.

“It allows us to create an infinite number of things to do in the game that are still meaningful while we also have the ability to keep putting in pieces of custom content.”



From there, I asked Hermann to go into a little bit more detail on the capitol ship battles that he had mentioned previously:

“The space genre lends itself to massive space combat,” he said. “If you think of Star Wars or Battlestar Gallactica, you always envision tons and tons of ships flying around. That’s been a core drive of the game, so in addition to all of the MMO components, you want that space combat kind of feature… the way that we discovered to do that was to have lots of ships at the same time , both AI and players, and then different scales of things you’re fighting against.”

What he means by this is that instead of just saying here’s my really big fleet or army and it’s going to fight your really big fleet or army, The Capitol Ships allow many ships of a smaller size to fight against a single, enormous entity.

“We’re trying to take down your Capitol ship while we’re trying to take down yours. I don’t mean six vs six, I’m talking about fifty vs fifty.”

His mention of Battlestar Gallactica (at least the new series) earlier on can serve as an example here. When Gallactica fights, she deploys manned gunships called Vipers. Their enemies do the same and the resulting battle is a lot of small ships trying to destroy a large enemy ship (while the enemy does the same thing). Fans of the show should have a pretty good visual cue as to what Capitol Ship battles are meant to be about.

Now that we have an idea of where NetDevil’s Jumpgate Evolution is coming from, and where they have been focusing their energies as the game moves toward more public testing, we can start to get an idea of how the full game will be shaping up. We hope to be in contact with Hermann and the rest of the dev team on a more frequent basis as the game inches closer and closer to launch.

Link (http://www.mmorpg.com/gamelist.cfm/game/297/feature/2669/page/1) (MMORPG.com Warning)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 04, 2009, 09:05:10 PM
I hope their dynamic quest chains work well.  That's something I've wanted to see in games for a long time now.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Falconeer on February 05, 2009, 06:36:55 AM
Quote
Then, we’ve just added a multiple mission system so that you can take a bunch of missions at the same time , you can use those to gain faction rating to get all kinds of new ships… We’ve got a lot more to flesh out.”

 :ye_gods:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on February 05, 2009, 11:42:12 AM
Oh please. You didn't really think every quest chain was going to be a multi-step story arc taking players through an immersive discovery of their own heritage. Did you?  :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on February 07, 2009, 10:09:24 AM
Quote from: Dat Article
His mention of Battlestar Gallactica (at least the new series) earlier on can serve as an example here.

They're going to make a whiny soap opera with robots? 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Xurtan on February 07, 2009, 06:35:19 PM
Next week, on All my Circuits..



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: FatuousTwat on February 07, 2009, 07:53:25 PM
Next week, on All my Circuits..


Boxy, keep your prong on the trigger.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on February 08, 2009, 01:57:22 PM
 :grin:Just played this game and talked to the booth guy.  ill have a writeup later but this game suprised me.  played great, graphics are awesome, good control, ui was nice.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on February 08, 2009, 03:15:23 PM
I hate you.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 08, 2009, 05:43:05 PM
Did you poke him about guild beta?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 08, 2009, 06:04:51 PM
He didn't even know when beta was beginning but he did mention that they had hoped that the game would of been out already but they are still in polishing mode.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: slog on February 08, 2009, 06:08:43 PM
He didn't even know when beta was beginning but he did mention that they had hoped that the game would of been out already but they are still in polishing mode.

Ya they are doing the "Beta is really a public demo" meme to heart.  This is a good thing


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 08, 2009, 06:20:59 PM
Yeah.  This game has a really sound foundation from an animation, control. gui, graphics, menus, chat system etc. 

You can send multiple items through one mail.  This was a good sign.

The booth person described to me what they want in the game and the end game.  Lets see how they implement it.  They purposely ran away from the "holy trinity" type of deal.

If they pull off a good crafting system, which they seem to have based on their description, they might have something here.  It looks and feels like a triple A title.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 08, 2009, 06:29:19 PM
Looking forward to the write up.  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: FatuousTwat on February 08, 2009, 08:33:33 PM
Officially looking forward to this game now. It's gonna burn me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Big Gulp on February 08, 2009, 08:42:38 PM
It almost sounds too WoWish to me.  I want more Elite/Privateer.  Y'know, EVE with actual dogfights and without the suck.  This write up makes it sound like another "go to NPC for mission" diku, but in space.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on February 09, 2009, 05:38:40 AM
EVE does not lend itself to dogfights. I'd rather they go their own direction with dog fights. After playing EVE again, I have to say, people need to stop pretending EVE + anything would make for a great game.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 09, 2009, 07:00:14 AM
It almost sounds too WoWish to me.

What?

  I want more Elite/Privateer.  Y'know, EVE with actual dogfights and without the suck.  This write up makes it sound like another "go to NPC for mission" diku, but in space.

You say this as if Eve doesn't have typical "go to NPC for mission" quests.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Big Gulp on February 09, 2009, 07:09:52 AM
You say this as if Eve doesn't have typical "go to NPC for mission" quests.

EVE has a lot of things that I ignore completely.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on February 09, 2009, 07:32:20 AM
EVE is good because of the player created politics and metagame. The rest of the game is pretty dry and dull


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on February 09, 2009, 03:41:41 PM
EVE is good because of the player created politics and metagame. The rest of the game is pretty dry and dull

This. You don't play Eve for WoW. There is no WoW in space. If JG:E just does that, big win to be had.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 09, 2009, 08:23:07 PM
My writeup:
Quote
www.Rerollz.com

If you were in New York City this weekend you would of had the opportunity to go to the New York Comic Con. Inside there were demos of many new up coming games from EA, Atari, THQ and more importantly, NetDevil’s up coming title Jumpgate Evolution which will be published and distributed by Codemasters. Jumpgate is a spacetime MMOG that will put you in the pilot seat of your very own space ship to take on the universe at large.

Many of you may already be thinking of EVE and losing interest. Stop right there because this game may bring the fun back to space. If you are the type of person who has tried EVE and fell asleep before the tutorial ended then keep reading.

In Jumpgate you actually control the movement of your ship with either your mouse and keyboard combo or a joystick so let’s take a second to go over the feel and control of both.

With the keyboard and mouse it’s relatively simple. W and S control your throttle. Hold down W and you speed up to whatever level of thrust you want and you would let go and you would stay at that speed. Going too fast? Hold down S and slow yourself down until you’re at a comfortable speed. Both A and D allowed you to strafe in either direction while Q and E allowed you to spin around a central axis. When this was demonstrated calls for a barrel roll could be heard from the crowd.

In order to control the direction in which you were flying you would move your mouse and lead your ship wherever you started pointing. Control was very intuitive and easy to master. The left button fired your primary guns, C sent of missiles if they were equipped and you had a lock on a target (you locked on easy enough by keeping up with your target), and holding down shift gave you a boost in speed. Your mouse wheel scrolled you through all the targets in your area for easy targeting.

After testing out the mouse and keyboard the joystick was brought out. Now things got a little interesting. Codermaster’s representative at the show said that there are two large groups at NetDevil that represented strict ideology of Mouse and Keyboard vs. Joystick. Each side played with strictly that setup which, hopefully, meant that the game was being developed equally with each side in mind.

The joystick control, however, was very difficult. This was perhaps because of the unfamiliarity of it’s use. Throttle was controlled by a lever and the flight of the ship was much like you’d expect any other flight sim. Up took you into a nose dive, while down brought your nose up. Left and right banked you in either direction while twisting the joystick strafed the ship. It felt very uncomfortable and took three times as long to destroy an enemy when compared to a mouse and keyboard. Looks like it will take a lot more practice.

Jumpgate Evolution offers assisted movement as well as Newtonian movement (like you see in shows like Battle Star Galactica). Unfortunately it was disabled in the demo and there wasn’t an opportunity to try it out.

With the controls being laid out lets go with a little bit of how the game is played. A new player starts off by choosing to be part of three different factions. This isn’t like World of Warcraft where it’s Horde vs. Alliance, it’s more like EVE where you pick a race but you’re not restricted with who you interact with. The faction you pick dictates which starting area you begin in. After you progress for a short period of time each faction is funneled into one common area, zone or system. From there you can choose to enter into a PVE or PVP area. The PVE areas contain missions and other trading posts. Check out this video as what to expect as a large PVE encounter early on.

What you see is fairly simple; taking out a enemy complex. Early on you have stationary objects that are easy to attack. You can observe that the NPC turrets arn’t very accurate and when they do hit they do little damage. As you progress through ranks and open up different ships and abilities NPC ships get faster, maneuver quicker and become more accurate. Basically the AI get tougher. Early on you’ll see enemy NPCs just sit there waiting for you to hit them or maneuver slower so you can get behind them and take them out. Some of the higher end PVE encounters take precision, patience and apparently organization. Think about a typical MMORPG raid.

This is where things change. If you’re familiar with typical MMOG raids you think of Everquest or World of Warcraft where you need tanks, healers and dps, a.k.a. the Holy Trinity (I will recognize that the Holy Trinity could be Control, Healing and Tanking as well). NetDevil has decided to stay away from ships that have “repair beams” or ships with strong shield to stand in front of an enemy barrage. Instead you have ships that move quick with light weapons or ships that are considered bombers, or ships with heavy weapons. Certain targets can only be hit with a heavy “nuke” and not lasers while you have faster ships that are needed to take out turrets and enemy fighters. Everyone should be moving at all times destroying targets.

It was explained that in typical raids in other games, most people are standing while doing damage or staring at player panels waiting to heal. In Jumpgate, the developers wanted to change this. Since you’re in a 3D space you are constantly moving up, down or to the right or left you shouldn’t have to be staring at one spot the whole time. This is truly an action game where you are busy playing the game rather than playing the UI. You have to be constantly doing your task of keeping a target busy or destroying it. You may have to keep enemy fighters busy as you protect your bomber group so they can do their job. Some of the larger end game events are going to be capitol ships that you are either protecting or engaging. You have to take care of enemy fighters to allow your bombers and your heavy fighter ships take care of shields and defensive positions.

This leads to the question on character classes. There are none. Much like EVE Online you can own multiple ships depending on what licenses you have. Some days you may want that quick agile fighter vs. the heavy bomber. The more you do one role the better you get at it. The higher the rank the more possibilities you have at what you can fly. You can bring up a character profile and view what you can and can not do. Your time in game is spent getting those different licenses.

But what if you don’t want to be that guy that is constantly killing things? You can also have hauling and mining vessels to work on crafting. There are specific zones in the game where you can farm the consumables to create certain ships, weapons and ammo. This is where you might see some PVP come in to play. Since certain materials can only be found in the “outer areas” that are flagged for open PVP, you may see convoys protecting ships that can mine those materials. Also manufacturing stations for certain plans can only be found in PVP areas. The best items or tools in the game will come from elder game fights and player crafted items. It’s not clear which is better or if they are equal, but this point was mentioned when the question of a player driven economy was brought up. Jumpgate wants to create a marketplace for player created items and drive the PVP areas in the game with the motivation for crafters to create what is needed to fight.

However unlike EVE, items are not lost upon death. You can not loot what other people have, or even partially. Items and materials will drop from PVP players but they will be from a loot table rather than their inventory. Other motivations for PVP will be for guild/clan controlled areas that give bonuses and statistical improvements. Information is sparse on this aspect, but players will be able to control certain areas in the game much like the meta game played on EVE forums. Whether it’s player driven or assisted by game mechanics is yet to be seen.

There are tools that bring players together. There are your typical tools such as a fully function auction house, that was seen by your author’s very own eyes. You can also send mail to each player (where it’s delivered in real time by a mail bot) and you can even send multiple items with one package, which is often overlooked by many game developers. There is a fully customizable chat system. There is support for a guild/clan/corporation system and if you don’t like large groups you can form squads of smaller groups of players for missions and smaller group play. There is also online leader boards that are tracked in relative real time. Such as kill scores, accuracy ratings etc.

Inventory is very similar to EVE Online. Each station has it’s own limited storage space with access to different ships you have available. Your character sheet is also just like EVE where you have energy points to use to allocate different shields, weapons and other items you can equip your ship with. Other features include an in-game voice chat system, fully customizable keymapping system and one thing that is unknown is whether or not you can customize the placement of the GUI elements.

All in all, NetDevil thought their game would be out by now. However they are going through iterations and making sure their game works, is polished and ready for the public eye. The graphics are amazing and the zones are well populated. The scenery is impressive as you can fly around astroids, large industrial planets giving off gas emissions or lazy asteroids floating through space with mining stations build on them. If you like science fictions and are dieing for a game without elves, this is something you definitely need to keep up to date about.

Things to be concerned about:
1) Is the map large enough to support full on end game PVP?
2) Is the game too instances or too small to give off the feeling of a real, living universe. I.e. EVE has one server, how many players are in one server in Jumpgate?
3) Does the game get stale? Is there enough things to do while playing to keep you motivated to play more and more? Warhammer was extremely entertaining until you hit the third tier and progression stopped while PVP and oRVR become lame, boring and repetitive? Is there a big enough a carrot to maintain a decent population?

We welcome comments and questions regarding our visit to NYC Comic Con. Please post them and we’ll try our best to answer as much as possible!

Make sure you sign up for beta at Jumpgate Evolution.

I have two videos I posted on my blog if you want to see them.  They are shoddy camera work but show a little bit of the game play.  Don't kill me with the grammar snake.  It's late.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on February 09, 2009, 08:43:32 PM
Umm, how can you have a working economy when your ships are never destroyed?  Or is the system that you can't loot, but the ship actually is destroyed? 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 09, 2009, 09:15:10 PM
Umm, how can you have a working economy when your ships are never destroyed?  Or is the system that you can't loot, but the ship actually is destroyed? 

The game rep was a little fuzzy on that.  He mentioned something with insurance but couldn't elaborate.  He was banking on ease of death and re-entry into the game.  Economy comes from weapons/ammo and higher end ships.  Maybe they can be destroyed but it wasn't explained properly to me so I didn't elaborate.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 10, 2009, 06:59:35 AM
Fantastic write up man, thanks!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on February 10, 2009, 09:34:25 AM
Great insights Draegan, thanks for taking the time.

I'd love for them to turn around and announce a uniserver, but that won't happen, not for this type of game. So instead we'll get WoW in space with some Stratholme Alchemy Lab setup to send the hardcore into contested space, while the average player won't be affected by the output because the game instead is (rightly) balanced around them.

We don't need Eve with X-Wing joystick control. We need a good sci-fi game that doesn't stupidly restrict players to the ground.

Also, if raiding turns out to be half as cool as you described hearing it, that'll be a huge win. Scenario-based space encounters where my squad is other players would be awesome on the inflated scale I've been using since my assault or defense squad was merely AI in Freespace 2. I laughed at your imagery of Tankship/Healership/DPSship though. For pure comedy alone I would have loved to see that modelled.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 10, 2009, 09:47:37 AM
I'd be happy even with a GW model.  I'm starting to learn how much I detest fixed servers.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Big Gulp on February 10, 2009, 10:04:55 AM
I laughed at your imagery of Tankship/Healership/DPSship though. For pure comedy alone I would have loved to see that modelled.

Never played Earth and Beyond, eh?   :why_so_serious:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 10, 2009, 10:16:25 AM
Great insights Draegan, thanks for taking the time.

I'd love for them to turn around and announce a uniserver, but that won't happen, not for this type of game. So instead we'll get WoW in space with some Stratholme Alchemy Lab setup to send the hardcore into contested space, while the average player won't be affected by the output because the game instead is (rightly) balanced around them.

We don't need Eve with X-Wing joystick control. We need a good sci-fi game that doesn't stupidly restrict players to the ground.

Also, if raiding turns out to be half as cool as you described hearing it, that'll be a huge win. Scenario-based space encounters where my squad is other players would be awesome on the inflated scale I've been using since my assault or defense squad was merely AI in Freespace 2. I laughed at your imagery of Tankship/Healership/DPSship though. For pure comedy alone I would have loved to see that modelled.

I have a video posted somewhere in the article with the first "raid" like event.  It's basically one guy flying around it, but it'll give you an idea of the scope.  The one shown is a "low level" event.  I'm not sure how low is low, but I got the feeling it's within the first half of levels.

Edit:
I stopped being lazy:
http://www.youtube.com/watch?v=RURl64X1OMo


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: ashrik on February 10, 2009, 11:13:06 AM
I would love to see a game like this having raids with a complexity similar to what we typically see in WoW.

Like a capital ship that launches waves of missiles at all bomber squads every X minutes that have to be shot down by the fighters, and a communications array that has to be bombed out before Y minutes or else it'll call for reinforcements, with ace pilots launching from the bays unless the launch mechanism is destroyed.

ohohohoohoh


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on February 10, 2009, 11:43:06 AM
I would love to see a game like this having raids with a complexity similar to what we typically see in WoW.

Like a capital ship that launches waves of missiles at all bomber squads every X minutes that have to be shot down by the fighters, and a communications array that has to be bombed out before Y minutes or else it'll call for reinforcements, with ace pilots launching from the bays unless the launch mechanism is destroyed.

ohohohoohoh

I think that is what they are aiming for.  I have no idea if they will pull it off since they've talked about it but havn't shown anything yet.  It's certainly possible.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fordel on February 10, 2009, 07:44:43 PM
I just hope they don't cave on the Newtonian Physics or whatever it is that makes fighters 'slide' in BSG and Babylon 5.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 10, 2009, 07:48:04 PM
I just hope they don't cave on the Newtonian Physics or whatever it is that makes fighters 'slide' in BSG and Babylon 5.

The guy from Codemasters/NetDevil said they had it in game and working correctly and seemed excited about it.  Not sure what that translates into though for release.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Sunbury on February 11, 2009, 05:09:39 AM
I just hope the engagement ranges are close and the speed of action isn't too fast.

Otherwise one is just shooting at pixels, then FLASH as something sweeps by, then you turn and continue to shoot at 2 pixel targets.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 11, 2009, 05:50:15 AM
From what I was told it'll vary.  You'll have quick agile fighters and slow heavy hitters and everything in between.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Amarr HM on February 11, 2009, 09:41:45 PM
This a gamespot recording of current gameplay slightly better quality.

http://www.youtube.com/watch?v=17d0GB-FyTM&feature=related

Kinda reminds of Starfox 64 which was a great game.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on February 11, 2009, 10:19:18 PM
This a gamespot recording of current gameplay slightly better quality.

http://www.youtube.com/watch?v=17d0GB-FyTM&feature=related

Kinda reminds of Starfox 64 which was a great game.

It does for me too. If they dump the space trader stuff, and just make it something like a Starfox or Wing Commander MMOG I may give it a try. However. I still have scars from running cargo missions in the first Jumpgate. Any hint of that bullshit and I'll pass.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 05:41:34 AM
Heh I would say that is more than slightly better quality than my videos.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hawkbit on February 12, 2009, 07:13:07 AM
I'll likely buy it, but....

crashing into things + lag = /sigh


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 08:29:12 AM
I didn't include it in my writeup because it wasn't clear, but I think there will be limited collision detection.  Might be limited to big stuff and not NPC's etc. 

I couldn't test it out with moving targets.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fordel on February 12, 2009, 08:35:15 AM
I hope it doesn't suck  :heart:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 12, 2009, 08:35:42 AM
I hope it doesn't suck  :heart:

Don't we all =)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 08:46:53 AM
Well their UI is as good as any game in Alpha I've seen.  I guess that's a good sign.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on February 12, 2009, 09:24:44 AM
Huh, this game looks pretty fun. Going to have to keep an eye on it from now on.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fordel on February 12, 2009, 10:18:08 AM
I want to see how it handles when it's a 100 vs 100 going pewpew all over the place.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on February 12, 2009, 10:21:28 AM
Hopefully they have anticipated such battles, what with them being so plentiful in EVE.

How was it in the original jumpgate?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Amarr HM on February 12, 2009, 10:24:22 AM
Heh I would say that is more than slightly better quality than my videos.

Ouch sorry bro didn't realise the other one was your recording only flicked through the posts quickly, stilll though gives a few different views and such so how bad.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 10:38:56 AM
No worries.  I have a very cheap camcorder, and they came out much better than I anticipated.
--

Side note, apparently, according to the PR people at NetDevil the guy at the show who talked to me was apparently Scott Brown the President and Founder of Netdevil.  He never introduced himself to me as such, and he had  Codemasters on his exhibitor's badge.  I wish I had known.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 12, 2009, 10:52:35 AM
Hopefully they have anticipated such battles, what with them being so plentiful in EVE.

There are videos of this already.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Jobu on February 12, 2009, 10:55:51 AM
So is there stuff to do other than shoot colorful lasers at things? Or is that really all they're showing for now... saving the "boring" stuff for later reveals?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Nija on February 12, 2009, 11:07:48 AM
Man they are shooting a shitload of lasers, and I don't see any gauges going down. That's bad. Is there decent complexity? Can you do something as simple as redirect engine power from from shields and speed to lasers, in order to fire shitloads of lasers? Can you redirect shield strength to 100% aft? These were things that I could grasp at age 12, playing x-wing. How come these things are missing from current space games? (X3, I'm looking at your simplistic, no-ship-cockpit-graphics-having ass)

I get the "ehh.. that's it?!" feeling already with this one. Sad, because it's pretty. Pretty only lasts so long, unfortunately. In all aspects of life.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 12, 2009, 11:09:52 AM
Almost all the videos i have seen are noob stuff, except for the station raid, and asteroid dungeon (or they could be low-level encounters too).

Tons of Vids. (http://www.gametrailers.com/game/6446.html)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 11:19:23 AM
Man they are shooting a shitload of lasers, and I don't see any gauges going down. That's bad. Is there decent complexity? Can you do something as simple as redirect engine power from from shields and speed to lasers, in order to fire shitloads of lasers? Can you redirect shield strength to 100% aft? These were things that I could grasp at age 12, playing x-wing. How come these things are missing from current space games? (X3, I'm looking at your simplistic, no-ship-cockpit-graphics-having ass)

I get the "ehh.. that's it?!" feeling already with this one. Sad, because it's pretty. Pretty only lasts so long, unfortunately. In all aspects of life.

No.  But lasers are basic guns.  There are plenty of ammo loaded things and other weapon types including all other different buffs you can add to your ship.  Unfortunately I couldn't get any of the character sheet screens on camera, but there were a lot of slots to fill.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Nija on February 12, 2009, 11:28:26 AM
No.  But lasers are basic guns.  There are plenty of ammo loaded things and other weapon types including all other different buffs you can add to your ship.  Unfortunately I couldn't get any of the character sheet screens on camera, but there were a lot of slots to fill.

C'mon dude I'm not a big sci-fi geek, but I've put in my time. Lasers = require a power source. Is power unlimited? If so, that's stupid. That's all I'm saying. If they mess up stuff like that it's hard to care about other, more complex things. Which they likely fucked up as well.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 11:39:03 AM
There are plenty of games where the lasers were infinite.  Arn't shitty lasers in EVE infinite?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: slog on February 12, 2009, 11:49:43 AM
No.  But lasers are basic guns.  There are plenty of ammo loaded things and other weapon types including all other different buffs you can add to your ship.  Unfortunately I couldn't get any of the character sheet screens on camera, but there were a lot of slots to fill.

C'mon dude I'm not a big sci-fi geek, but I've put in my time. Lasers = require a power source. Is power unlimited? If so, that's stupid. That's all I'm saying. If they mess up stuff like that it's hard to care about other, more complex things. Which they likely fucked up as well.

If it's like Jumpgate 1, (and I assume it is) each ship has a capacitor slot.   The tpye of capacitor you chose determined the fire and recharge rate of your lasers.  You could choose a cap/gun combo that let you shoot a like a machine gun but did't do much damage per shot or shoot your guns all at once or anythng inbetween.

You could also use an ammo weapon that had longer range, less accuracy, and used less cap.  You would also run out of ammo.  We used to spend a lot of time playing with the combinations to see what worked the best.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 12:21:55 PM


You could also use an ammo weapon that had longer range, less accuracy, and used less cap.  You would also run out of ammo.  We used to spend a lot of time playing with the combinations to see what worked the best.

This was what was explained to me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Tmon on February 12, 2009, 12:25:52 PM
Bummer, being able to allocate energy on the fly sound a lot more fun, but I guess a gear based space mmo is better than no space mmo.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Nerf on February 12, 2009, 01:17:51 PM
I'm excited about this, but I have this sinking feeling I'm going to be disappointed with the lack of ships actually blowing up and you needing new ones.  EvE has ruined me forever :(


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on February 12, 2009, 02:07:54 PM
Is there any kind of personal development other than getting to buy new gear?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 12, 2009, 02:28:40 PM
I hope there is an option to fix the camera in relation to the ship.  The only problem I had with the video was the player's ship flying all over the screen.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Tmon on February 12, 2009, 08:34:20 PM
Is there any kind of personal development other than getting to buy new gear?

yup, but gear seems to be the one that most of these games go for.  What would be nice for once is if you could change your approach dynamically.  For example having the option to do things like direct power from your shields to your guns so you could have a shot at winning a battle you had no chance to win otherwise, or or to power to increase speed so you could get away from that same battle would spice things up a bit and even leave room for a little bit of player skill to intrude into the button mashing fest that is most MMO combat.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 12, 2009, 08:43:21 PM
The skill in this game is flying your ship and the dog fighting.  If you can't fly for shit you will die.  Toss in Newtonian physics if they are actually working appropriately, you won't need all that fancy stuff you're talking about.

It's all speculation of course, but the game I played is like playing any other action based dog fighting game.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Falconeer on February 13, 2009, 04:55:12 AM
Just watched the video: looks like they went the Air Rivals/Space Cowboy (http://airrivals.net) way for the action. Not a bad choice, that game is lotsa fun.
I could consider playing JEVO, now.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 13, 2009, 06:18:44 AM
JEVO? Really?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Falconeer on February 13, 2009, 06:32:00 AM
See what I did there?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 13, 2009, 07:37:56 AM
Toss in Newtonian physics if they are actually working appropriately,

I would think they would get that right first, lol, it mean they are the makers of the dancer engine. But yeah, everything i have read says the two modes will be toggle able with the press of one key.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 13, 2009, 08:09:52 AM
Toss in Newtonian physics if they are actually working appropriately,

I would think they would get that right first, lol, it mean they are the makers of the dancer engine. But yeah, everything i have read says the two modes will be toggle able with the press of one key.

I saw the toggle!  But it didn't work.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Big Gulp on February 13, 2009, 09:33:57 AM
I saw the toggle!  But it didn't work.

Huh?  Wouldn't this put a major imbalance into the game?  If you could just turn off Newtonian physics I'd think you'd have a major advantage in PvP since you've got a hell of a lot more control over your craft.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 13, 2009, 09:37:41 AM
I saw the toggle!  But it didn't work.

Huh?  Wouldn't this put a major imbalance into the game?  If you could just turn off Newtonian physics I'd think you'd have a major advantage in PvP since you've got a hell of a lot more control over your craft.

Everyone can do it. But no, some things you can do in atmospheric, some only in Newtonian, technically Newtonian gives you more control .


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Tmon on February 13, 2009, 09:44:59 AM
I wonder if there are enough advantages from each that toggling flight model will become the bunny hopping of space combat.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 13, 2009, 09:53:02 AM
Well the toggle was in a menu area, so you can't just toggle it with one keypress.  THere might be a short command for it though so who knows.

Everyone has access to it so their isn't any advantage or disadvantage, just pilot skill.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on February 13, 2009, 07:56:29 PM
Everyone has access to it so their isn't any advantage or disadvantage, just pilot skill.

Or latency.  :dead_horse:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on February 14, 2009, 07:27:24 AM
They've always tried to set this up as a personal preference thing. And yes, latency will play a part in that personal preference. But I'm waiting for Beta to see if this toggle survives first contact with hundreds of concurrent players. The PvP battles will decide whether they can balance both modes or they have to nix one for the fun or the lowest common denominator.

At least the lcd these days probably isn't dial-up anymore, at least not for an obviously-action game like this. I don't know what their final minimum spec is going to be though.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 14, 2009, 07:58:41 AM
Anyone who flys exclusively in one mode is going to be at the mercy of those whom use both.  They may still yank it for that reason, but I doubt it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ratman_tf on February 14, 2009, 10:08:34 AM
Anyone who flys exclusively in one mode is going to be at the mercy of those whom use both.  They may still yank it for that reason, but I doubt it.

I dunno- the computer game version of newtonian physics can be a harsh mistress. Then again, someone who hobbles themselves by only using that may get good and then have an advantage over those who fly arcadey style. Swing users may not have the skill levels of a specialist.

This is the kinda thing where I don't think we can predict how it's going to turn out. It's got to be released to a bunch of screaming fans and go through a trial of fire.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Goreschach on February 14, 2009, 11:28:27 AM
Trying to use two physics and control systems in a multiplayer game is idiotic. Within one week of release, anyone who's anything will be using easy-mode exclusively.

The lot of you talking about how they can 'balance it out' remind me of the many talks had before the launch of WAR.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 14, 2009, 11:39:45 AM
Trying to use two physics and control systems in a multiplayer game is idiotic. Within one week of release, anyone who's anything will be using easy-mode exclusively.

The lot of you talking about how they can 'balance it out' remind me of the many talks had before the launch of WAR.

That doesn't even make sense.  The discussion here is two types of control systems.  For instance you can play this game with the keyboard and mouse and a joystick.  I had a very difficult time playing the game with a joystick and it was easymode with K+M.  The same could very well about the two physic systems. 

Then again of course, with newtonian physics you can flip your ship 180 ala BSG and shooting your enemy while still going in the same direction.  However I think assisted physics will better for tight dog fights when you are in pursuit.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 14, 2009, 12:12:27 PM
Fly in Assisted.
Switch to Newtonian to do a 180 flip.
Switch to Assisted.

Everyone has access to both.  Learning how to fly both, learning when to use one or the other, and learning to take advantage of their strong points will make the best pilot.

If everyone uses EZ-Mode, then it won't matter if a few people choose to use the non-easy mode or both.  They'll be a tiny minority.  If lots of people use it, then it's getting use and people are happy.  There is no losing situation here.  Why would they remove it?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Goreschach on February 14, 2009, 12:53:52 PM
The fact that they're trying to do both shows that instead of trying to design the game for the arcade fans or the sim fans, they've opted for the time-tested mmo strategy of 'hey, lets just do both! that way we get twice the moneyhats!".

This will have the same results of TR trying to please both the fps crowd and the diku crowd and WAR/AOC trying to please both the hardcore pvp and hardcore pve segments. MMO's, historically, are a segment where the developers usually can't even get one gameplay style to work right; trying to shoehorn two into a game is just asking for Fail.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on February 14, 2009, 01:18:21 PM
You are dumb.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 14, 2009, 02:04:26 PM
The fact that they're trying to do both shows that instead of trying to design the game for the arcade fans or the sim fans, they've opted for the time-tested mmo strategy of 'hey, lets just do both! that way we get twice the moneyhats!".

This will have the same results of TR trying to please both the fps crowd and the diku crowd and WAR/AOC trying to please both the hardcore pvp and hardcore pve segments. MMO's, historically, are a segment where the developers usually can't even get one gameplay style to work right; trying to shoehorn two into a game is just asking for Fail.

This has like, nothing to do with anything, and if you knew anything about this games history, you would know they already tried the Newtonian only in the original game, it was a huge barrier to entry and made them a niche game instantly.

The fact that are now including both is a sign of growth and understanding, not to mention addition of FUN.

You are dumb.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on February 14, 2009, 02:16:36 PM
Fly in Assisted.
Switch to Newtonian to do a 180 flip.
Switch to Assisted.

From what Draegan said, this is a menu option outside of the game so not just a toggle switch. THAT would be nuts. Though fun in a nigh-unbalanceable sorta way :-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 14, 2009, 02:19:37 PM
Like i said, and have read, heard, and watched, their intent is to have it one key press swap. I don't know if this has changed, but i don't think so.


See here (http://jumpgateevo.wikia.com/wiki/Flight_Model), and here (http://jumpgateevo.wikia.com/wiki/Flight_Controls#Dampeners).


Quote
Dampeners increase the magnitude of the Drag Force on a ship. New to JGE.

    * Dampeners can be turned on and off on the fly
    * Hermann Peterscheck invented the concept
          o Hermann's position was the JGE flight should be less “Newtonian” and more “Freelancer-ish”.
          o Members of his development team felt strongly that flight should remain Newtonian thus dampeners were added as a compromise.
          o Now that he knows how to fly, Even Hermann deactivates dampeners in combat.
    * The Dampener is a flight-assist tool. Motion in any direction other then the current direction of thrust is quickly damped out.
          o A common JGC veteran perception is that Dampeners make Jumpgate Flight feel more "arcade" and less "flight-sim".
          o Testers have said they are especially useful when starting out because they allow you to learn the game instead of learning how to fly; the latter can be a frustrating experience to rookies.
    * They are additional drag in the equation as opposed to an inverse thrust. Dampeners work as a thick atmosphere would, in terms of flight physics.

    "Flying in Jumpgate is like driving on ice. Dampeners are like deployable spikes for your tires."[2]
    -- Vinegar Goose (Jumpgate Wiki Editor)

As you can see, its not simply black and white.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on February 14, 2009, 03:27:12 PM
My guess is that they want anyone trying the game to get to the fun in the short time they have to play the game. I'm pretty sure your average player would get blown up real fast like while they tried to grasp how newtonian physics work in a spaceship.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 14, 2009, 04:48:30 PM
My guess is that they want anyone trying the game to get to the fun in the short time they have to play the game. I'm pretty sure your average player would get blown up real fast like while they tried to grasp how newtonian physics work in a spaceship.

Dude, i played the original for like a hot second. I could never land..i just smacked into the side of the station every time.

lol.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on February 14, 2009, 05:06:55 PM
I was referring to why it's probably not on a hotkey during their recent demos.

But, I recall the same experience in JE. Align with station, start gliding to one side, smack and ragequit.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on February 14, 2009, 05:14:17 PM
Where does manual docking get fun anyway? I mean maybe the first few times if you're into that shit... but every damn time?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on February 14, 2009, 05:35:35 PM
Man, yea. Besides, if you're colonizing space with expensive stuff, you're not going to rely on hotshot pilots to land in your station anyway. That's what tugboats or traction beams are for.

Yea, I had the same experience in JG. When bad ideas strike, next on Animal Planet!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: slog on February 14, 2009, 06:37:37 PM
Where does manual docking get fun anyway? I mean maybe the first few times if you're into that shit... but every damn time?

Some of the best PvP fights in Jumpgate classic involved flying full speed at the station, spinning your ship 180 degrees, hitting the afterburner, and pulling off the perfect speed-dock while being shot at.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on February 14, 2009, 09:56:54 PM
Where does manual docking get fun anyway? I mean maybe the first few times if you're into that shit... but every damn time?

Some of the best PvP fights in Jumpgate classic involved flying full speed at the station, spinning your ship 180 degrees, hitting the afterburner, and pulling off the perfect speed-dock while being shot at.

Isn't that running away?  :oh_i_see:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on February 15, 2009, 08:56:48 AM
It's not running away if you're facing your opponent.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: calapine on February 15, 2009, 09:00:25 AM
Brave Sir Robin ran away.
Bravely ran away away.
When danger reared it's ugly head,
He bravely turned his tail and fled.
Yes, brave Sir Robin turned about
And gallantly he chickened out.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: apocrypha on February 15, 2009, 09:03:38 AM
The dual control methods thing might work like Warhawk. There's 2 flight modes for the warhawks - normal & pro. Normal is a lot easier but pro gives you a lot more control. All the new players use normal and the guys at the top of the scoreboard use pro mode.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: nurtsi on February 20, 2009, 03:30:06 AM
Codemasters says (http://www.codemasters.co.uk/corporate/press/article.php?id=12071&territory=EnglishUK) the game will be out in June.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 20, 2009, 12:42:35 PM
YAY june!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 21, 2009, 02:55:11 PM
New Video! (http://us.jumpgateevolution.com/media/videos)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on February 21, 2009, 04:57:45 PM
I can only imagine the beta will start soon then. It also turns out my beta prediction was actually the release.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on February 21, 2009, 06:41:36 PM
New Video! (http://us.jumpgateevolution.com/media/videos)

eso es muy BSG ey


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: calapine on February 25, 2009, 07:30:34 AM
Two page Interview (http://vault.ign.com/View.php?view=editorials.detail&id=210) on IGN with Hermann Peterscheck.

Some Excerpts:

Quote
IGN Vault: Usually people finish off with this one, but I'm sure you really want to let us know when Beta is going to start!

Hermann Peterscheck: We're in friends and family now, and that's the last stage before closed beta, so really it's any time now. Of course, for people waiting for the beta that seems no closer than it was a year ago. [laughs] But we are getting very close.

IGN Vault: How realistic will the flight model be compared to JGC?  

Hermann Peterscheck: One of the first things we did when we started working on the game, was we tested out the game with just a random sampling of players, and we found for most people, that method of flight was very difficult to grab hold of. They were very frustrated and just kind of gave up. So we added damper, which was very controversial. We're pretty honest with our community about what we're doing, and we want to get their input early. Even without playing the game there was a lot of skepticism as to whether that was a good idea. But we've tested it internally a lot and we've now made the non-damper mode much closer to the original Jumpgate Classic flight model. What we discovered was, especially in our PvP tests, people want to have that sort of low friction space experience. So we're actually turning that down. If you're in damper mode you have a lot of control over the ship, and if you turn that off it's very sort of fluid and open. There's a much larger difference now than there was when we initially put it in. It's really cool, and if you turn if off you can feel the difference very quickly. So we're moving more in that direction.

IGN Vault: Are all items/ships going to be totally player made?

Hermann Peterscheck: Ships are not. We really want to make sure that people investing time through manufacturing and the economy side of the game can profit in a substantial way. The items that are created will be some of, if not the best in the game.

IGN Vault: Will it be possible to get player-made goods as loot drops?  

Hermann Peterscheck: Not really. This is basically coming from, if I have an item in my cargo and you kill me, do you get my item? The answer to that right now is no. There have been a few things kicked around. One thing is if you take the item from the player who gets killed then they get frustrated to the point where they don't want to play anymore. But it's cool for the player who does the killing and gets the item.

What if you blow someone up, they randomly drop something from their cargo, but they also keep it? The problem with that solution is now me and my buddy have a rare item and continuously blow each other up hoping that we can duplicate it. I remember Ultima Online had a similar mechanic where if you killed someone you could take what was on their corpse. So what people ended up doing is they didn't carry around anything that had any value. They buried their rare items deep into nested bags so no one could steal their rare items.

Something we have discussed is a hardcore mode idea. It's basically a way of not putting PvP and PvE in separate servers. People can play in PvP mode side by side PvE players. In that scenario I can imagine you can essentially have it work where if someone dies in PvP there is a random chance that they will drop something. And that might be cool, but the only thing I worry about with people randomly dropping stuff is that it disproportionably punishes certain classes and players. If you're a cargo hauler you're going to pay the highest cost for that scenario. If you're a combat pilot you just don't ever have anything good on your ship. If we extend it to equipment that's also on your ship, if you drop that super cool gun that you spent weeks and weeks getting, and somebody else now has it, that might be a way to do it.

IGN Vault: Except for the person who has just lost their super cool gun. They're going to be really sour. [laughs]

Hermann Peterscheck: I think a lot of people like that style of playing. I think their position is that they're not unreasonable, they don't want to take stuff from other people and not have the risk them self. I think they want the risk for them self as well, because the risk is part of what makes it fun. If I know that I'm going to an area that's not safe, and there are serious consequences then it does give me much more of a white-knuckle feel.

IGN Vault: Will there be someone dedicated to make sure the economy stays balanced?

Hermann Peterscheck: Yes, several people. That is one of the hardest things, and we follow the struggles that other games have. Before you're live you can do whatever you want, but once you're live it's much harder if you create some sort of loophole in your economic system. It can really ruin it for a long period of time, and people can exploit things very, very quickly and cover their tracks through laundering. It's a very rapid succession so it becomes very hard for developers. I think that it's almost inevitable that if you run a game long enough there will be things like that that enter into the system. Every time we design something it's designed from the point of view of "can it be exploited?", because if it can it will be. We try to catch all the exploits we can, but of course that's a tough one.

IGN Vault: Are you ever compared to EVE Online?

Hermann Peterscheck: All the time.

IGN Vault: Does it bother you?

Hermann Peterscheck: No, it doesn't bother me at all. I mean I think it's natural. I'm the same way. If I play a game that is of a certain style or genre and it resembles some other game, the first thing I try to do is figure out how it's the same and how it's different. In the case of EVE, where we get compared a lot is on the visual style which I consider an incredible compliment. Where we get contrasted is in game play. We don't want to make an EVE clone.

I like looking at what other people have done, and if it's done well then you sort of take it and try to make it fit into the game that you have. But you have to do so carefully because your own game has to have its own kind of flavor and feel. There have been people that have done things very, very well and it's kind of foolish as a developer to say "I know everything better than everyone else, so I'm going to do it my own way". There are things that are well established and people understand it and if they like it then you put it in your game. If it doesn't belong in your game then you don't put it in at all.

IGN Vault: What are some of your favorite games?  

Hermann Peterscheck: As far as MMOs, I've played Ultima Online the most. Obviously I've played EverQuest, I played Dark Age of Camelot for quite a while, obviously tons and tons of WoW just like everybody else, played EVE quite a bit. Then of course there are all the free-to-play games. I play pretty much every MMO that I see come out.

Edit: Colours!!11!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on February 25, 2009, 07:38:43 AM
New Video! (http://us.jumpgateevolution.com/media/videos)

eso es muy BSG ey


I have no idea what that means.  :uhrr:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Morfiend on February 25, 2009, 09:28:41 AM
New Video! (http://us.jumpgateevolution.com/media/videos)

eso es muy BSG ey


I have no idea what that means.  :uhrr:

"It is very Battlestar Galactica'ish"


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on March 25, 2009, 01:33:37 PM
new interview

http://www.tentonhammer.com/node/65766

Quote
Ten Ton Hammer: Can you give us a quick update on the status of JGE? What are you guys working on right now?

Hermann Peterscheck: There are a couple things that we've got going on. Obviously we've been making some strides in getting the Quantar race up and going. Since that's the area of the game that we've been working on most recently, that's also the coolest section of the game, in my opinion. But new stuff is always cooler than old stuff.

As we've grown, we've realized that what works well is when you put people into spaces that feel like interiors a bit more. That's one direction that we're going with some of the content in the game. Obviously we're always working on new ships and new enemies and moving capital ships.

Of course, when we create new situations or learn something new, we certainly go back and put that into the older content.

Ten Ton Hammer: Before you go on, how are you putting players into "interior" spaces in the middle of space? Are you just creating large opjects with holes and/or caves in the middle of them? Or something else?

Hermann: It's funny that you ask that question like that, because that's really the first thing we really thought about when we decided to put more of this type of content in the game. But what we realized is that in addition to caves and holes, you can create large land masses that take twenty to thirty seconds to fly over and you can put a bunch of those masses together and lay them out in such a way that you create the feeling of being "inside" something.

You're still in space and you can fly around in these masses, but there's still a sense of framing in your area. It's like your inside a compressed, small little cave or inside the husk of a planet, but you're actually surrounded by a bunch of very interesting looking objects that you're experiencing your gameplay around.

The interiors also give you a better sense of size, scale, speed and things like that. Just flying in open, empty space isn't all that interesting, so you need things around you to give you a sense of motion, depth, and interest.

So we're doing more, much more, of that now. It works out really, really well.

Hermann: It's nice to have all three nations in the game now. We're in the mode of filling out all the content now rather than dealing with weird bugs, database issues and that sort of thing.

It takes so long to get a game to a state where it's actually fun to play then working on completing it. At the beginning, you have all the nice ideas, and in the middle it's all the brutal grunt work. That's pretty much all we've been doing the last year, so it's nice to finally be coming out of the tunnel a little bit.

Ten Ton Hammer: How are things progressing in PvP?

Hermann: That's the other thing we've been working a lot on. We've got this battle scenario with flying capital ships and you have to destroy the capital ships.  We've had internal battles, and they get pretty heated.

That's good, because people care. They're staged battles, so we're taking out random components to see how it affects the outcome of the matches. Now we're working on this torpedo scenario where players can shoot a giant missile that does huge amounts of damage to an opponent or opponents objectives.

We're tuning the gameplay around specific types of scenarios, so that one player is going to come in with a heavier fighter with one of these torpedoes attached and that player needs to launch the missile in order to take out the enemy capital ship. You can whittle it down with little lasers if you want to, but it would just take a long, long time.

It's fun to create these little strategic moments in the game. So the capital ship fight is really the first epic "battle space" area in the game, and we've been taking a lot of time doing little tests and more little tests and tuning things to see how they work. And we've been doing that for quite some time.

I'm really eager to see what the response is going to be when we actually start testing it with the public.

That said, we ARE doing friends and family testing now. So we have a limited insight into how players are going to perceive those things. Luckily with such a small test group, we can quickly adjust and retest things to make sure it's all working properly.

Ten Ton Hammer: Backtrack to the scenario you were talking about where the player has a big missile strapped to them. How does that work? Is it random chance on who gets the missile attached to them?

Hermann: Right now, you can pretty much just buy one of these big boys and equip it to your fighter. If you have a heavy fighter, you basically have a slot that's large enough to hold the weapon.

The missile itself is also different in that it's not a guided missile. Most of the other missiles in the game lock-on before you fire them. With this one, you line it up, shoot, and it just goes very slowly in a straight line. If it hits something, that object will be destroyed, pretty much.

What we realized, especially on the PvP side, is that if you want to have interesting PvP in space, you need to concentrate people around objectives. If you have two people flying in empty space, what they tend to do is fly around in circles shooting each other. Imagine a Quake match without walls. It's not very interesting.

Space doesn't have walls, and on top of that you have complete freedom of motion. You have to create things that are the center of attention, like a capital ship that you have to blow up. People will fight around the capital ship, and that capital ship also has AI and is defending itself and launching ships, so its a much more Star Wars type of experience. You have to avoid the capital ship while also avoiding its shots while also fighting the other player.

By throwing in some other crazy mechanics, like this giant bomb that I'm talking about, it creates this other objective that's going on. We've just learned from playing what works and what doesn't.

Ten Ton Hammer: What has been different about taking this kind of approach to developing your game?

Hermann: It's interesting, because this kind of approach doesn't lend itself to "grand reveals." A lot of game developers fall to the temptation of working on the next really cool unique feature that nobody else has. These tend to sound really, really good when you describe it, but when you play it's not that interesting.

MMOs tend to do it with combat systems. You hear the description and think it sounds really cool, but then you play the game and find out that you're just hitting 1-2-3-4. I'm convinced there's probably a unique, cool system in the wiring, and I don't think people are lying or exaggerating. I just think they're forgetting about the experience. If you make a cool combat system, and I don't see it, it doesn't matter.

Rather than trying to make these really cool, awesome, unique things that fill up bullet points on the back of a box or make for interesting press interviews, we resist the urge to put in new things and try to enrich and deepen the things we already have in the game. It's a very hard thing to do. As a developer, you always want to add, you don't want to refine. Refinement is less rewarding and less interesting.

Developers want to move on to something new. But my experience has been that when you refine, you always get WAY more out of it than when you add something new. It's been our approach from the start.

Ten Ton Hammer: It's like writing the next great American novel, right? I mean Stephen King will write 120,000 words and whittle that down to 90,000...

Hermann: I actually remember reading that; he writes 10 pages a night and cuts it down to one page.

A lot of studios that use that methodology have their own names for it. Blizzard calls it "concentrated coolness." Instead of making 15 character classes, make five. Take those fifteen and boil them down into the five core components and make those really strong.

It's not really an intuitive way to work, right? If you're in the development world, your develop. If you're in the writing world, you write. I mean, you can put all of these great ideas on paper, but maybe what's better is to have one idea and make it really, really, really good.

I'm hoping that that focus will pay off.

Ten Ton Hammer: What about your open PvP? You've talked a lot about scenarios and instanced spaces, what about the open PvP? Is it going to be cool and dynamic, or will people just fly in circles and shoot each other?

Hermann: It's a similar kind of approach to what we're taking to the instanced PvP. In the original game, you had beacons and you'd fly through a beacon with a control object and it would switch over to your nation and you'd get experience and money the longer you held it.

It's a similar kind of mechanic that we have in the new game. You still take over parts of space by implementing a special object that you use in particular areas. The thing that we've expanded on, and this is a great example of enriching the experience rather than expanding upon it, is a mechanic where instead of beacons we have these husks.  You go to these husks and use what we call a "mod" and there are different kinds of "mods" you an use to convert these husks.

So when you convert a husk, it basically sets up this defensible area of space, and the husk becomes this big station with a bunch of turrets on it. It'll defend itself even if you're not there. If you want to take over a part of space that's already owned, you have to go take out that defense unit and use your object on the husk to make it yours.

Of course, if you get shot down while you're in the midst of trying to control the husk, it interrupts the process.  What I imagine will happen is that there will be groups of players dedicated to taking over space.

If there's enough of those players on each side, it will turn into this constant struggle for balance that players are looking for. You want to turn the balance of power to your nation, especially if you get the glory for it. It takes time to build these installations and it takes time to blow them up again, so it gives people time to jump over and defend their stations. It creates focal points for that type of combat experience.

One of the unique aspects of Jumpgate is that you can have lots and lots of ships in the same area of space fighting against each other. You can have conflicts of up to a hundred ships fighting against each other. Of course, at some point that just becomes nonsensical, but we saw that that was cool and we want to endorse that.

You can open up your map and see what areas are controlled by the various factions, so that'll give you an incentive to go over to that area and beat that guy back. There are, of course, long term gains attached to that. Medals and items and new ships and things like that.

The core mechanic is always the key, and I think that's where the game's going to be strong.

Ten Ton Hammer: Do you think you're going to have players that just PvP or just PvE? Does there have to be at some point?

Hermann: I think there will be a blend, but there doesn't have to be.

People typically want something when they go into a game. They might decide that they want to just PvE at the start of the game, because they don't want to deal with fighting other players. However, when they get into the game they will be hearing about these PvP things that are going on in the game and seeing the map with the contention areas.

I'll be damned if there's a player out there who is active for a long period of time in Jumpgate and doesn't even try those PvP battles when it's so easy and rewarding to do so. I think people have a conception of PvP as this really hard elitist behavior, and they don't want to fail. They don't want to be embarrassed.

When we introduce it in a much more fun and easy to do way, at least at the beginning, I think we'll run into some people that are much more willing to try that aspect of our game. By natural affinity, some people are going to find that they really love that part of the game.

So what I envision happening is that the game is going to start out polarized, and then it's going to become much more meshed. That's my speculation.

Ten Ton Hammer: In a lot of skill-based or item-based PvP games, there seems to always be a focus on the "meta-builds" or the min/max build that excels at PvP. Do you think that's going to be the case in Jumpgate?

Hermann: If we do it right, there won't be. But my guess is that there will be a few ships that show up, especially in player combination groups, that really excel. It's easy to singularly prevent this sort of activity, but it's harder when people start grouping up with others.

That's VERY hard to test, because there's almost an infinite number of combinations players can create. You just have to be vigilant.

I mean, all MMOs have this problem to a degree. There is always that one build that seems to be dominant for a time, and then the developers have to be a combination of reactionary and patient.

If you're too reactionary, someone may come up with a combination that seems unbeatable but other players haven't discovered the counter to it yet. Once that counter becomes well known, that strategy then no longer works.

If you wait too long, you have created a super weapon, and if you don't address that super weapon, people stop playing. You just have to be clever and know when to do which.

 Ten Ton Hammer: Thanks so much for your time, Hermann. Best of luck with the future of Jumpgate!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Malakili on March 25, 2009, 02:08:22 PM


Quote

As we've grown, we've realized that what works well is when you put people into spaces that feel like interiors a bit more. That's one direction that we're going with some of the content in the game.

:ye_gods: :uhrr:



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Murgos on March 25, 2009, 02:14:52 PM
Quote
As we've grown, we've realized that what works well is when you put people into spaces that feel like interiors a bit more. That's one direction that we're going with some of the content in the game.
:ye_gods: :uhrr:

I read that as: Space Dungeons.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on March 25, 2009, 02:27:10 PM
Hoping it's more like an asteroid belt, can this game friggen come out already.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Soln on March 25, 2009, 02:45:24 PM
so it's Eve with twitch?  anyone summarize?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on March 25, 2009, 06:51:31 PM


Quote

As we've grown, we've realized that what works well is when you put people into spaces that feel like interiors a bit more. That's one direction that we're going with some of the content in the game.

:ye_gods: :uhrr:



Hes talking about the space dungeons, in this case huge asteroids and hollow planets..


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ratman_tf on March 26, 2009, 02:12:56 AM
Hes talking about the space dungeons, in this case huge asteroids and hollow planets..

Hunh. It worked for Starfox 64... Still. Space dungeons. :uhrr:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fordel on March 26, 2009, 04:51:38 AM
What's wrong with space dungeons? Having 'terrain' isn't a bad thing. Breaks up the turn, turn, turn, turn monotony of space fighting.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on March 26, 2009, 05:45:30 AM
What's wrong with space dungeons? Having 'terrain' isn't a bad thing. Breaks up the turn, turn, turn, turn monotony of space fighting.

Nothing, depending on how they implement it. Flying through an asteroid cave or a huge space station would be kinda cool. Turning a flight sim into a DIKU dungeon- not so much.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Dren on March 26, 2009, 06:12:34 AM
Fly in Assisted.
Switch to Newtonian to do a 180 flip.
Switch to Assisted.

Everyone has access to both.  Learning how to fly both, learning when to use one or the other, and learning to take advantage of their strong points will make the best pilot.

If everyone uses EZ-Mode, then it won't matter if a few people choose to use the non-easy mode or both.  They'll be a tiny minority.  If lots of people use it, then it's getting use and people are happy.  There is no losing situation here.  Why would they remove it?

Late to the thread here, but this is the exact thoughts I had coming into this discussion fresh.  It seems the dampeners are just for docking and fundamental movement from point A to point B.  If you get into situations that require a lot of quick mobility (example: PvP) you'd be an idiot to keep them on.  At least I'd hope they design it that way.  There does need to be some kind of advantage to toggling the dampeners off or else nobody will shut them down.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on March 26, 2009, 07:55:56 AM
What's wrong with space dungeons? Having 'terrain' isn't a bad thing. Breaks up the turn, turn, turn, turn monotony of space fighting.

Nothing, depending on how they implement it. Flying through an asteroid cave or a huge space station would be kinda cool. Turning a flight sim into a DIKU dungeon- not so much.

As much "Descent" that they can inject into this game the better.  Why one would complain about this is beyond me.  Are you crazy?  Have you guys played "Descent?"
I'll be honest, Descent as an MMO makes me drool...   Descent multiplayer alone is fun.

So basically, the dev is telling us he's ripping off Descent (which is a good thing) and putting it in his game.

If they can get the ship controls similar, it'll be a win.  But I still care-bear sense mediocrity with this title.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 26, 2009, 07:57:11 AM
I got the sense that these "dungeons" will be astroids like people said and large ships, space stations, whatever that you fly through and over like the deathstar or something.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: rk47 on March 26, 2009, 08:05:51 AM
Saw EXP over killed enemy crafts...There will be levels I guess?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 26, 2009, 08:07:10 AM
Saw EXP over killed enemy crafts...There will be levels I guess?

Nope.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 26, 2009, 08:42:20 AM
You sure?  I could of sworn there was ranks that you can get.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 26, 2009, 09:59:00 AM
You sure?  I could of sworn there was ranks that you can get.

No levels, what there is is licenses for equipment use, and factions (as in higher faction opens up new ranks (missions) and faction equipment). I guess you could say they are levels...but they are not really. My understanding is they are attempting a Planetside like thing (somewhat) where you are a viable combatant from log in one, even VS. someone who has been playing for a months.

I know there are licenses for classes of ships,..i don't know about equipment yet..if licenses give you the ability to use different items that have different utility (Beam V.S. Ammo)...or if its some sort of stat progression in things like guns and damage.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 26, 2009, 10:06:05 AM
I knew that.  But I could of sworn I saw levels/ranks when I got to play a few months ago.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 26, 2009, 10:12:01 AM
I knew that.  But I could of sworn I saw levels/ranks when I got to play a few months ago.

Yep, i failed you guys.... (http://jumpgateevo.wikia.com/wiki/Category:Ranks) Seems they are two different things Licenses and ranks...but they are somewhat dependent on one another.

I got confused. There are no classes though :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on March 26, 2009, 11:09:29 AM
I got confused. There are no classes though :grin:

What! Only 1 ship type?  To me that constitutes a class.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 26, 2009, 11:34:09 AM
I got confused. There are no classes though :grin:

What! Only 1 ship type?  To me that constitutes a class.

Your confusing me even more.  :uhrr: Where did you get that?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on March 26, 2009, 11:49:13 AM
sorry it was a green sort of thing, obviously there is more than 1 ship type so this game will provide play as if there were classes.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: schild on March 26, 2009, 11:49:47 AM
sorry it was a green sort of thing, obviously there is more than 1 ship type so this game will provide play as if there were classes.

And it will have levels and exp as well, even if they're not called that.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on March 26, 2009, 03:25:48 PM
What's wrong with space dungeons? Having 'terrain' isn't a bad thing. Breaks up the turn, turn, turn, turn monotony of space fighting.

Nothing, depending on how they implement it. Flying through an asteroid cave or a huge space station would be kinda cool. Turning a flight sim into a DIKU dungeon- not so much.

As much "Descent" that they can inject into this game the better.  Why one would complain about this is beyond me.  Are you crazy?  Have you guys played "Descent?"

Yeah. It was fun, but so was a lot of other games. Descent was more 3-D Doom than flight sim.

I think they'd be better off looking towards the best aspects of Starfox than Descent, myself.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on March 26, 2009, 04:27:18 PM
Freespace 2.

Because it's March.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ratman_tf on March 26, 2009, 04:36:18 PM
Freespace 2.

Because it's March.

I knew someone would bring up Freespace. (http://media.bigoo.ws/content/smile/tongue/tongue_12.gif)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on March 27, 2009, 06:45:29 AM
so it's Eve with twitch?  anyone summarize?

It sounds like it is going to be less open, less dynamic and less complicated than EVE. However, it also looks like it gets actual fun combat.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 27, 2009, 07:55:12 AM
When I got to play it was definitely fun.  Toss this on my 40" TV and I'll be good to go.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on March 27, 2009, 12:47:21 PM
Fan GDC video (http://www.justiceradio.net/podcast/090325.GDC.Netdevil.wmv).


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 27, 2009, 12:56:08 PM
Fan GDC video (http://www.justiceradio.net/podcast/090325.GDC.Netdevil.wmv).

Nice, shows the space dungeons too.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 27, 2009, 01:32:47 PM
I'm so getting 3 monitors for this.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Count Nerfedalot on March 28, 2009, 02:16:46 AM
How does playing with friends work?  Can friends of widely different "levels" (whatever they are called) still play together and both have fun/be productive?

Grouping vs Solo play - are both supported?

Instancing?  If you have a mission to take out an objective are you screwed and forced to wait around half an hour for it to respawn when someone else kills it just before you get there?

I never played any version of Jumpgate, so I'm clueless as to what their basic approach to the game environment is like.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fordel on March 28, 2009, 03:37:24 AM
I want this game to not suck so badly.


Please don't suck.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Arrrgh on March 28, 2009, 09:06:34 AM
Hope is the first step on the road to disappointment.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 28, 2009, 01:40:52 PM
GDC Video (http://www.gametrailers.com/player/47285.html)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Hindenburg on March 28, 2009, 01:55:28 PM
That was beautiful beyond words.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on March 28, 2009, 03:29:46 PM
Hey, that did look great.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on March 28, 2009, 04:31:23 PM
That was awesome. Sorta disappointed the demo guy wasn't playing with a joystick though. I've got my 10 year old MS Sidewinder all dusted off.

That being a starting area is also really cool. Not so often you're dumped right into an awesome looking environment right that.

Even on one monitor it looks fantastic. Much better ingame than the screenshots have shown.

Growing excitement.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on March 28, 2009, 07:27:56 PM
I'm so getting 3 monitors for this.

I just bought a 24" monitor. Had I known it looked that good on 3 monitors, I probably would have waited. How do you run 3 monitors? SLI?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on March 29, 2009, 06:07:43 AM
I'm so getting 3 monitors for this.

I just bought a 24" monitor. Had I known it looked that good on 3 monitors, I probably would have waited. How do you run 3 monitors? SLI?

Need a video card to power the resolution but the best solution is a Matrox Triplehead2go (http://www.matrox.com/graphics/en/products/gxm/th2go/) for Newegg $299 (http://www.newegg.com/Product/Product.aspx?Item=N82E16815106011)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 29, 2009, 09:12:16 AM
How does playing with friends work?  Can friends of widely different "levels" (whatever they are called) still play together and both have fun/be productive?

Grouping vs Solo play - are both supported?

Instancing?  If you have a mission to take out an objective are you screwed and forced to wait around half an hour for it to respawn when someone else kills it just before you get there?

I never played any version of Jumpgate, so I'm clueless as to what their basic approach to the game environment is like.

Hard to answer those.... But they have soft grouping.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on March 29, 2009, 08:33:12 PM
I'm so getting 3 monitors for this.

I just bought a 24" monitor. Had I known it looked that good on 3 monitors, I probably would have waited. How do you run 3 monitors? SLI?

Need a video card to power the resolution but the best solution is a Matrox Triplehead2go (http://www.matrox.com/graphics/en/products/gxm/th2go/) for Newegg $299 (http://www.newegg.com/Product/Product.aspx?Item=N82E16815106011)
or 2 vid cards not in SLI.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hayduke on March 29, 2009, 10:35:21 PM
That video= omg this must be what sex feels liek :drillf:.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Amarr HM on March 30, 2009, 05:18:03 AM
When he turned the ship I thought the graphics got pretty skippy & I presume he was playing single player.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: kildorn on March 30, 2009, 05:30:49 AM
The only part that worried me is that central area at the end. Jita all over again!  :ye_gods:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on March 30, 2009, 05:33:41 AM
I didn't see any skippy graphics.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: eldaec on March 30, 2009, 12:44:14 PM
SLI doesn't work with multiple monitors - because Nvidia are assholes.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 30, 2009, 01:22:11 PM
I bought two ATI cards for crossfire and now I use a multi monitor setup  :oh_i_see:

Now I just need to convince someone to buy me 2 more 24" LG monitors.  Whos got 700-800$$ for me?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fordel on March 30, 2009, 01:41:13 PM
I'll be playing that game on my 17inch DeskAnchor tyvm!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Nija on March 30, 2009, 04:05:48 PM
SLI doesn't work with multiple monitors - because Nvidia are assholes.

I think the Matrox device tricks your video card(s) into thinking they are dealing with a single device. That's the beauty of it. (a quick search turned up this result - http://forums.slizone.com/index.php?showtopic=2499 (http://forums.slizone.com/index.php?showtopic=2499))


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on March 30, 2009, 04:10:44 PM
I'll be playing that game on my 17inch DeskAnchor tyvm!

You use an anchor? Pirate.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Severian on March 30, 2009, 07:19:45 PM
I think the Matrox device tricks your video card(s) into thinking they are dealing with a single device. That's the beauty of it. (a quick search turned up this result - http://forums.slizone.com/index.php?showtopic=2499 (http://forums.slizone.com/index.php?showtopic=2499))
More on Matrox's TripleHead2Go: a recent review (http://www.techpowerup.com/reviews/Matrox/TripleHead2Go_Digital/5.html). I linked to the page where they get into the limitations, and the next page talks a little more about gaming. The article comments include some ridiculously large triple-wide screenshots, and also pointed me to what looks like to go-to site for this topic: http://www.widescreengamingforum.com/wiki/index.php/TH2Go_FAQ


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on March 30, 2009, 09:17:34 PM
I agree with whoever said:  please don't suck.  But with physics-based flying, it'll probably end up being that the best strategy is just to continuously fly in the tightest circle you can or something else equally lame (for pvp).

But give me stealth-capable ships and I will be happy.  I doubt we will see that though. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: SnakeCharmer on March 30, 2009, 10:53:24 PM
More on Matrox's TripleHead2Go: a recent review (http://www.techpowerup.com/reviews/Matrox/TripleHead2Go_Digital/5.html)

Am I the only one that finds it hard to take anyone seriously that publishes an article under the name "Darksaber" -or- any website that allows it?

Meh. 

Internet.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fordel on March 31, 2009, 12:47:44 AM
I agree with whoever said:  please don't suck.  But with physics-based flying, it'll probably end up being that the best strategy is just to continuously fly in the tightest circle you can or something else equally lame (for pvp).

But give me stealth-capable ships and I will be happy.  I doubt we will see that though. 


No, fuck stealth. It's always retarded.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on March 31, 2009, 06:43:52 AM
I agree with whoever said:  please don't suck.  But with physics-based flying, it'll probably end up being that the best strategy is just to continuously fly in the tightest circle you can or something else equally lame (for pvp).

But give me stealth-capable ships and I will be happy.  I doubt we will see that though. 

Well you'll have both physics based and arcade based flying so flying in tight circles is stupid when you can just lock into the ship and shoot them with missiles.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 31, 2009, 08:56:24 AM
Battle Space Tour(4:21) 21mb Direct download. (http://72.232.165.148/videos/1389/d49da9b1-0640-48c4-b5e9-61dfee53e45b.wmv)

Conflux Base and Boss Fight
 (http://72.232.165.148/videos/1390/a1875cb4-f877-4ad5-92b2-cea9c71d7ae6.wmv)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Amarr HM on March 31, 2009, 10:11:32 AM
I didn't see any skippy graphics.

Look how the background updates when he turns the ship, but it could be cause he's using triple monitors.
Besides that it looks pretty mouthwatering.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hawkbit on March 31, 2009, 10:38:25 AM
Independent loot is cool, looks to keep it fast paced. 

My issue:  There was a statement made in the boss fight movie that stated you'll have heavy fighters soaking up damage and light fighters hitting the targets hard.  What game mechanic are they going to use to determine how a mob attacks?  Will heavy fighters have a 'taunt'?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 31, 2009, 11:22:22 AM
On the battelspace video.  Cool stuff.  It was explained to me that Heavies carry the big guns that can take out big stuff where light fighters move quick and have lighter weapons.

Also you can see some Newtonian movement in it I think.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on March 31, 2009, 11:28:29 AM
On the battelspace video.  Cool stuff.  It was explained to me that Heavies carry the big guns that can take out big stuff where light fighters move quick and have lighter weapons.

My issue:  There was a statement made in the boss fight movie that stated you'll have heavy fighters soaking up damage and light fighters hitting the targets hard.  What game mechanic are they going to use to determine how a mob attacks?  Will heavy fighters have a 'taunt'?

Like other space games, light fighters should not be thought of as "Weak" fighters, its a different role. The light guys should be fighting other lights, stopping nukes, and otherwise confusing larger vessels, or grouping up on the slow heavy fighters. Heaves should be targeting the large ships, and firing nukes and yes, taking the brunt, as they will be slower and easier for cap guns to hit ETC....

As for priority, no taunts, priority should change in a game of this type moment by moment.... I wouldn't bother with a wing of heavy's that are 500 km out...

The AI will probably make or break the PvE part of this game...lets hope its not stupid. I mean, the AI in Wingcmander 1-2-3 was rock solid...


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 31, 2009, 11:58:49 AM
Yes, game AI will make or break a large portion of this game.  Especially if the capturable units have turrets that help defend.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on March 31, 2009, 12:05:19 PM
I'm ready to preorder already, if the mundane aspects of gameplay are fun (travel/flying around, docking, resource gathering, crafting, tradeing) and combat is at least mildly entertaining then this game could be to eve what wow was to EQ.  Can I buy stock?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on March 31, 2009, 12:23:31 PM
I don't think this game will compare to EVE when it comes to metagaming and all the complex things you can do in eve

combat might be better though. I hope they have a decent pvp system


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: kildorn on March 31, 2009, 12:42:01 PM
Please don't suck, Jumpgate. Pleeeease don't suck?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on March 31, 2009, 12:48:22 PM
They mentioned 50v50v50 battles.  I wonder how many players a healthy server will be able to maintain.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on April 02, 2009, 10:36:30 AM
Sorry for the Kotaku link (http://kotaku.com/5195403/jumpgate-evolution-when-darkness-falls), but the trailer is pretty good. Some stuff I hadn't seen yet.

This will be my personal Most Disappointing Game of 2009 if it sucks.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on April 02, 2009, 10:54:52 AM
Sorry for the Kotaku link (http://kotaku.com/5195403/jumpgate-evolution-when-darkness-falls), but the trailer is pretty good. Some stuff I hadn't seen yet.

This will be my personal Most Disappointing Game of 2009 if it sucks.

Hotness.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on April 02, 2009, 10:58:37 AM
They mentioned 50v50v50 battles.  I wonder how many players a healthy server will be able to maintain.

100.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Malakili on April 02, 2009, 12:00:39 PM
I've never really been much for space flight type games (X-Wing v. TIE Fighter aside, i played the shit out of that game), so maybe this game just isn't for me, but when I look at the trailers that other people are going gaga over, I'm really just not getting it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ghambit on April 02, 2009, 12:34:03 PM
I've never really been much for space flight type games (X-Wing v. TIE Fighter aside, i played the shit out of that game), so maybe this game just isn't for me, but when I look at the trailers that other people are going gaga over, I'm really just not getting it.

THIS.

I dont get it either really, and I'm a 100% sci-fi dorknerd.  I see nothing special about JE so far.  Matter of fact, trailers for the indy title "Beyond the Red Line" are more compelling.  Nexus looks even better gamewise and that game is defunct.  I could rail off a slew of old-school stuff that's way better than what we're being fed from the JE devs.  Earth & Beyond gameplay trailers were more compelling even and that game is years old and now cancelled.

Either someone is just screwing up their marketing or their game is just gonna suck. 

They have no avatars.  They have no cap ship battles.   No EvElike politics.  There's no indication of any real adventure or storyline either.  All they have is a space-shooter MMO.  Might as well play ACE Online.    :why_so_serious:

Maybe we can hold out hope that they're just trying to make the game one big surprise.  Because really, I dont see anything there of any real value... if they've shown anything at all


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on April 02, 2009, 12:57:01 PM
All they have is a space-shooter MMO.

As long as they get this right, that's all that matters. They can add the rest later, as i do believe is in their plans. Some of you also may want to go look at the website at the features and what not, because there IS already more to the game than you guys are saying.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on April 02, 2009, 01:28:41 PM
They have no avatars.  They have no cap ship battles.   No EvElike politics.  There's no indication of any real adventure or storyline either.  All they have is a space-shooter MMO.  Might as well play ACE Online.    :why_so_serious:

Maybe we can hold out hope that they're just trying to make the game one big surprise.  Because really, I dont see anything there of any real value... if they've shown anything at all

Your ship is your avatar, what else do you need?  It's not an issue for me, but I guess it is for some people.

On Cap ships, yea that sucks, because who doesn't want a big fucking ship?  I guess it's hard to balance them.

How do you build up evelike politics?  It completely relies on the playerbase.  Any game can have them as long as there is stuff to build and protect. 

Adventure and storyline.. they have one.  Something about 3 nations or whatever coming together and there being a bigger badguy enemy I think.  I have no idea if it's indepth or not. 

I love the games visuals, it's fun as hell to play (I've played it), and there looks like there is going to be some awesome multiplayer.

Can't wait.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 02, 2009, 02:29:52 PM
I understand the excitement, I'm not saying I'm not excited.  I think the fact it's a space-shooter MMO is merit in itself.  But, is it enough??  That's what I'm wondering. 
They've written some feature-related stuff on their website, but it's uncompelling and they've yet to really show any meat of it in vids. (what little there is)
Really, it's a space-shooter... I get that
I have many of em... and most are multiplayer.
Okay, so now what?   :oh_i_see:

I will say I'm glad someone FINALLY will release an MMO with a robust voice system already available.  And I'm happy they're integrating proven systems, like a public quest system.

But really, I dont feel the "epicness" from this title.  It's just pew pew stuff, kinda like Tabula Rasa... and that stuff wears thin around lvl 20, space-shooter or not.  There needs to be more or it'll just end up Auto Assault in spaaaaaace.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Malakili on April 02, 2009, 02:49:20 PM
Auto Assault in spaaaaaace.
:ye_gods:



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on April 02, 2009, 04:20:57 PM
I understand the excitement, I'm not saying I'm not excited.  I think the fact it's a space-shooter MMO is merit in itself.  But, is it enough?? 

Yes. Because we're all suffering from a lack of options. We're floating in a sea of fantasy DIKUs and are surrounded by non-MMO FPS and RTS games to fill any need. But how many space sims are there really, and how many are MMO?

JG:E gets a pass simply by existing. Which makes it worse if it sucks, because that'll mean "space sim MMOs don't work".


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 02, 2009, 06:20:58 PM
I understand the excitement, I'm not saying I'm not excited.  I think the fact it's a space-shooter MMO is merit in itself.  But, is it enough?? 

Yes. Because we're all suffering from a lack of options. We're floating in a sea of fantasy DIKUs and are surrounded by non-MMO FPS and RTS games to fill any need. But how many space sims are there really, and how many are MMO?

JG:E gets a pass simply by existing. Which makes it worse if it sucks, because that'll mean "space sim MMOs don't work".

Exactly.   I'm afraid man.  Real afraid.
And honestly, I dont think I can pew pew in a ship for hours on end in an MMO atmosphere.  It worked with EnB because there were relaxing things you could do and it wasnt a shooter, but it failed for Auto Assault and it failed for Tabula Rasa.

I mean let's face it.  Are there ANY successful "action" MMOs out there?  Let alone sci-fi ones?
And let's face it again.  w/o starbases, avatars, and cap. ships, JGE suffers horribly.  I mean horribly horribly.  (sigh)

I really dont want to play (sp)Ace: Online again.  I really dont.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on April 02, 2009, 06:31:42 PM
I am slightly worried about the potential for Evelike politics.  Sounds like this game has static points that can be "captured" by one of the three empires.  Thus, actual GUILDS (if I am understanding correctly) cannot hold space.  That makes this more like Fort-based WAR rvr than Eve- ooh, our generic faction's flag is painted on the station!

EDIT:  Plus, twitch-based is death.  Eve works because positioning, etc. is important.  Twitch skills means that 90% of people playing will never win.  The other way (you build up levels, tactics are more important) at least gives the non-twitch crowd a shot because investing of time helps them.  Investing of time in a twitch game, however, won't really help past a certain point. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on April 02, 2009, 06:40:13 PM
this being twitch is the one and only reason to play it over EVE.

Well, that and if you like space PVE



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on April 02, 2009, 06:47:53 PM
w/o starbases, avatars, and cap. ships, JGE suffers horribly.  I mean horribly horribly.  (sigh)

Dunno yet. I played XvT, Freespace, etc. I loved those games. If they do anywhere near that but replace half the NPC ships with players, that'll be enough for a time. The JTL expansion kept me in SWG for another four months on the space mechanics alone.

I don't use Eve as a comparison here any more than I would compare WoW to UO. The setting is the only similarity. You're right on the lack of action-y MMOs that have been successful (though from a pure gameplay standpoint, Planetside does "work"). And the lack of sci-fi successes is still a subject of debate (though my hypothesis is that people see Fantasy as an escape and Sci-fi as a place to go fight in, and the latter has never been as strong in MMO as it has in FPS).

But 3D space combat, even if it's light sim, I'm ready to buy now on that alone. Or would be if I ever thought an MMO would be worth preordering before getting into the beta  :oh_i_see:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DraconianOne on April 03, 2009, 04:49:26 AM
The thing that puts me off is the Freelancer feel. That three monitor setup was awesome and the graphics were awesome but...

mouse control?
3rd person perspective?

gief cockpit view and joystick control plz.

Other than that I am definitely interested. When JtL came out for SWG, I lost all my time flying in that to the point where I hardly set foot on a planet apart from to do shipwrighty type stuff.  Whether there will be the market for this, however, is another matter.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: slog on April 03, 2009, 05:33:12 AM
The thing that puts me off is the Freelancer feel. That three monitor setup was awesome and the graphics were awesome but...

mouse control?
3rd person perspective?

gief cockpit view and joystick control plz.

Other than that I am definitely interested. When JtL came out for SWG, I lost all my time flying in that to the point where I hardly set foot on a planet apart from to do shipwrighty type stuff.  Whether there will be the market for this, however, is another matter.

You know all that is in right? (cockpit view and joystick control)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Moaner on April 03, 2009, 06:27:19 AM
Me and a couple friends have been playing Freelancer Discovery while waiting for JE.  We can't fucking wait.  EveLite + real time twitchy space combat sounds perfect.  All 3 of us are patiently awaiting beta invites.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on April 03, 2009, 07:08:59 AM
Quote from: http://us.jumpgateevolution.com/forums/showthread.php?t=922
Minimum Specifications:
- Windows XP/Vista
- Intel P4 1.4GHz or better (2GHz if using Vista)
- 512MB RAM (1GB if using Vista)
- 64MB Graphics Card
- Direct X® 9.0c
- Broadband connection

Recommended Specifications:
- Windows XP/Vista
- Dual-core Intel Pentium D
- 2GB RAM
- 256MB Graphics card with vertex and pixel shader capability.

Haven't seen requirements like this in a few years, 1.4ghz P4! Any news on guild invites?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DraconianOne on April 03, 2009, 07:19:27 AM
You know all that is in right? (cockpit view and joystick control)

I figured it would be best if I went and read up on it a little more and yes, did see this and that delights me. I am still looking for an excuse to buy whatever the lastest version of the X52 is as I've always fancied it but never had a game that I thought was quite worth spending that much money (replaced my old Wingman Extreme with a Cyborg Evo which is alright but the throttle is in a fucking awkward position).


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on April 03, 2009, 08:35:46 AM
I have to echo Ghambit's reservations. Where is the stickyness factor? Even if its absolutely seamless twitch and it gets flooded by CoD4 kids, it still won't support a subscription based community if there's not something more tangibly obtainable than one more rocket launcher slot on your car, er, ship. Auto Assault indeed.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 03, 2009, 08:44:02 AM
I have to echo Ghambit's reservations. Where is the stickyness factor? Even if its absolutely seamless twitch and it gets flooded by CoD4 kids, it still won't support a subscription based community if there's not something more tangibly obtainable than one more rocket launcher slot on your car, er, ship. Auto Assault indeed.

Your saying this like the only thing to do in the game is twitch combat. Last i read there is territory control, resource meta game, transport game, PvP, crafting corporations, battleground type things.....

They have already said things like capital ships, player factions, and avatars are something they want to do...just not right now as the focus is on the foundation, and that foundation is combat.

Its funny, MY biggest bitch about Eve was lack of twitch combat, lack of fighter craft (Drones do not count) and lack of avatars and giant spreadsheets.

Quote
The most significant improvement that Jumpgate Evolutions brings to the original game is the artificial intelligence (AI) built into the entire game. From the moment your ship leaves space dock you encounter any number of haulers, miners and pirates. These could be actual players; if the population on the server at that moment requires it, they could be NPC ships. The game will auto-balance according to server population to ensure that the economy is always working, albeit imperfectly. A perfect economy model would leave little for a player to do upon logging in.

Feel the need to just, blow something up? You can do that within your first 60 seconds of entering the game. The same factional combat that existed in the original exists in Evolution with the added dimension of NPC enemies. At the beginning they sit there like domesticated cattle waiting for you to slaughter them. Later on? Not so much. Only players own and build space stations with modules (and they're huge!). The addition of the AI is only to perform mundane tasks and it scales its activity with the population. More activity usually means more people.

Link (http://www.gamersinfo.net/articles/1730-preview---jumpgate-evolution)

Quote
The game's being designed to let players partake in whatever kinds of activities they desire, and, more importantly, all those activities reward you in some way, either with abilities, special awards, or experience. You could float around and destroy pirates, mine asteroids, surf auctions, manage trade routes, or engage in the game's player versus player (PvP) combat elements. Right now NetDevil is planning on having fully free-for-all and limited PvP server types available for players to dive into, which seem to be some of the central elements of the game. There'll also be instanced PvP challenges with set goals, such as tasking one team with destroying another's capital ship.

In the open servers players can band together in a squad to cut off supply routes between space stations. Items housed in different stations in JE stay there--they're not put into some kind of universal bank. So, if you're sitting at station E and want an item housed in station A, you have to call for it, at which point a ship will launch from A and try to make it to E. Along the way the vessel is vulnerable to enemy fire, so an organized squad could camp the supply line and ensure none of the packages make it through. At that point the items aren't destroyed, another vessel launches from station A carrying the same cargo, so these supply line interruptions are more of an inconvenience than anything else. A fully integrated voice chat system should help keep players all on the same page when mounting these kinds of efforts. A counter-maneuver could involve you banding together with a few others, flying to station A and actually escorting the transport vessel, which would likely culminate in a large-scale PvP battle when you run into the blockade.

Players jumping into systems will occasionally find themselves suddenly embroiled in an AI free-for-all in addition to PvP conflicts. With the various computer controlled factions players can gain or lose favor, causing them to attack or opening up new avenues of progression.
 

Link (http://pc.ign.com/articles/887/887600p2.html)



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hawkbit on April 05, 2009, 08:30:26 AM
What does it mean that Jumpgate Evolution is part of the Gazillion Empire now? 

I mean, what possible effects does that have on the title?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: eldaec on April 05, 2009, 11:05:59 AM
I never understand the 'only mmogs with elves are successful' meme.

Of the four current mmogs in the entire genre that aren't a fucking joke (maybe five if you include lotro), EVE and PS are both future based.

AO was as much of a moderate success as anything bar EQ in that era, SWG no doubt turned a profit, and Hellgate, Tabula Rasa and E&B weren't any more of an abject failure than anything else released in the last four years.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ratman_tf on April 05, 2009, 12:47:46 PM
I never understand the 'only mmogs with elves are successful' meme.

Of the four current mmogs in the entire genre that aren't a fucking joke (maybe five if you include lotro), EVE and PS are both future based.

AO was as much of a moderate success as anything bar EQ in that era, SWG no doubt turned a profit, and Hellgate, Tabula Rasa and E&B weren't any more of an abject failure than anything else released in the last four years.



And we have plenty of flavors of failure from MMOGs that have elveses in them.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on April 05, 2009, 06:38:31 PM
What does it mean that Jumpgate Evolution is part of the Gazillion Empire now? 

I mean, what possible effects does that have on the title?

NetDevil's deal with Codemasters apparently still stands (http://www.tentonhammer.com/node/65525/page/2) for NA and European despite Gazillion now owning NetDevil. Codemasters will operate the European version while NetDevil is running the NA version.

I never understand the 'only mmogs with elves are successful' meme.

Did you use PlanetSide as an example of a non-fantasy MMO that wasn't a joke?  :grin:

The MMO industry has had more major successes with high fantasy MMOs than any other genre. Although some non-fantasy MMOs have been successful, none of them have been money hats like EQ or WoW. And yeah, WoW is the outlier, but it seems that if you are shooting for major success then building MMOs based on sci-fi properties - even established sci-fi properties - isn't the way to go.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on April 05, 2009, 06:48:50 PM
but it seems that if you are shooting for major success then building MMOs based on sci-fi properties - even established sci-fi properties - isn't the way to go.

I disagree. I'd bet monopoly money that Starcraft Online would smash it's way to #2 under WoW in short order.
Maybe SWTOR will be our big sci-fi hit. Depends on if they Failgate it or not.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on April 05, 2009, 07:09:55 PM
but it seems that if you are shooting for major success then building MMOs based on sci-fi properties - even established sci-fi properties - isn't the way to go.

I disagree. I'd bet monopoly money that Starcraft Online would smash it's way to #2 under WoW in short order.
Maybe SWTOR will be our big sci-fi hit. Depends on if they Failgate it or not.

I agree - it's a meme that exists until it is disproven. If Blizzard launches Universe of Starcraft which then gets 20 million players, things change.

Historically though, its elves, orcs and plate armour that have been the successes.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 05, 2009, 08:34:55 PM
The only true Fiction is Science Fiction.  That being the case, the main problem with MMO dev. in the sci-fi genre is that they never seem to take it to the max.  There's nothing worse than weak sci-fi (like a bad sci-fi channel movie).
The most successful sci-fi MMO will be one that is totally hardcore and blows people's minds, both in gameplay and theme... that's what sci-fi is about, new ideas that force us to reinvent our thinking and challenge our comprehension.

And since MMOs tend to be reduxes (or else corporate suits would be too scared to drop coin on one), it's fail from day one. 

I know myself and others here could rail off a dozen great sci-fi themes that'd be great for an MMO, but no corporate suit is gonna pony-up the money for such a thing... because it's risky.  Remember, EVE was largely a private/personal experiment at its inception.  Even the Matrix movies were broke due to lack of funding until the 1st movie came out and people were like "wow."  We all know these themes would work and knock the world's socks off... but explaining that to the top 2% of the world's economy is another thing entirely.  Sorta like trying to get Rush Limbaugh to believe in Welfare... they're very liberal gaming ideals.

You just cant pre-sell sci-fi... it's has to be earned through shear brute force after-the-fact.  And unfortunately, JGE isnt sci-fi... it so far just looks to be a "space shooter."  It'll be a nice diversion for a month or so, but it wont have a REAL sci-fi title's lasting effect.  That's just the feeling I get from it.

The STO and SWOR game designs are both examples of weak sci-fi as well... too watered down. They're just games... and built from old ideas that TRY to incorporate the masses.   There's nothing inherently science fictional about them really, which will probably be their downfall also. 

Shyt, really I see nothing but crap on the horizon for the sci-fi gaming genre.  And that's really a shame.  I mean, I like the IPs that will be represented.  But the designs are just weak.  Real weak.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DLRiley on April 05, 2009, 09:53:48 PM
We did have TR  :awesome_for_real:. Than it closed. We can all point to EvE but I'm 100% sure that that play style is a evolutionary dead end and will never to be seen again. JGE seems to be another game on the long list of new games touting twitched based combat in an mmo and is going to fail miserably once people start moving around at 10fps.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on April 05, 2009, 11:29:31 PM
Is there any element of non-twitch at all?  AOE EM pulse effects, stuff like that? 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Bzalthek on April 06, 2009, 01:35:52 AM
We did had TR  :awesome_for_real:. Than it closed. We can all point to EvE but I'm 100% sure that play style is a evolutionary dead end never to be seen again. JGE seems to be another game on the long list of new games touting twitched based combat in an mmo and is going to fail miserably once people start moving around at 10fps.

Grammar, motherfucker.  Learn it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 06, 2009, 06:04:22 AM
Is there any element of non-twitch at all?  AOE EM pulse effects, stuff like that? 

All I've ever seen is missiles and pew pew.  I don't think there is anything like AOE stuff.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 06, 2009, 06:55:42 AM
I have a good question:
Can you shut off the goddamned engine trails? (noticed them in the vid)
That's the most unrealistic and annoying feature in this game so far.  It makes my eyes explode.  And if I want to find a ship I should have to find it on radar or look real hard, not just follow the dang trail of light.
Maybe it wouldnt be so bad if they were more realistic, but right now it's literally just like looking at track-marks on underwear... leading you right to the asshole at the controls.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tmp on April 06, 2009, 07:47:31 AM
Can you shut off the goddamned engine trails? (noticed them in the vid)
That's the most unrealistic and annoying feature in this game so far.  It makes my eyes explode.  And if I want to find a ship I should have to find it on radar or look real hard, not just follow the dang trail of light.
Maybe it wouldnt be so bad if they were more realistic, but right now it's literally just like looking at track-marks on underwear... leading you right to the asshole at the controls.
Independence War had ship "trails" generated as explicit cgi on your HUD, precisely so you didn't have to "find it on radar or look real hard".

You can consider it the same deal. Computers are there to plot the target trails and make it easier for the asshole at the controls to visualize enemy's movements. They'd have these also (and maybe especially so) in the hardcore sci-fi. Because "realistic" involves trying to make it easier for the assholes on your side of the war, not harder.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on April 06, 2009, 08:25:40 AM
so, basically wow in space


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on April 06, 2009, 08:31:42 AM
so, basically wow in space

not what I am hoping for out of this game but if it turns out to be "wow in space" i'll play the shit out of it for the next year.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 06, 2009, 08:32:13 AM
so, basically wow in space

Your getting this from what......?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on April 06, 2009, 08:42:10 AM
so, basically wow in space

Your getting this from what......?

Cartoony graphics undermining the feel of realism. In this case, the silly contrails from the ships.

I understand the need to rely to some extent on Newtonian physics to have a playble space sim of any sort. Real space physics are just too counterintuitive to the average non-astronaut. That said, the more I look at this game the more it looks like something out of StarCraft. Which is fine. If that's your sort of thing.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 06, 2009, 08:45:47 AM
I'm not seeing any cartoony graphics, we talking about the same game here? As for the contrails, I'm trying to think of a good space game that didn't use them.

I guess my point being, Saying "Wow in space" does imply a lot more than simply "I think contrails are cartoony" :uhrr: I wish people would stop using it. I also wish people would stop referring to stylized art direction/treatment as "Cartoony" as well. But that's just me, and i won't happen i am sure.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on April 06, 2009, 09:14:47 AM
Its not so much the contrails (although in this game they do seem very exagerated) but the overabundance of gharish colors for everything.

Please understand that this is a very individual preference, and I am in no way 'doomcasting'. Quite the contrary; it appears that my particular pet peve is a minor voice in the wilderness, and that 'vivid' Wow-like colors seem to be perfectly fine for the millions of Wow players.

To me, any game that emphasises 'teh shiney' over a grounded sense of realism detracts from the level of immersion. It can be overdone to the oposite extreme, as in the case of Conan, the King of Brown, but I think there can be a happy medium. The artwork in Eve to me has struck that happy medium between appealing aesthetics without breaking the illusion that the world is real.

Lastly, this has nothing to do with being stylized or not. Smooth artistic production has very little to do with the actual style used, be it a realistic style or the 'cropped' realism of most Asian MMOs.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: kildorn on April 06, 2009, 09:34:11 AM
I read this as "needs more brown".

http://www.vgcats.com/comics/?strip_id=224

edit: Caldari and Minnies are both "gritty/real" in EVE. Gallente and Amarr are both high fantasy kind of starships. The stuff in jumpgate looks a lot like gallente/amarr designs. Lots of curves and lots of color in the case of gallente.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Stormwaltz on April 06, 2009, 09:47:03 AM
Its not so much the contrails (although in this game they do seem very exagerated) but the overabundance of gharish colors for everything.

I agree and disagree. I personally prefer realism (and EVE seems closest to this), but I can see a good case for some overblown visuals. Someone in my guild recently kvetched about how he didn't like space games because they suck at exploration -- by which he meant, discovering new vistas and hidden locations. Space is big, empty, and black. For people like him, you have to dress it up.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 06, 2009, 10:02:22 AM
Engels, while i understand what you are saying, I'm not seeing the over the top use of bright colors you are talking about.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tmp on April 06, 2009, 10:15:06 AM
Space is big, empty, and black. For people like him, you have to dress it up.
http://apod.nasa.gov/apod/ap060829.html
http://apod.nasa.gov/apod/ap990914.html
http://apod.nasa.gov/apod/ap090222.html

no need to dress up.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 06, 2009, 10:16:07 AM
Space is big, empty, and black. For people like him, you have to dress it up.
http://apod.nasa.gov/apod/ap060829.html
http://apod.nasa.gov/apod/ap990914.html
http://apod.nasa.gov/apod/ap090222.html

no need to dress up.

Those are colored. (http://hubblesite.org/gallery/behind_the_pictures/meaning_of_color/index.php)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tmp on April 06, 2009, 10:29:50 AM
Those are colored. (http://hubblesite.org/gallery/behind_the_pictures/meaning_of_color/index.php)
Some of them, yes (http://hubblesite.org/gallery/behind_the_pictures/meaning_of_color/tool.php). It's mostly a counter the "it's empty" notion, though.

edit: also, this (http://hubblesite.org/gallery/behind_the_pictures/meaning_of_color/rgb.php).


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on April 06, 2009, 10:32:17 AM
Its not over the top for the style they are aiming for. Not at all. In fact, I'd say it looks perfect.

Stormwaltz, I think the problem is that there's a conflation between the desire to provide interesting visuals and immediately reaching for the day-glo green. Bright colors are great for, you know, mobiles above a baby's crib.  When your MMO ends up looking more like South Park than Vallejo, you have a "problem" with your artistic maturity and possibly the artistic maturity of your audience. Needless to say, this may indeed be calculated, since appealing to refined sensibilities isn't exactly the stuff of moneyhats.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tmp on April 06, 2009, 10:40:07 AM
When your MMO ends up looking more like South Park than Vallejo, you have a "problem" with your artistic maturity and possibly the artistic maturity of your audience.
Vallejo as the artistic maturity end of the spectrum..? :why_so_serious:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 06, 2009, 10:42:09 AM
When your MMO ends up looking more like South Park than Vallejo, you have a "problem" with your artistic maturity and possibly the artistic maturity of your audience.
Vallejo as the artistic maturity end of the spectrum..? :why_so_serious:

Vallejo, is stylized......


Its not over the top for the style they are aiming for. Not at all. In fact, I'd say it looks perfect.

Uh, you said "So basically Wow in space". This was your baseline, i am saying, i don't see it, not by a long shot. Looks more like Eve than anything else.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tmp on April 06, 2009, 10:47:12 AM
Vallejo, is stylized......
Yes, but "mature" somehow just doesn't come to mind given the focus of his artwork...


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 06, 2009, 10:54:16 AM
Vallejo, is stylized......
Yes, but "mature" somehow just doesn't come to mind given the focus of his artwork...

No no, i just wanted to get that out the before someone comes in and says its "Cartoony".  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: kildorn on April 06, 2009, 11:29:47 AM
Really, going through the graphics, it looks like Gallente art on the more anime ships (that blue cap ship) due to curves and colors, and the rest seem very Caldari level functional and drab.

The only "cartoony" one I saw was something being chased that looked like a pod racer out of star wars. Everything else was sane and mature. Can you link what you consider to be WoW in Space?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 06, 2009, 12:12:49 PM
People have a problem with "wow in space" because most people say that to easily dismiss the game and say it sucks or it's unoriginal or stupid.

The game really doesn't compare with anything out there really.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on April 06, 2009, 12:38:33 PM
Really, going through the graphics, it looks like Gallente art on the more anime ships (that blue cap ship) due to curves and colors, and the rest seem very Caldari level functional and drab.

The only "cartoony" one I saw was something being chased that looked like a pod racer out of star wars. Everything else was sane and mature. Can you link what you consider to be WoW in Space?

Cartoony is too strong a word, and for that I apologise. Its more that the world feels drawn rather than photorealistic. If you look at the first 3 screenshots from the official site I think you'll see what I mean. The ships have too many rounded edges to their metal plates, the shine is just a wee bit off, there's something a bit too stylized polished about it all.

Oh, and me calling it Wow in space should not be taken as a dismissal. It may not be my cup of tea, but if it is, in fact, Wow in space, I'm sure they will bemoan how much they have let me down all the way to the bank.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on April 06, 2009, 12:50:16 PM
I've never seen anything I would call a photo-realistic game that operates in a 3d environment, please be pointing me in that direction.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ingmar on April 06, 2009, 01:00:10 PM
Man until you guys started talking about the artist I totally thought Engels meant Vallejo, CA.  :uhrr:

I mean, I guess that would be pretty realistic...


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on April 06, 2009, 02:24:03 PM
I've never seen anything I would call a photo-realistic game that operates in a 3d environment, please be pointing me in that direction.

If I point you at Eve, or FEAR, CoD4, or other attempts to stay as close to realism as possible, we'll end up splitting hairs and start arguing if its just too much anti-aliasing that's making my panties bunch. Its highly subjective stuff after a point.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on April 06, 2009, 02:32:47 PM
I've never seen anything I would call a photo-realistic game that operates in a 3d environment, please be pointing me in that direction.

If I point you at Eve, or FEAR, CoD4, or other attempts to stay as close to realism as possible, we'll end up splitting hairs and start arguing if its just too much anti-aliasing that's making my panties bunch. Its highly subjective stuff after a point.

Nah, I wasn't trying to be snarky, it was genuine interest.  I don't have a console and since the kid was born I play/buy about 4 games a year.  I have not tried any of the 3 you mentioned so maybe one will be 1 of my 4 while I wait for jumpgate and SC2.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on April 06, 2009, 03:01:29 PM
Its more that the world feels drawn rather than photorealistic. If you look at the first 3 screenshots from the official site I think you'll see what I mean. The ships have too many rounded edges to their metal plates, the shine is just a wee bit off, there's something a bit too stylized polished about it all.

I'm with Engels on this. My baseline is Eve, which JG:E is not. But I will trade that off for performance and large scale battles any day. I enjoyed Planetside much more than BF:2142.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 06, 2009, 05:29:34 PM
Can you shut off the goddamned engine trails? (noticed them in the vid)
That's the most unrealistic and annoying feature in this game so far.  It makes my eyes explode.  And if I want to find a ship I should have to find it on radar or look real hard, not just follow the dang trail of light.
Maybe it wouldnt be so bad if they were more realistic, but right now it's literally just like looking at track-marks on underwear... leading you right to the asshole at the controls.
Independence War had ship "trails" generated as explicit cgi on your HUD, precisely so you didn't have to "find it on radar or look real hard".

You can consider it the same deal. Computers are there to plot the target trails and make it easier for the asshole at the controls to visualize enemy's movements. They'd have these also (and maybe especially so) in the hardcore sci-fi. Because "realistic" involves trying to make it easier for the assholes on your side of the war, not harder.

If it's a HUD feature that'd be awesome!  I can turn it on/off and it adds to the overall simulationist immersion factor. [complete with a panel button]  (If I look off the HUD, they'll disapper.  Back to the HUD, reappear.)   BUT, it just looks to me like it's just hardwritten into the engine.  You see it regardless of your viewpoint, which would have nothing to do with the HUD.  The best they could do is a switch in the graphical UI that turns it off - which further takes you away from the immersion.

It's not just the trails though, it's just I would've liked to see a real engine exhaust plume instead of some "cartoony" (yes, I said it) technicolor lines.  The exhaust plume exists outside the realm of the HUD, therefore would be nice to see it... along with the "HUD-generated" trails.

Another point, where are the damned thrusters?  I see no actuation or thrusting of any kind.  The ship just moves.  If there's engine exhaust, then there's gotta be thruster exhaust.  Everything on the ships just seem STATIC aside from the engine trails.  It really just deadens everything.  The ships should be livelier, similar to a BSG Viper.  Thrusters should be moving and firing.  Strobes and vents popping, etc.  They want me to love my ship and spend years upgrading and customizing it... yet, all I see is some fancy layering - there's no LIFE to the damned thing.  It's the equivalent of just throwing on a different colored tunic.

(sigh)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tmp on April 07, 2009, 02:22:03 AM
If it's a HUD feature that'd be awesome!  I can turn it on/off and it adds to the overall simulationist immersion factor. [complete with a panel button]  (If I look off the HUD, they'll disapper.  Back to the HUD, reappear.)   BUT, it just looks to me like it's just hardwritten into the engine.  You see it regardless of your viewpoint, which would have nothing to do with the HUD.
Yeah, i don't think they're actually put in game as HUD option, but rather was saying that's a way you could perhaps rationalize their presence to yourself. Being able to see them anywhere doesn't bother me either and doesn't really break the 'added cgi' explanation imo -- these aren't aircrafts with 20th century technology on board and it's more than likely they utilize some kind of helmet mounted displays instead, or virtual retinal display if not something even more advanced.
Quote
Another point, where are the damned thrusters?
Yeah didn't see them either and they'd be cool. Not even so complicated code-wise to add, either. Oh well.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 07, 2009, 08:15:35 AM
All these "little things" make a big difference when you're asking people to devote lots of their time to your game.   If the ships dont have teh shinay, then wtf motivation will people have to play?  It sure as hell wont be that static, non graphically represented lvl 3 blaster that does +1 dmg to emp shielded cruisers.

Once again, we're in spreadsheet-land... but twitch

I understand they didnt want to animate the ships for performance reasons, but dang... they're sacrificing a lot imo.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 07, 2009, 11:25:14 AM
I think you're speculating too much.  Have we seen anything other than newbie ships?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 07, 2009, 11:41:45 AM
I think you're speculating too much.  Have we seen anything other than newbie ships?

Nope.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 07, 2009, 02:31:33 PM
I think you're speculating too much.  Have we seen anything other than newbie ships?

Is there anything more important than newbie ships?

Nope.

And isnt this thing 'sposed to release in like a few months?



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hindenburg on April 07, 2009, 03:51:46 PM
Is there anything more important than newbie ships?

The answer to that question depends entirely on how long it takes one to fly advanced shit. If the newbie ship is supposed to last only a couple of hours, then people won't have time to find a lot of things to complain about them, much like the leveling gear in wow, which had horrific design.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 07, 2009, 05:39:10 PM
I think you're speculating too much.  Have we seen anything other than newbie ships?

Is there anything more important than newbie ships?

Nope.

And isnt this thing 'sposed to release in like a few months?



At this point I think you should probably just stop looking at Jumpgate thread because it seems you're going to hate everything you see right now or at least find something to hate.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 07, 2009, 06:03:34 PM
I think you're speculating too much.  Have we seen anything other than newbie ships?

Is there anything more important than newbie ships?

Nope.

And isnt this thing 'sposed to release in like a few months?



At this point I think you should probably just stop looking at Jumpgate thread because it seems you're going to hate everything you see right now or at least find something to hate.

No, the problem is I love it too much to see it fail... like many others lurking this thread.   It's impossible for me to hate it, but quite possible for all of us to be disappointed (from what I've seen so far of this title).
I guess a lot of it has to do with the fact that much of this game is still a big "?".   


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on April 07, 2009, 07:31:06 PM
It is true that for a game releasing in June, we know surprisingly little concrete information about it.  Apparently people still aren't even sure if ships are permanently destroyed or not. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 08, 2009, 05:28:50 AM
It is true that for a game releasing in June, we know surprisingly little concrete information about it.  Apparently people still aren't even sure if ships are permanently destroyed or not. 

Ships arn't permanently destroyed.  I believe they are working out what players drop when they die.  It's not going to be full or partial loot of a players cargo/setup but maybe materials or what an equivalent to what an NPC drops. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 08, 2009, 07:02:05 AM
They are also toying with a "Hardcore" mode.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 08, 2009, 03:58:51 PM
See this (http://forums.f13.net/index.php?topic=13842.new;topicseen) thread for where I expected JGE to be in development and capability at this point in the game.
It's a joke by comparison and JGE is 'sposed to be big-money ballin AAA shyt.   :why_so_serious:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 08, 2009, 05:00:13 PM
Actually JGE isn't supposed to be ballin AAA stuff. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 08, 2009, 05:50:32 PM
Actually JGE isn't supposed to be ballin AAA stuff. 

AA?  A?
It's a bigger title than Black Prophecy though eh?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on April 08, 2009, 06:46:21 PM
Actually JGE isn't supposed to be ballin AAA stuff. 

Er, it is.  When have they ever said "we are reaching for 10k subs"? 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 08, 2009, 06:49:44 PM
I think I'm just getting trolled by Ghambit now.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on April 20, 2009, 01:26:08 PM
Dev Chat April 21st
Quote from: http://eu.jumpgateevolution.com/news_article.php?id=9434
During the chat we’ll select 5 random attendees to receive beta keys for our Closed Beta testing of Jumpgate Evolution, which will be starting in the upcoming weeks. Be sure to attend for your chance to win a slot.

So ~month of beta before release?




Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 20, 2009, 01:33:46 PM
Yessssssssssssssssssssssssssssssssssssssssssssssssss.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on April 20, 2009, 03:18:51 PM
Most if not all release ships are laid (http://gamezig.com/mmo/jumpgate-evolution-star-ship-lineup-revealed) out it seems.

Surprise! support class
Quote from: http://gamezig.com/downloads/jge_ship_categories_document.pdf
Support Gunboats
Take a heavy Gunboat platform and load it with ECM suites and combat support capabilities, and you have a Support Gunboat. These vessels are as ungainly as a Combat Gunboat, but possess heavy armor and shields that allow them to survive a pounding. While not a direct combatant, the Support Gunboat class can be outfitted with powerful radars and electronic warfare systems that allow them to identify enemy assets and scramble enemy attack capabilities over a wide area. Often used as a command ship, a Support Gunboat is an asset that dramatically increases the survivability of any combat wing fortunate enough to possess one.
Specialty: Electronic warfare and combat support
Progression:
• Recon Gunboat
• Escort Gunboat


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Trebes on April 20, 2009, 08:46:38 PM
I'm pretty excited about this game, but the decision to go with NPC-supplied immortal ships over player-crafted destroyable ships kind of rubs me the wrong way. I think I understand why they are doing it, but it feels like a cop out.

Still, if I can make screaming torpedo runs against flak-spewing battleships I won't care.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Pennilenko on April 20, 2009, 08:52:09 PM
Still, if I can make screaming torpedo runs against flak-spewing battleships I won't care.

This would be all i need in a game. Also It would be good if i was actually allowed to scream while making such a run. You know for dramatic enhancement.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: FatuousTwat on April 20, 2009, 10:58:42 PM
I'm pretty well known for my 'PRIMAL SCREAM'. It makes me win, I swear.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: waylander on April 22, 2009, 06:00:47 AM
It is true that for a game releasing in June, we know surprisingly little concrete information about it.  Apparently people still aren't even sure if ships are permanently destroyed or not. 

This is how I feel too. We have about 30 guys that want to play this and are trying to convince me to sponsor a formal guild chapter.  Jumpgate has been releasing more info, but this close to release there should have been a lot more out there.  Then there's the fact that its nearly May, it launches in June, and there's been no beta of significant size.  The official forum community was also very small the last time I checked, so I also worry about population issues.

It might be good. So far all the signs I see make me think that this is either an unfinished product we'll be paying to beta for many more months, or its been severely under marketed where we'll have too few people to fight.

I'll probably recommend it as "wait 90 days before buying" to my guild unless something remarkable happens to change my mind.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 22, 2009, 06:02:25 AM
They still havn't confirmed a June release yet.  I'm still waiting for a transcript from the dev chat last night with any other tidbits.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 22, 2009, 06:57:11 AM
This isn't the transcript.

Videogamer.com interview with Hermann Peterscheck (http://www.videogamer.com/pc/jumpgate/preview-1638.html)

Quote
With the release of Codemasters Online and NetDevil's Jumpgate Evolution getting ever closer and brand new info being released on the game's ships, we thought we'd fire a few questions at Hermann Peterscheck, Lead Producer, in the hope he had his shield down for us to get a few through his defences. Read on for details on why no ship will be the obvious choice and why Jumpgate isn't an MMO only for the hardcore.

VideoGamer.com: You've just unveiled a wide range of ship categories for Jumpgate Evolution. How much variation will there be in the way they handle?


Hermann Peterscheck: That’s the primary difference, actually. If you think about traditional RPG games, classes are different because of the way they feel to play. In vehicle games this translates to the way that the vehicle feels and I think this is even more the case with space crafts. It’s important that a small fighter feels agile and manoeuvrable and that a heavy fighter feels heavy and powerful. Commercial vessels should feel like intergalactic trucks. We discovered that subtle differences go unnoticed and therefore the strong and extreme variation is much better than tons of small little differences.

VideoGamer.com: What is the biggest ship you'll be able to pilot, and how does it compare to the more common vessels?

HP: Right now the biggest ship is a double hauler and it’s around 8-10 times larger than a basic shuttle craft. To put that into perspective, that kind of ship would be about 200-300 m long. In PVP there are capital ships that you attack and defend that are 3-4 km long. We’ve also got interior maps we are working on that are even larger than that. Lots of people want player flown capital ships so you never know what we’ll do next.


VideoGamer.com:
The press release mentions the trainer ships for newcomers. How will you govern a player's progression through different classes and categories? Will there be licenses or training to complete, or is access purely governed by how much cash they've earned, like Elite?

HP: Both. We start people with a ship that is easy to fly and allows for versatile activities. Combat, mining, hauling and so on can all be done with these basic utility ships. Of course, they don’t do it as well as the higher level ships, so there’s lots of reasons and opportunities to upgrade. Thus we start you in a nice, easy and fun ship to fly and then introduce the more specialized ships later. There are various things required to get ships. Some of them require faction rating, others require licenses and most of them will cost some amount of money. The idea is that we provide multiple paths for rewards – and we consider new ships to be one of the most satisfying rewards.

VideoGamer.com: You've mentioned that players will be able to customise their ships... Could you tell us a bit more about this? What's the coolest thing you'll be able to modify on your ship?

HP: So in terms of equipment we have guns, missiles, utility slots, MODs, power plants, engines, and radars. Each of those has sizes ranging from 1 to 4 or 5. MODs are specific to type. For example, you might have a combat-based mod or, perhaps, a commercial mod which may give a bit more inventory space, for example. Obviously there is a lot of variation in terms of gun and missile types. Missiles and MODs can also be countermeasures – for example we have chaff that takes a missile slot. It’s really as complex as we want to make it and as varied as the player wants.

VideoGamer.com: Will players benefit from sticking quite rigidly to one career path (combat, cargo-running or whatever) or will it be necessary to jump around between roles?

HP: Both are valid paths. I expect that players will focus in one major role but dabble in the other roles as well. There is nothing in the game that stops someone from flying a combat ship in the morning and doing mining at night, however. You don’t choose to be a “miner” and are then locked into that type of gameplay. We wanted to make a game where players were free to grow their pilots however they choose and for as long as they wish.

VideoGamer.com: On a similar note, has it been hard to balance out the different ship categories? Presumably you don't want everyone to opt for the same craft...

HP: Exactly so. Making ships is a difficult task. You have to make sure there is something about it that is highly desirable without making a super-weapon. This comes from lots of testing, especially in PVP for ships that do combat. What we tend to do is design a weakness and then offset it with a strength. For example, when we made heavy fighters we gave them 4 missile slots which made them brutal in PVP. To counter this we added minimum range to those more powerful missiles so now if a light fighter closes quickly on an undefended heavy fighter, it’s going to be bad times. This ends up creating an incentive for light fighters to defend the heavies which try to stay a bit out of range. If you just leave the heavy fighter without balancing the missile behaviour everyone will fly a heavy fighter. Thus you must answer two questions: 1) Why would anyone fly this ship? 2) Why doesn’t everyone fly this ship? You know you have it right when people argue about which one is better without reaching a conclusion.


VideoGamer.com: A lot of MMORPGs are quite focused around the prestige of attaining a certain level, or of claiming a particularly rare piece of loot. What is the equivalent in Jumpgate Evolution? Are there any ships that will only be available to the best players?

HP: I think there is no way to escape the fact that MMOs need some kind of long term and short term achievement. Yes, there are rare, hard to get ships and items in the game. The goal is that there is always something cooler for people to get. That being said, we have lots of other stuff too, such as tons of medals, in-game stats tracking, and don’t forget PVP leaderboard and ratings. I think it’s really important that each activity leads to some kind of sense of achievement. Usually it involves some new thing that I get. In one case it’s that cool looking ship, or that powerful gun. In another it might be a sweet looking medal, or maybe a title that no one else has. I think the question that is in our minds is “why would anyone do this?”

VideoGamer.com: Aside from the obvious graphical overhaul, what are the big differences between this and Jumpgate: TRI? Will veterans of the first game find it easy to drop back in, or will there be a lot of new stuff to master?

HP: Hopefully both. We’ve made a conscious decision to make the game easy to jump into and I think we have succeeded in this regard. What we have to make sure we do correctly is to provide a mixture of challenge and entertainment to all these new and returning pilots. That is no small task. There is a constant tug-of-war between something being too easy and too hard, too rewarding and too punishing. The spectrum of potential players is large and it’s impossible to appease everyone. I think, therefore, you do your best to make sure that the product provides high quality entertainment but also stay true to its core value. That sounds like a mouthful of marketing nonsense, but it’s really quite true. People will forgive something they disagree with if it’s in-line with the rest of the game and fits well. That being said, fun is king. When people stop having fun, well, that’s when we get nervous. We’re really interested in making sure that each part of the game is fun for as many people as possible.

VideoGamer.com: What kind of big “in-world” events can we expect to see in Jumpgate? Are there going to be pre-organised wars and the like, or do you anticipate that this kind of thing will happen organically?

HP: Both, again. I’ve been doing the MMO thing for quite some time and if there is one thing I’ve learned is that players will never, ever, do what you expect them to do. People are creative and intelligent. They see these games as new worlds to explore and figure out and no amount of guiding or planning will ever tell you what thousands of individuals will come up with. Thus, we are very interested in looking at what people do and say and responding to it. So, specifically, let’s take the beacon system. This was very popular in Jumpgate Classic so we’re putting it on steroids. Now, instead of just flipping a beacon and that’s it, there’s a Battlestation system built on top of it. Thus, beacons become focus points for large scale combat. Battlestions are cool, large scale combat is cool, so we just put them together. So that is a constructed event that comes from an organic experience. I can assure you that players will find interesting ways of interacting and we will be actively encouraging that with reasons for doing those things. I think too many developers see their games as a way of creating some kind of adversarial relationship with players. If a player finds some kind of cool unexpected thing, they kill it off. I never really understood that. If people figure out that flying through caves is cool, then why not build something like a fly-through-the-cave race that happens every two hours or something? If people figure out that by getting 70 heavy fighters together to take out a conflux hive, then add a new map that combines 6 hives together and see if they gather 140 heavies together. In my mind, we should always be chasing the cool.


VideoGamer.com: Finally, a personal question: what's your preference - Star Wars or Star Trek?

HP: Impossible to answer. I love the “magic-tech” of Star Wars and I love the sci-fi optimism/philosophy of Star Trek. That being said, there’s a new Trek movie coming and I’m irrationally excited for it. To get on a soap box of mine, notice that both of those IPs are hugely main stream, so I don’t want to hear about how science fiction games are hard-core or niche products. It’s not the case at all. I believe that Jumpgate could be a mass appeal game and that is exactly what we are trying to do. This doesn’t mean the game is “easy”, it just means that the reward is appropriate to the level of investment. If you play a ton, you should get much more out of the game than if you play a little bit, but if you just play a little bit, that should be fun and rewarding as well... don’t you think? There are people who read every Star Trek novel, go to all the conventions, collect all the autographs. I’m not one of them. Does that mean that I shouldn’t be able to enjoy the movie or the TV shows every week? Of course not! Why do we think that games are any different? There’s enough Trek that someone can spend their whole life in that world, but it’s also accessible enough that someone can just spend an hour every few weeks and still love it. That’s how we should be making games in my opinion.

VideoGamer.com: Thanks for your time Hermann.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 22, 2009, 07:31:49 AM
I'm really really trying not to be a fanboy for this game.  I don't think it's working.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on April 22, 2009, 07:45:46 AM
To get on a soap box of mine, notice that both of those IPs are hugely main stream, so I don’t want to hear about how science fiction games are hard-core or niche products. It’s not the case at all. I believe that Jumpgate could be a mass appeal game and that is exactly what we are trying to do.

I don't think "mainstream" means what he thinks it means.
Do we have another self-proclaimed WoW killer?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 22, 2009, 07:56:36 AM
Who's proclaiming it to be a wow killer?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 22, 2009, 07:58:50 AM
To get on a soap box of mine, notice that both of those IPs are hugely main stream, so I don’t want to hear about how science fiction games are hard-core or niche products. It’s not the case at all. I believe that Jumpgate could be a mass appeal game and that is exactly what we are trying to do.

I don't think "mainstream" means what he thinks it means.
Do we have another self-proclaimed WoW killer?

That's like, not what he was saying, at all.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 22, 2009, 09:14:04 AM
Arggghh!  I dont get it.  I dont see it.     :uhrr:
I wanna be excited, I should be excited, but I'm not.  My eyes do not allow me to, and the mere fact it's a space-shooter MMO isnt quite enough.   (sigh)  It's like there's something wrong with me, or terribly right. 

I've got a door-sized poster of the United Federation of Planets in my office, I max leveled in EnB, have a beta EVE character, and more, and I cant get excited about JGE.  Just cant.

I'm blaming f13!  It's this damned website.  I've now grown too cynical for my own fanbois genre.  I am sad.

And why come no one make "Ice Pirates Online?!!"  I wanna make a black robot and play in an AR sex-chamber with a space princess!  And steal ice n' stuff.  (not necessarily in that order)

[grumble]


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on April 22, 2009, 09:18:04 AM
Is it possible to make a game campy enough to match Ice Pirates?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ghambit on April 22, 2009, 09:53:10 AM
Is it possible to make a game campy enough to match Ice Pirates?

As if there isnt enough camp already in MMORPGs.  (pun intended)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on April 22, 2009, 09:54:25 AM
To get on a soap box of mine, notice that both of those IPs are hugely main stream, so I don’t want to hear about how science fiction games are hard-core or niche products. It’s not the case at all. I believe that Jumpgate could be a mass appeal game and that is exactly what we are trying to do.

I don't think "mainstream" means what he thinks it means.
Do we have another self-proclaimed WoW killer?

That's like, not what he was saying, at all.

Then what the fuck was he saying?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Kazmir on April 22, 2009, 10:02:51 AM
After seeing these gameplay videos from the beta, I'm a lot less excited about JGE. Combat looks so boring I could barely finish watching the videos. And the sound effects, what are they thinking? While the videos are supposedly from the "newbie area" which isn't supposed to be hard, watching a loading bar is about as exciting as this.

Boss fight (http://www.youtube.com/watch?v=0-d17RyGwmY)
Kill Mission (http://www.youtube.com/watch?v=vdBKsfMHvxA)
Delivery Mission (http://www.youtube.com/watch?v=HW9LMKQPqQ4)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Modern Angel on April 22, 2009, 10:08:54 AM
Hahaha... that looks *terrible*! I mean... holy fuck, what? And no lie about the sound. It sounds like an old Atari game.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ghambit on April 22, 2009, 10:13:45 AM
After seeing these gameplay videos from the beta, I'm a lot less excited about JGE. Combat looks so boring I could barely finish watching the videos. And the sound effects, what are they thinking? While the videos are supposedly from the "newbie area" which isn't supposed to be hard, watching a loading bar is about as exciting as this.

Boss fight (http://www.youtube.com/watch?v=0-d17RyGwmY)
Kill Mission (http://www.youtube.com/watch?v=vdBKsfMHvxA)
Delivery Mission (http://www.youtube.com/watch?v=HW9LMKQPqQ4)

FINALLY, some real gameplay vids (I'm sure they'll be taken down in a second)
Of note to me, no shot leading (which sux).  I could understand with a laser it's not necessary, but he's not shooting a laser.
Also, lack of anything remotely difficult in ship control.  Newtonian??  where?  From what I could see, you'd be seriously gimping yourself using a joystick as well.  Point 'n click is where it's at baby!  gyeaahhh <----sarcasm

As for the sound, that's gotta be beta placemark noises.  No way that's release material.  Right?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Modern Angel on April 22, 2009, 10:24:19 AM
Oh sure. Just placemark noises. That's it.

It's the company that fucked up the MMO with guns on cars. The easiest to market, make and sell thing you could possibly imagine and they fucked it up.

You want to know why you can't lead? For the exact same reason you could miss a direct hit in Auto Assault: I bet they're using die roll mechanics and not telling anyone. Watch, calling it now.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on April 22, 2009, 10:25:29 AM
Oh they answered my question last night.. 2-3k active connections to a shard on release. I wanted more info on the ECW for gunboats :/


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on April 22, 2009, 11:19:39 AM
I do like leading in my flight sims, but gods forbid a technologically superior fighter craft can't compensate for flight vectors to make where you point your cursor being where the shot lands.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ghambit on April 22, 2009, 11:46:46 AM
I do like leading in my flight sims, but gods forbid a technologically superior fighter craft can't compensate for flight vectors to make where you point your cursor being where the shot lands.

You still have to maintain a point of reference for the craft itself.  On F-16s they'll have a pipper for the gun (where the bullets would land) and a pipper for where the nose of the plane is pointed.
From that vid. all I see is the nost of the craft pointed every which way and just shooting what's on the nose.  Speaking of which, there's nothing even remotely natural about the movement of those craft... not even slightly.
It's one thing to offer newtonian-type control over your craft, but it's another to have a newtonian flight model.  I guess the flight model is just pure arcade twitch and the "newtonian" controls are just to add a few more axes.

It's almost like playing Galaga in 3-d.  That's what this reminds me of.

(that being said, I'm still gonna play it)   :grin:
I like Galaga


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: PalmTrees on April 22, 2009, 11:47:24 AM
Wow, that boss fight video was painful to watch. Hover in place, shoot at part of the cruiser, repeat. Did it even fight back? I couldn't tell.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 22, 2009, 11:57:08 AM
To get on a soap box of mine, notice that both of those IPs are hugely main stream, so I don’t want to hear about how science fiction games are hard-core or niche products. It’s not the case at all. I believe that Jumpgate could be a mass appeal game and that is exactly what we are trying to do.

I don't think "mainstream" means what he thinks it means.
Do we have another self-proclaimed WoW killer?

That's like, not what he was saying, at all.

Then what the fuck was he saying?

That he thinks the genre of si-fi can compete with fantasy, in this space. You took it to the extreme "Wow killer" is not what he said at all. If you look at how well traditional Si-fi mmos fair you would see the huge gap before the line of "mass appeal" is reached, there is also another huge gap before the line of "Wow". Traditionally, si-fi is niche in this platform, extremely so. I also believe he was referring to the ability to appeal to a larger audience than simply the si-fi nerds, though the use of the focus of accessibility they have been keyed on from day one of this project.

Wow, that boss fight video was painful to watch. Hover in place, shoot at part of the cruiser, repeat. Did it even fight back? I couldn't tell.

It was a dev, in an empty instance, with no other players...come on now. That battle area he was showing you supports 50 x 50 x 50 and cap ships, AND NPC factional fighter ships.

NVM, i didn't see the vid you were talking about.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on April 22, 2009, 12:40:48 PM
From that vid. all I see is the nost of the craft pointed every which way and just shooting what's on the nose.  Speaking of which, there's nothing even remotely natural about the movement of those craft... not even slightly.
Newtonian is an option.  Did they even use it?  (I only watched one, and they didn't in it.)  Most people aren't going to fly using the Newtonian model.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Zzulo on April 22, 2009, 12:58:02 PM
Fun part is that the combat in EVE is even less fun to watch than this


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ghambit on April 22, 2009, 02:09:41 PM
From that vid. all I see is the nost of the craft pointed every which way and just shooting what's on the nose.  Speaking of which, there's nothing even remotely natural about the movement of those craft... not even slightly.
Newtonian is an option.  Did they even use it?  (I only watched one, and they didn't in it.)  Most people aren't going to fly using the Newtonian model.

I was hoping the newtonian option was simply unassisted flight controls.  Regardless, the ship's flight model shouldnt violate common sense, newtonian or not. 
Since it does to this degree, I dont blame people for not wanting to use newtonian or even a jstick... there's no need, and they'd be gimped.
Same thing happened with AutoAssault.

I'd almost be inclined to say that being a newb in JGE seems easier than being a newb in WoW (or even EnB) by far.  And that to me doesnt bode well.  WoW, for all its "easiness" was still something many people had to strive to grasp and go even further to master... JGE doesnt seem that way to me at all, it's just different degrees of the same pew pew pew.  It needs to be more difficult (or at least more difficult LOOKING).  It's like they took Freespace and Independence War, lowered their pants, and took a giant dump on those ideals.

Matter of fact, didnt they say they were using the same flight model from the original Jumpgate?  I hope that's a joke.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on April 22, 2009, 02:22:22 PM
To get on a soap box of mine, notice that both of those IPs are hugely main stream, so I don’t want to hear about how science fiction games are hard-core or niche products. It’s not the case at all. I believe that Jumpgate could be a mass appeal game and that is exactly what we are trying to do.

I don't think "mainstream" means what he thinks it means.
Do we have another self-proclaimed WoW killer?

That's like, not what he was saying, at all.

Then what the fuck was he saying?

That he thinks the genre of si-fi can compete with fantasy, in this space.

This I can agree with.

Quote
You took it to the extreme "Wow killer" is not what he said at all.

No, I just asked a question. Half-jokingly because I wasn't sure if he was talking MMOG mass appeal, or Spice Girls mass appeal.

Quote
If you look at how well traditional Si-fi mmos fair you would see the huge gap before the line of "mass appeal" is reached, there is also another huge gap before the line of "Wow". Traditionally, si-fi is niche in this platform, extremely so. I also believe he was referring to the ability to appeal to a larger audience than simply the si-fi nerds, though the use of the focus of accessibility they have been keyed on from day one of this project.

And again I'm wondering how a space pew pew game is supposed to appeal to an audience beyond sci-fi gamers...  :uhrr:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 22, 2009, 02:30:40 PM
I wouldnt even deem to call "space pew pew" science fiction.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Malakili on April 22, 2009, 03:02:43 PM
I wouldnt even deem to call "space pew pew" science fiction.

I would wager to say that most people would see spaceships + lasers and think "sci fi" right away for setting.  Whether or not that is REALLY an accurate term, is besides the point.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on April 22, 2009, 04:06:41 PM
I was hoping the newtonian option was simply unassisted flight controls.  Regardless, the ship's flight model shouldnt violate common sense, newtonian or not. 
Since it does to this degree, I dont blame people for not wanting to use newtonian or even a jstick... there's no need, and they'd be gimped.
Same thing happened with AutoAssault.

I'd almost be inclined to say that being a newb in JGE seems easier than being a newb in WoW (or even EnB) by far.  And that to me doesnt bode well.  WoW, for all its "easiness" was still something many people had to strive to grasp and go even further to master... JGE doesnt seem that way to me at all, it's just different degrees of the same pew pew pew.  It needs to be more difficult (or at least more difficult LOOKING).  It's like they took Freespace and Independence War, lowered their pants, and took a giant dump on those ideals.

Matter of fact, didnt they say they were using the same flight model from the original Jumpgate?  I hope that's a joke.

I really think Ghambit is looking at this from a perspective of someone who's drowning in science fiction lore from many different sources, has played every good sci-fi video game no matter what difficulty it is, mastered it and now looks at the demos from JGE and say, "It look's too simple!"

I don't know what you're getting at.  The game is arcade type space game. 

Whats the point of being a newb and it's easier in JGE than WOW?  How do you even know that?  Have you even played the game?  Why is that a bad thing anyway?

How can it become more difficult to you?  Why should it be more difficult?  According to the interview there are a myriad of weapons, scanners, radars etc etc available for your ship.  Is that what you mean?

Or do you mean you want it difficult as shit when flying it so noobs keep crashing into the space station to dock and then everyone quits because it's irritating as hell?

Also how is the flight violate common sense?

--

You're speculating on so much.  I actually played the game.  Feels good and plays well.   And the sound didn't sound as horrendous as it did in those videos. 

I really don't know what you want from the game.  And space ships + lasers = sci fi.


Also Rat:
When he's talking about mainstream I'm pretty sure he talking about the MMOG genre.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 22, 2009, 04:53:32 PM
Okay Draegan, you seem pretty hell-bent on this one so I will live by your judgement for now,  :pedobear: although "feels good and plays well" isnt quite enough to make a good MMO.  If you think it's a worthy title (and you've put some time into the game) I'll give you the benefit of the doubt.
Maybe I wouldnt be so afraid if I just saw more... I dunno


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 22, 2009, 06:48:51 PM
I just want you to answer my questions because I'm not sure what you're getting at.  I might even agree with you.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on April 22, 2009, 09:00:38 PM
I'm not sure he can.  He really seems to want to find a reason to hate it to convince himself he doesn't want to like it because he's afraid he might enjoy it.  I haven't been able to make any sense of it.

Don't fret so much about it, dude.  Let it come out, give it a try, and decide if it's for you at that point.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tmp on April 22, 2009, 09:43:13 PM
although "feels good and plays well" isnt quite enough to make a good MMO.
I wish the industry managed to get at least this part down, first. Aside from oddball here and there still kinda waiting for it (which makes it difficult to verify that claim MMO needs more than that)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on April 23, 2009, 03:13:55 PM
Devchat transcript (http://us.jumpgateevolution.com/forums/showthread.php?t=1213)

But here's the questions/answers spoilered so its not a complete wall of text unless you clicky.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Morfiend on April 23, 2009, 03:56:23 PM
although "feels good and plays well" isnt quite enough to make a good MMO.

I really think you need to tell that to Blizzard. Thats pretty much the basis of their 11.5 mil subs.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: veredus on April 23, 2009, 04:05:58 PM
"With regard to the balance: the advantage of having three nations is that if one group gets too powerful, the other two tend to gang up on them. Of course it is possible that we'll see something like, the Octavians dominate PvP because there's a hundred Octavians, ten Quantar, and ten Solrain. I doubt that'll happen, but it is possible. Then we'll have to do stuff like put mechanics in place to cap the number of people or make sure it's balanced. We have right now AI in one of the PvP maps to work with and against the players, although I don't find that to be an ideal solution. I'm hoping it works out that the sides balance against each other because of the three sided combat. Hopefully there won't be a massive skewing, where eighty percent of a server is Solrain, or something like that. Of course, that can happen, and then we'll have to figure out good game mechanics to take care of that. I expect if one side is dominant, then the other two will work to beat them simply because they want to see the big guy fall."

They really, really, REALLY need a plan B for this.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 23, 2009, 04:12:00 PM
"With regard to the balance: the advantage of having three nations is that if one group gets too powerful, the other two tend to gang up on them. Of course it is possible that we'll see something like, the Octavians dominate PvP because there's a hundred Octavians, ten Quantar, and ten Solrain. I doubt that'll happen, but it is possible. Then we'll have to do stuff like put mechanics in place to cap the number of people or make sure it's balanced. We have right now AI in one of the PvP maps to work with and against the players, although I don't find that to be an ideal solution. I'm hoping it works out that the sides balance against each other because of the three sided combat. Hopefully there won't be a massive skewing, where eighty percent of a server is Solrain, or something like that. Of course, that can happen, and then we'll have to figure out good game mechanics to take care of that. I expect if one side is dominant, then the other two will work to beat them simply because they want to see the big guy fall."

They really, really, REALLY need a plan B for this.


Plan B is that they shouldnt have had factions to begin with.  Or at least, factions shouldnt be tied to any form of loyalty.
Factional warfare is what you implement when you're too lazy to give the players a real reason to fight.  I'd rather fight over resources, space, stations, and quest locations.  Just killing someone because he's Octavian doesnt appeal to me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 23, 2009, 04:27:07 PM
You are so being that guy shitting on my parade and pissing in my Cheerios on purpose.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DLRiley on April 23, 2009, 04:36:56 PM
Veredus your underestimated the mentality of your players base. Sure at first they will probably gang up on the larger side, but eventually someone will get the smart idea to stop competing with each other and let the weaker of the three to be the whipping boy.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on April 23, 2009, 06:19:57 PM
"With regard to the balance: the advantage of having three nations is that if one group gets too powerful, the other two tend to gang up on them. Of course it is possible that we'll see something like, the Octavians dominate PvP because there's a hundred Octavians, ten Quantar, and ten Solrain. I doubt that'll happen, but it is possible. Then we'll have to do stuff like put mechanics in place to cap the number of people or make sure it's balanced. We have right now AI in one of the PvP maps to work with and against the players, although I don't find that to be an ideal solution. I'm hoping it works out that the sides balance against each other because of the three sided combat. Hopefully there won't be a massive skewing, where eighty percent of a server is Solrain, or something like that. Of course, that can happen, and then we'll have to figure out good game mechanics to take care of that. I expect if one side is dominant, then the other two will work to beat them simply because they want to see the big guy fall."

They really, really, REALLY need a plan B for this.


Plan B is that they shouldnt have had factions to begin with.  Or at least, factions shouldnt be tied to any form of loyalty.
Factional warfare is what you implement when you're too lazy to give the players a real reason to fight.  I'd rather fight over resources, space, stations, and quest locations.  Just killing someone because he's Octavian doesnt appeal to me.

The huge flaw is "the advantage of having three nations is that if one group gets too powerful, the other two tend to gang up on them" is that there are several examples of titles where this didn't happen, especially when the majority flocks to the winning side.

I agree that not having hardcoded sides would seem like a better idea - let the players pick. It then becomes user generated content. PvE mobs to help the underdog can also help, but they'll be exploited where possible.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 23, 2009, 09:13:58 PM
You are so being that guy shitting on my parade and pissing in my Cheerios on purpose.

I sowieee  :pedobear:
Really doh, which type of pvp would you rather have?  I like fighting over tangible elements.
Granted, some factional systems are pretty good when done with enough depth.  But a simple 3-person game of Risk isnt really gonna cut the bacon unless there's a nice political system inserted into the game.
JGE isnt really a pvp-oriented game anyways though is it?  So it kinda doesnt matter.  I'd rather just have them release the game already and worry about pvp later.

I wanna shoot rox 'n stuff.  With a laser. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 24, 2009, 06:44:54 AM
"With regard to the balance: the advantage of having three nations is that if one group gets too powerful, the other two tend to gang up on them. Of course it is possible that we'll see something like, the Octavians dominate PvP because there's a hundred Octavians, ten Quantar, and ten Solrain. I doubt that'll happen, but it is possible. Then we'll have to do stuff like put mechanics in place to cap the number of people or make sure it's balanced. We have right now AI in one of the PvP maps to work with and against the players, although I don't find that to be an ideal solution. I'm hoping it works out that the sides balance against each other because of the three sided combat. Hopefully there won't be a massive skewing, where eighty percent of a server is Solrain, or something like that. Of course, that can happen, and then we'll have to figure out good game mechanics to take care of that. I expect if one side is dominant, then the other two will work to beat them simply because they want to see the big guy fall."

They really, really, REALLY need a plan B for this.


Plan B is that they shouldnt have had factions to begin with.  Or at least, factions shouldnt be tied to any form of loyalty.
Factional warfare is what you implement when you're too lazy to give the players a real reason to fight.  I'd rather fight over resources, space, stations, and quest locations.  Just killing someone because he's Octavian doesnt appeal to me.

Dude?  (http://jumpgateevo.wikia.com/wiki/Sector_Control) :oh_i_see:

Also, about flight......

Quote
Dampeners increase the magnitude of the Drag Force on a ship. New to JGE.

    * Dampeners can be turned on and off on the fly
          o The default on/off key for dampeners is F12
    * Hermann Peterscheck invented the concept
          o Hermann's position was the JGE flight should be less “Newtonian” and more “Freelancer-ish”.
          o Members of his development team felt strongly that flight should remain Newtonian thus dampeners were added as a compromise.
          o Now that he knows how to fly, Even Hermann deactivates dampeners in combat.
    * The Dampener is a flight-assist tool. Motion in any direction other then the current direction of thrust is quickly damped out.
          o A common JGC veteran perception is that Dampeners make Jumpgate Flight feel more "arcade" and less "flight-sim".
          o Testers have said they are especially useful when starting out because they allow you to learn the game instead of learning how to fly; the latter can be a frustrating experience to rookies.
    * They are additional drag in the equation as opposed to an inverse thrust. Dampeners work as a thick atmosphere would, in terms of flight physics.
    * More recently flying without dampeners has been made more akin to the original JGC DANCER engine in feel.

JGE isnt really a pvp-oriented game anyways though is it?  So it kinda doesnt matter.  I'd rather just have them release the game already and worry about pvp later.

Bro....

Quote
So it's much harder to design something for PvP. We design for PvP first, then we bring it over into PvE.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on April 24, 2009, 07:35:18 AM
k
 :eat:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 24, 2009, 07:40:00 AM
There's a transcript up from the dev chat a few days ago.

Here's what I found interesting:  (oh and beta in 2 weeks?)

Quote
23rd Question: So there are a lot of opinionated veterans who aren’t too flattered with the idea of two separate flight systems like the classic JGC system and the new “damper” system. Couldn’t a more advanced player alternate between the two systems in combat which would further deeper the combat, and have the developers looked at it this way?

Answer: Right now the way the dampening works is it is an “on the fly” thing. You hit a key and you turn them on or off. We’ve seen a lot of feedback that when you turn the dampeners off it doesn’t go enough in the direction of “gliding” if you will, getting rid of friction almost completely. So it’s likely that when you turn dampeners off it will be even more sort of Newtonian physics if you will, without any kind of resistance. It’s not really that there are two flight models, it’s more like there’s one system where you sacrifice flexibility for control if that makes sense. So if you let go of everything your ship will stop faster, for example, but as a result of that you can’t do things (which I like to do) like fly in a straight line, turn around, and fly backwards while you’re shooting at things. The genesis was the control issue. If you put someone in a Newtonian flight system without any resistance most people can’t fly that. They get really frustrated and they give up and go away, but if you let them fly in a way that’s kind of with training wheels for a while what happens is when they get comfortable with it they tend to move towards the mode that’s more open and you can have that full three dimensional motion. So by having both of those options we can satisfy the one group that wants to fly that way right off the bat, but we don’t alienate the people who find it very very hard and we let them graduate into it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 29, 2009, 06:44:59 AM
First Look Preview


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 29, 2009, 10:32:29 AM
I read that this morning, nothing really new there.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on April 29, 2009, 10:51:46 AM
I read that this morning, nothing really new there.

Yes, but it was from the perspective of someone who had played it, so i felt it was worthy.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DLRiley on April 29, 2009, 11:43:14 AM
Seems like another attempt to sell a combat system. Hopefully this gimmick is big enough to actually overshadow 99% of the problems I see speeding down the ramp toward this game.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on April 29, 2009, 11:47:26 AM
Do you exist only to troll?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Cadaverine on April 29, 2009, 11:51:33 AM
 :heart:

Gimme!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 01, 2009, 10:12:42 AM
Not really news but box art:

(http://img.game.co.uk/ml/3/4/0/7/340764ps_500h.jpg)

Quote
Jumpgate Evolution Special Edition Contains:

    * 2 in game items - Stella Ensign (+2% Nation XP bonus for every mission completed) - Stella Citation (+2% XP bonus for every kill)
    * Galactic Map
    * Exclusive Artbook
    * 5 buddy postcards (7 day trial for each buddy)
    * Quick start guide
    * Official Jumpgate Soundtrack
    * 45 days free game time

Jumpgate Evolution is a definitive action-based Massively Multiplayer Online game set in a glorious, yet fierce new universe where the sheer vastness of space is your ultimate playground.

Jumpgate Evolution brings together popular elements from all time classics such as Elite, X-wing Vs Tie-fighter and Privateer and combines them in a living, breathing persistent world. Gone are the days of point and click combat, Jumpgate Evolution puts the action at your fingertips with fully responsive reflex based controls like never seen in any previous massively multiplayer online game (MMOG).

Choosing from one of three Nations, each with sub-factions fighting for influence, players engross themselves in a visually striking universe where only the strongest survive the game’s expansive battles for military and trading supremacy.

The result is a slick space combat game that is deep and rewarding for experienced MMO players yet accessible for new players. With a galaxy of conflict and riches to dominate, Jumpgate Evolution is a simply exhilarating space combat on a vast scale.

Jumpgate Evolution on PC Features:

    * Immense Online Battles - Enter a dynamic universe and fight alongside or against thousands of players in immense online battles.
    * Elite Space Combat - Adrenaline-fuelled, action space combat set within an immense persistent universe.
    * Player Advancement – Answer your calling as you advance your online career through endless content, ships and weaponry.
    * Massive Space Conflict – Use cunning military tactics as you and your squadron destroy enormous space stations and devastating capital ships.
    * Highly Accessible - Incredibly scaleable game engine allows Jumpgate to be fully playable, even on older PCs.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: FatuousTwat on May 01, 2009, 12:00:16 PM
Hmm... They don't mention the price? Because it might actually be worth it for the extra 15 days.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 01, 2009, 12:12:35 PM
http://www.game.co.uk/PC/RolePlaying/MassivelyMultiplayer/~r340764/Jumpgate-Special-Edition/


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on May 01, 2009, 01:55:34 PM
What's the average price for a game in pounds?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Hindenburg on May 01, 2009, 02:05:32 PM
That's the equivalent of a US$ 60,00 edition, no?

So, 10 bucks for an extra 15 days and leveling 1/50 faster. Doesn't sound that bad.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on May 01, 2009, 09:48:03 PM
They have been running a beta, right? That's not just something they are going to start next week or something...


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on May 02, 2009, 08:31:19 AM
They have been running a beta, right? That's not just something they are going to start next week or something...

Theres a friends and family running right now. The closed is "soon".


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: waylander on May 02, 2009, 12:58:13 PM
They have been running a beta, right? That's not just something they are going to start next week or something...

Its pretty scary when a game is supposed to launch within 60 days, and no large scale beta has been done.  When that happens, it goes in my "don't buy for 90 days" list so I can see how good or bad the retail release is. I'm tired of blowing money on games that are terribly unstable or laggy at launch.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: SnakeCharmer on May 02, 2009, 01:17:20 PM
Because we know having thousands of beta testers for months on end guarantees success, right?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on May 02, 2009, 08:20:01 PM
Because we know having thousands of beta testers for months on end guarantees success, right?

Rhetorical question is rhetorical.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on May 03, 2009, 01:32:37 AM
Because we know having thousands of beta testers for months on end guarantees success, right?

Rhetorical question is rhetorical.

And unnecessary. Nothing guarantees success. No-thing. No matter how much investors wish it wasn't so.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Etro on May 03, 2009, 07:12:47 AM
What's the average price for a game in pounds?

Usually about 30-35 quid for a PC game if you are buying retail


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 11, 2009, 07:08:12 AM
Dev Answers From the Forums



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Azuredream on May 11, 2009, 07:17:09 AM
Dev Answers From the Forums


Why?? WHY.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 11, 2009, 07:28:26 AM
What?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Hindenburg on May 11, 2009, 07:30:06 AM
Manual docking, I suppose. Will most likely become a very boring procedure after the first couple of times.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Bzalthek on May 11, 2009, 07:43:13 AM
I envision such docking protocols as seen in Venture Brothers (http://www.adultswim.com/video/?episodeID=8a25c3921127cd9a011127e9de96002b)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 11, 2009, 08:02:02 AM
Jumpgate Evolution Developer Diary, Part One (http://us.jumpgateevolution.com/media/videos)


NowGamer.com Hands-on with Jumpgate Evolution:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Azuredream on May 11, 2009, 02:33:39 PM
Manual docking, I suppose. Will most likely become a very boring procedure after the first couple of times.

Yeah, this. I wouldn't judge too early (it might end up being trivial) but I don't get why docking isn't just automatic.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Salamok on May 12, 2009, 08:24:58 AM
Until i know different i am going to think of this as being on par with not falling off the platforms in EQ/Kelethin, for a noob it requires some paying attention but after playing awhile you don't even think about it.

I think I am more wary of the bank/warehouse space being spread accross the galaxy.  I certainly hope they have some sort of in game auto updated warehouse inventory sheet that I can pull up to see where all my treasures are stored tracking this by hand would fall into the not fun category.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Nija on May 12, 2009, 08:45:06 AM
I don't think it's manual docking like you're trying to return one of your fighters to your battleship in a D.S. game. I think this is going to be on par with "pointing the ship to the right docking hangar on the structure".

I'm fine with that, as I don't really care for the autopilot to within 500m and hit enter to dock stuff that seems popular these days.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on May 12, 2009, 09:46:05 AM
Manual docking seems more about separating ship characters in a skills-based game. In that context it makes sense. The harder a ship is to fly, the harder it should be to dock.

Having said that, not having a tractor beam do this automatically feels unnecessarily pedantic for a next generation game. As such, I suspect there'll be tractor beams handling off of this by launch.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Murgos on May 12, 2009, 10:35:13 AM
Seems to me you could just make the tractoring in of the ship to the hanger bay take 60 seconds but let a good pilot manage it in 15.

If you want you can just get close and hit 'dock me' and go get a coke or you can dock it yourself to be faster.  This fixes some of the pvp problem of people playing dock/undock games too.  If they have the skill to sit outside the station and shoot people and then fly into the hanger, good for them.  If not, let them get blasted waiting for the tractor.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Nija on May 12, 2009, 11:58:58 AM
Seems to me you could just make the tractoring in of the ship to the hanger bay take 60 seconds but let a good pilot manage it in 15.

If you want you can just get close and hit 'dock me' and go get a coke or you can dock it yourself to be faster.  This fixes some of the pvp problem of people playing dock/undock games too.  If they have the skill to sit outside the station and shoot people and then fly into the hanger, good for them.  If not, let them get blasted waiting for the tractor.



Yeah, this sounds like a great idea. If you're far away and you select station, dock, it'll go as fast as possible until it's within tractor beam distance, which is whatever, and then tractor you in slowly which takes ~1 minute. So essentially you'll get done whacking your foozles, select the station you want to warp back to and dock, then go sit on the throne. You'd come back docked, if you were as safe as you thought you were, or toast if you are in hostile territory.

Then for manual docking you'll have to slow to a speed of X while being entering the hangar, which is a particular graphic on a particular side (or sides) of the space station. Not just anywhere and certainly not while on autopilot. This can be done as fast as you can do it. Have fun.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on May 12, 2009, 01:09:49 PM
It's a good idea, but I don't think it's worth pursuing unless there's something meaningful attached to it, some reason for players to want to get better at manual docking. Could be some sort of cost thing, where the longer you're in tractor beam, the more docking fee you pay. Could be that if you join the tractor beam at max range you're not exactly sure how long station control will take to let you in. Maybe something along the lines of being able to be attacked outside a certain range while still in tractor?

Just feels like you need something more than autopilot vs autopilot-you-do-yourself.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Murgos on May 12, 2009, 01:44:15 PM
It's a good idea, but I don't think it's worth pursuing unless there's something meaningful attached to it, some reason for players to want to get better at manual docking.

Saving myself a minute at a time would be more than enough reason.

I don't know about other people but straight up time based cock blocks annoy the shit out of me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 12, 2009, 01:50:34 PM
Whatever bitches, you hold out for your 60 second tractor beams, meanwhile ill be performing the perfect full-g's space docking while under attack and flying backwards!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ratman_tf on May 12, 2009, 01:53:06 PM
I hat manual docking. Fun the first few times as a mini-game, tedious as fuck after that, and frustrating when it's "realistic".


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Azuredream on May 12, 2009, 01:55:33 PM
I just can't get over the fact we're talking about docking.

Our game's so hardcore you can get killed trying to dock!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 12, 2009, 01:56:33 PM
I just can't get over the fact we're talking about docking.

Our game's so hardcore you can get killed trying to dock!

That was JG classic, this will not be nearly as hardcore, i honestly think people are over reacting, but, eh, what ever.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on May 12, 2009, 04:35:34 PM
Nothing else to talk about at the moment  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 12, 2009, 05:21:03 PM
I think docking will be as simple as aiming your WOW avatar at the gates of Stormwind but just in 3 dimensions.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ceryse on May 12, 2009, 05:35:55 PM
I think docking will be as simple as aiming your WOW avatar at the gates of Stormwind but just in 3 dimensions.

... From my WoW days I can surely see a good number having issues, then. Hell, just remembering how many people died trying to get into MC makes me shudder at how these types of people would fare at docking in JG:E.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 12, 2009, 05:46:33 PM
I think docking will be as simple as aiming your WOW avatar at the gates of Stormwind but just in 3 dimensions.

... From my WoW days I can surely see a good number having issues, then. Hell, just remembering how many people died trying to get into MC makes me shudder at how these types of people would fare at docking in JG:E.

People died getting to MC due to trying to shortcut things rather than actually being stupid (most of the time).

Remember you don't have to operate docking procedures with Newtonian Physics.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ceryse on May 12, 2009, 05:56:34 PM

People died getting to MC due to trying to shortcut things rather than actually being stupid (most of the time).

Remember you don't have to operate docking procedures with Newtonian Physics.

Perhaps it was limited to the server I was on, but if they didn't die to the shortcut, they either died going down the chains or got lost and would wind up in BRD. Or, my favourite, get to the zone in and not realize how to actually zone in the first four times.

The shortcut/jump was only one of the many ways for them to die and make me fondly think of cleansing the gene pool.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 12, 2009, 06:07:25 PM
I can't defend stupid.  There is a lot out there.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on May 12, 2009, 09:42:50 PM
Someone at JGE likes Tek Jansen, I suppose  :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ratman_tf on May 12, 2009, 11:02:09 PM
I just can't get over the fact we're talking about docking.

Our game's so hardcore you can get killed trying to dock!

I remember slamming into the pylons around the warp gates when I played the first Jumpgate. That's when I knew I was playing a hardcore clownshoes game!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 13, 2009, 08:34:35 AM
I'm sure they can just make the docking procedures some sort of endgame quest or rep-grind to justify the existence of the mechanic (at least, that's what I would do)... then maybe all the pantywastes will stop complaining.  Shinay lootz and eccspee solves everything.

Let's face it, this game really doesnt seem to bring a lot to the table.  So finding little "minigames" in as many aspects as possible (docking included) are pretty important.  EZ-mode docking to please 'lil Johnny Thumblethumbs isnt a solution.  It's a copout due to lazy/uncreative game design.

Make precision docking a choice, and reward those who excel at it.  Make certain high-level instances manual docking required to enter, etc. 

If they were smart they'd also go with their last minute design of underground instances and implement a system similar to Descent... which requires ultraprecise piloting and shooting.  (obviously at higher levels)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 13, 2009, 11:47:48 AM
You have to be a troll.


Let's face it, this game really doesnt seem to bring a lot to the table.  So finding little "minigames" in as many aspects as possible (docking included) are pretty important. 

How do you come to this conclusion based on what information has been released?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on May 13, 2009, 11:50:27 AM
He's been down on the game for a while now.  I've commented about something similar he's said before.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 13, 2009, 11:55:03 AM
Yeah I know.  I can't help feeding him in this thread.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 13, 2009, 12:07:08 PM
You have to be a troll.


Let's face it, this game really doesnt seem to bring a lot to the table.  So finding little "minigames" in as many aspects as possible (docking included) are pretty important. 

How do you come to this conclusion based on what information has been released?

All of it so far.
And I'm not down on the game, I'm just callin it like I see it.  I'll be playing it with you dont worry... unless the beta is a total disaster.

informative preview here:
http://pc-mmo.nowgamer.com/previews/pc-mmo/546/jumpgate-evolution/images?o=0#listing


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 13, 2009, 12:24:22 PM
Then I guess I don't see how you think there isn't anything to it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 13, 2009, 01:19:29 PM
Then I guess I don't see how you think there isn't anything to it.

Can you honestly say there's much to most of the MMOs we play?  We still play em, slightly despise them, and dream of better design.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on May 13, 2009, 01:48:56 PM
He makes a good point. There isn't much to any of the MMOs we all play.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on May 13, 2009, 02:29:08 PM
Perhaps, but he seems to point it out excessively only in relation to this game.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on May 13, 2009, 05:56:17 PM
He makes a good point. There isn't much to any of the MMOs we all play.

You're wrong - they all have plenty of potential.  :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 14, 2009, 07:44:07 AM
He makes a good point. There isn't much to any of the MMOs we all play.
What Lantyssa said.

You're not going to every other thread saying, there's nothing to this game, your specifically doing it here and I'm curious about your motivation.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on May 14, 2009, 07:54:07 AM
What other games are worth talking about? Seriously, SWTOR is going to be whatever it is, and we're months from knowing more. STO is, well, I'm only really curious how that game is going to do when it's entire timeline is no longer relevant to the IP (which we knew the moment we heard the 11th movie was going to be a reboot). WoW doesn't care what anyone thinks and has its own sub form anyway, the new news about CoX gets buried in the Graveyard, Eve already has its pocket audience so unique to have created their own sub-genre, the browser games are mostly diversions and Free Realms is a fine execution of something that otherwise isn't going to set this forum aflame in debate (which is similar to the non-controversial 'meh' that came with the LoTRO launch).

JG:E is about the only game with sufficient game details to even debate at this point. So I personally think Ghambit gets a pass.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on May 14, 2009, 08:55:59 AM
What Lantyssa said.

You're not going to every other thread saying, there's nothing to this game, your specifically doing it here and I'm curious about your motivation.

No matter how much he articulated himself or how specific he was about each game, if someone picked up on the pattern, they would say he was trolling. Don't take what he said so personally, especially considering he intends to play it despite his assumption. Even I see what he's saying, if you go through everything they've showed, it doesn't look like the game has that much to it, but I'll still play it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 14, 2009, 09:15:59 AM
The reason why I harp on this game so much is because I'm overly-passionate about sci-fi and have a long history with sims and space shooters.  Honestly, my perspective is totally skewed to the unreachable... therefore, JGE could be the 3rd coming of digital Christ and I'd still find stuff that needs fixin'.

I find the whole sci-fi theme to be woefully under-represented in PC gaming, and when they do they screw it up horribly, or stop halfway.  I'm just tired of it.  There's no room for mediocrity here anymore and an IP shouldnt have to be Trek or SW to be successful.

And like Darniaq says, there really isnt anything else to talk about.  Nothing else is further along in dev. except for ChampO.  JGE will be a nice diversion for a short while and/or complement to ChampO, but it's definitely not as expansive as I'd hoped it'd be (for an MMO) and taken on the simple level of a "space shooter" it could've been way better than what I'm seeing so far (which is honestly pretty little).

Now, I will say the devs have had some interesting ideas for JGE, but none of them are making the launch and most are just that - ideas.  If they can feed improvements to the game quick enough then it'll be great.  But, when has that ever happened in the past with any other game?  It hasnt.  And the ones that come close lose their playerbase beforehand.

Overall though, I like the premise for the game and I will enjoy many hours playing it.  This, combined with ChampO makes for Nerdvana for the Summer regardless.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 14, 2009, 09:25:53 AM
All of us here, are, by nature, overly critical of things than that of an "average" user.

I would like to point out, that Netdevil has repeatedly said: We are building a foundation, first things first, is combat.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 14, 2009, 06:44:57 PM
What Lantyssa said.

You're not going to every other thread saying, there's nothing to this game, your specifically doing it here and I'm curious about your motivation.

No matter how much he articulated himself or how specific he was about each game, if someone picked up on the pattern, they would say he was trolling. Don't take what he said so personally, especially considering he intends to play it despite his assumption. Even I see what he's saying, if you go through everything they've showed, it doesn't look like the game has that much to it, but I'll still play it.

I guess I'm confused then.  The game has just about everything any other MMOG has.  If you want to argue MMOGs don't have a lot to them fine you can make your argument.  But compare this game to all other MMOGs and if you still say this game has not much to it, can you explain why compared to XYZ?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on May 14, 2009, 07:10:06 PM
<stuff>

Aww you ruined it. We were having so much fun guessing and profiling!  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on May 14, 2009, 09:52:53 PM
I guess I'm confused then.  The game has just about everything any other MMOG has.  If you want to argue MMOGs don't have a lot to them fine you can make your argument.  But compare this game to all other MMOGs and if you still say this game has not much to it, can you explain why compared to XYZ?

Not putting it above or below any other MMO. Just stated my opinion based on what I've seen.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on May 14, 2009, 10:00:43 PM
EDIT:  wrong thread, oops


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 16, 2009, 05:44:04 AM
I guess I'm confused then.  The game has just about everything any other MMOG has.  If you want to argue MMOGs don't have a lot to them fine you can make your argument.  But compare this game to all other MMOGs and if you still say this game has not much to it, can you explain why compared to XYZ?

Not putting it above or below any other MMO. Just stated my opinion based on what I've seen.

I'm just trying to get a detailed answer.  I'm trying no to come off obsessed or fanboyish.  From what I've seen in person, there is just enough content in this game like any other MMOG.

When you say this game has not much to it, are you saying that:

  • There isn't a lot of content overall?
  • There isn't a lot of places to fight?
  • There is no economy?
  • There isn't much character customization?
  • Players arn't varied enough
  • There isn't much to do in the game other than shoot other small ships with the pew pew?

If you don't want to get into the discussion I understand.  I'll let it drop then.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DLRiley on May 16, 2009, 06:24:58 AM
Basically "I wanna play a deep space game" meets "I wanna shoot lasers from my tie fighter". My money is on the shooting lasers from tie fighter people.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 16, 2009, 09:17:27 AM
One of my worries is that it's not going to be possible to mentally focus on the game through endless hours of playtime if it's simply "I wanna shoot lasers from my tie fighter."  Full-on sim games have the benefit of immersion, realism, and many elements to keep you relaxed/busy in the cockpit.  More arcadey types tend to wear a player out under the constant drone of cannon fire and nothing else to do.

A lot's gonna depend on the quest and xp makeup of this game.  If they railroad you into constant easymode laser battles over and over and over, their playerbase will quickly diminish.  You can get away with it in a normal RPG because there's strategic variety and a somewhat "soothing" aspect to the rhythm of fighting.  Not so in most space shooters... unless you're talking cap ships and virtual cockpits.

Might take a certain amount of discipline to play this thing.  Grouping will defnitely help take the edge off.  You get that impression at all when you played Draegan?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Draegan on May 18, 2009, 07:45:37 AM
It's a xwing vs. tiefighter shooter.

You have quests of different types.

You have levels. Xp. Ranks whatever

The more you pew pew with fast ships the better and more advanced fast ship licenses you can get.
The more you pew pew with slow heavies the better and more advanced heavy licenses you can get.
etc etc cargo/mining shit.

There are battlegrounds, story zones, contention point areas.

It's just not empty space as you may have seen.  They've done a good job creating visual stuff to fight and fly around giving you different "atmosphere".  They have different cave systems (I've seen and not played) that you can play in.  How "decent-like" they are I have no idea.

There is an economy.  There is crafting.

It's basically your typical MMOG but in space.  I'd say it's closer to WOW than EVE.  Most of EVE is cerebral.  Forums and shit talking.  JGE will be more action based.

There are many legit worries about the game though, don't get me wrong.  Is character progression going to be enough.  Will you get flight fatigue?  Is there going to be a large enough player base?  What kind of diversity will be there for the ships and their outfitting of them.

They talk a good game, I've seen a bunch of things that point to "maybe".  Proof is in the pudding.  But from all accounts all the systems you can expect in an MMOG are there and the different is "Space, pew pew, can play on a joystick".




Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DLRiley on May 18, 2009, 02:34:35 PM
JGE is sounding more and more like an mmo hoping to sell a combat system. There is nothing wrong with that except, AoC and SpellBorn has shown what happens to those games. I really haven't heard anything coming from this game suggesting it has mechanics necessary to support fast paced gameplay. My guess; People burned by the mmo side of the game >>> Fanbois who have officially came in their pants because of the combat system.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on May 18, 2009, 02:48:31 PM
Ya, I'm concerened about flight fatigue, as Draegan put it. One thing Earth and Beyond got right, even in its very stunted scope, was the ability to walk around on a station/planet.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 18, 2009, 03:00:17 PM
Gamestop has this as a Sept. 1 release now. (and I've found them to be usually pretty prophetic)
Makes sense.  Game's still in Alpha and still not much news about much of anything besides intentions to add this or that eventually.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ingmar on May 18, 2009, 03:13:02 PM
Ya, I'm concerened about flight fatigue, as Draegan put it. One thing Earth and Beyond got right, even in its very stunted scope, was the ability to walk around on a station/planet.

I'm pretty ambivalent about needing a walk-around thing. I don't think Auto Assault, for example, gained anything from its 'outside the car' moments really.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Engels on May 18, 2009, 04:18:36 PM
Uhm, not a whole lot would have helped AA either way, really. AA had zero immersion factor to begin with (probably due to its excessive arcade feel), so being able to walk around wouldn't do much for you if the core of the game itself was unengaging. E&B, and hopefully JG, had a sense of 'being in the world' that AA never obtained.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 18, 2009, 06:32:28 PM
JGE is sounding more and more like an mmo hoping to sell a combat system. There is nothing wrong with that except, AoC and SpellBorn has shown what happens to those games. I really haven't heard anything coming from this game suggesting it has mechanics necessary to support fast paced gameplay. My guess; People burned by the mmo side of the game >>> Fanbois who have officially came in their pants because of the combat system.

A few things you have wrong with this post.  AOC's combat system was pretty good and well liked by most of the million or so people who bought the game.  It was the lack of a finished game that killed it for people.

Spellborn is pretty fun, I'm actually playing that now, but it's a subjective opinion obviously since many people arn't playing the game.

JGE's combat system is old.  It's been proven to be enjoyed by any twitch space game or aerial combat game.  I'm not sure what you see as "different" other than it's not DIKU.

Re: mechanics necessary to support this game.
Wat?  You have ships flying all over the place and you have to dogfight them down.  You have to destroy cap ships.  You have to destroy space stations.  You have to run from missiles and dodge in coming fire.  What's not there?  From what I played it's just like xwing/tie fighter game.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Triforcer on May 18, 2009, 11:22:44 PM
How much non-instanced PvP is there?  If your answer is none, I am ragequitting (a game I've never played) right now!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 19, 2009, 05:26:31 AM
How much non-instanced PvP is there?  If your answer is none, I am ragequitting (a game I've never played) right now!

There is an entire faction war and territory system. (http://jumpgateevo.wikia.com/wiki/Sector_Control)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on May 19, 2009, 10:22:26 AM
June date is shot from the forum postings. Community manager has mentioned there's a press release coming hopefully by the end of next week. Confirmation that closed beta isn't started yet.

Scratch another MMO launch from this summer now.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 19, 2009, 10:43:06 AM
June date is shot from the forum postings. Community manager has mentioned there's a press release coming hopefully by the end of next week. Confirmation that closed beta isn't started yet.

Scratch another MMO launch from this summer now.

http://forums.f13.net/index.php?topic=14620.msg646083#msg646083

Pubbies and retailers are many times the 1st to know, regardless of press release.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 19, 2009, 10:47:47 AM
O.o


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on May 19, 2009, 10:56:22 AM
Pubbies and retailers are many times the 1st to know, regardless of press release.

No doubt for distribution reasons. But honestly if they are are this close to the last release date and not even in closed beta I'd even call the date of Sept into question. They would master some time in August leaving a month or two, to finish up F&F and get some real closed beta testing in.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 19, 2009, 12:05:02 PM
I would agree with you on the most likely delay (even though not has every been officially announced right?), but you use Gamestop as your reasoning?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 19, 2009, 12:18:03 PM
I would agree with you on the most likely delay (even though not has every been officially announced right?), but you use Gamestop as your reasoning?

worked for me in the past, so why not?  Maybe others have had disimilar results with it, but as for me they're a pretty good indicator many times.  Just because their dates might not be spot-on doesnt mean you cant glean usable info. from them (like delays).  Also, it's a known fact that many higher-ups in the ebgames/gamestop franchise have the inside-info. on game releases;  it's their damned business to know.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: DLRiley on May 19, 2009, 06:13:03 PM
JGE is sounding more and more like an mmo hoping to sell a combat system. There is nothing wrong with that except, AoC and SpellBorn has shown what happens to those games. I really haven't heard anything coming from this game suggesting it has mechanics necessary to support fast paced gameplay. My guess; People burned by the mmo side of the game >>> Fanbois who have officially came in their pants because of the combat system.

A few things you have wrong with this post.  AOC's combat system was pretty good and well liked by most of the million or so people who bought the game.  It was the lack of a finished game that killed it for people.

Spellborn is pretty fun, I'm actually playing that now, but it's a subjective opinion obviously since many people arn't playing the game.

JGE's combat system is old.  It's been proven to be enjoyed by any twitch space game or aerial combat game.  I'm not sure what you see as "different" other than it's not DIKU.

Re: mechanics necessary to support this game.
Wat?  You have ships flying all over the place and you have to dogfight them down.  You have to destroy cap ships.  You have to destroy space stations.  You have to run from missiles and dodge in coming fire.  What's not there?  From what I played it's just like xwing/tie fighter game.

Yes hoping and buzzing around is fun, defiantly in beta when the game is free, but if all I'm doing is grinding money to afford the super lazers on my xwing fighter then it's not as fun. I don't want god of war gameplay attached to the treadmill that is WoW's raiding endgame. A lesson neither Spellborn or AoC seems to have learned.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on May 19, 2009, 06:17:24 PM
AoC wasn't selling a combat system. They just thought that plus the content, lore and graphics engine would be enough. Once again, content is king.

We don't know enough about the type and quantity of content JG:E will have to know. Freespace 2 with WoW quests will have me for at least four months like, fer shur!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: DLRiley on May 19, 2009, 07:43:15 PM
AoC wasn't selling a combat system. They just thought that plus the content, lore and graphics engine would be enough. Once again, content is king.

We don't know enough about the type and quantity of content JG:E will have to know. Freespace 2 with WoW quests will have me for at least four months like, fer shur!

I think at some point there was a conscious decision that the combat would tide them over. I really don't think they simply ran out of money (which they did) and would have made the game content rich if they had more 100 million dollars. At best that cash would be spent down the black hole that is latency issues for a game made for this years computers and making the siege work, which is the only real end game they planned on (and of course they didn't see the problem with that). Yes AoC was selling its lore, by that was something it had to do if they wanted to be considered remotely competent. I mean we are talking about Age of Conan, you can't get a better fantasy setting unless you cloned JR Tolkien himself, locked him in a white padded room with nothing but pen, paper, and 4 book shelves worth of porn. Fact is at some point making a M rated mmo and a twitched based mmo at the same time seemed to be enough of a cash cow for the majority of the people in charge of making the final decisions.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 20, 2009, 06:30:44 AM
System Talk With Scott Brown


Comments of note:


"We are feature complete at this time," he said. That is to say, all the systems are in place. The back end is connected; all the parts of the game that needs to be there are there, but for completing the planned content.



"Manufacturing is the other system that Netdevil is working through at this time. Manufacturing facilities can be found throughout space. Some of them are known, some others you discover via missions and through exploration. Some are of alien technology and many are abandoned and in contested space, so getting to them might be a bit of a challenge.

There are also recycling centers in space. Much like the manufacturing facilities, they are found in different sectors and they reduce the junk you put in them into basic raw materials.

"Most data will be out there in XML for fan sites to grab and use,"

Players won't be able to track mining nodes the same way. They are instant and random spawn within a sector. That is to say, the moment you mine one, another pops up immediately somewhere else. Independent of player population, if there are 20 nodes in the sector there will always be 20 nodes in the sector.

"The smart player," he said, "will probably use a combination of damped flight and undamped. Particularly in combat, flying under Newtonian Physics will give a skilled player the advantage as that allows you to be travelling in one direction and yet have the nose of your ship pointed in another to rake other ships with fire."


"There are several alien factions that hate everyone else in the universe, and yes, you can definitely be damaged in cross-fire," said Scott. In-game death means only opening your wallet and paying the repair mechanic at your last station or the sector grave yard. Of course if you have another ship at the station, you can jump right back into the game with that one if you're a bit short.

"You know, not one day passes when at least six team members [don't] ask after a play test when we are going to put that in [cockpit view]. Don't worry. It will be in. Just like vehicular games must have the 3 views - first person, third person and cockpit with the steering wheel and dash visible;


Speaking of ships, we were shown a Battle for Space scenario. These scenarios are the space equivalent of DAoC's three-faction RvR system. Each faction is building a battle station in space and the others are taking them down.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: FatuousTwat on May 20, 2009, 01:55:44 PM
Thanks blood, keep these updates coming!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 25, 2009, 09:04:50 AM
3 weeks till release!   woot!    :why_so_serious:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 25, 2009, 09:30:09 AM
3 weeks till release!   woot!    :why_so_serious:

We still going by the old date? or has something else been announced?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 25, 2009, 09:52:08 AM
3 weeks till release!   woot!    :why_so_serious:

We still going by the old date? or has something else been announced?

That was sarcasm.  Cmon Blood, you know as well as I that this game isnt coming out middle-June.  Especially when retailers had to move their ship dates to Sept. 1.  Whenever that happens, there's always a delay.

In a recent interview NetDevil didnt confirm the Sept. 1 date and wondered where the retailers got the date (they got the date because they had to make one up for their own in-house systems, regardless if it was right or not).  Nevertheless, they (NetDevil) didnt deny a postponement either.  So basically, it's postponed but we dont have a firm date.  Retailers had to change it because they cant run their business on the whims of bullshit MMO devs.

Anyways, the next date from the impending press release should pretty much be the final release date (and it only took them <3 weeks until "launch" to realize they should change it)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 25, 2009, 10:21:21 AM
So basically, it's postponed but we dont have a firm date.

That's basically what i thought. Probably a good thing.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on May 25, 2009, 02:30:31 PM
Obligatory "I haven't received any updates" post. Maybe I'll send off an e-mail to NetDevil and find out if we can pry any info out of them about guild/beta.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 26, 2009, 08:20:22 AM
Link (http://community.codemasters.com/forum/showthread.php?p=5243633#post5243633)

Quote
It’s been about three years since we originally started thinking about making Jumpgate Evolution and in those three years many of you have been following the game’s progress quite closely. You’ve watched the project grow and gain momentum as it has become what it is today. Getting the game complete and into your hands is the point we’re really eager to get to and we strive each week to get to where we can share our adventures in space together.

One of the things we’ve always promised is that we would not release an unfinished product, nor would we subject players to a sub-par experience. The worst situation for a developer is that our game does not meet the expectations of our fans. This is constantly weighed against the need and desire to release the game and let our dedicated community play the game as soon as possible. I know that many of you have seen the targeted June release date and that has generated significant excitement. As with all game development projects, we constantly have to evaluate the quality of the product against anticipation. The question always asked among ourselves, does what we have meet the expectations of the players? Is what we have a good game?

With that, let me be up front about the current state of the game from where we stand. Jumpgate Evolution is nearly feature complete, but since entering the Friends & Family phase of testing we’ve been able to bring new eyes onto the game and get solid, crucial feedback from actual players and fans. Based on these results, it is clear that the product needs more time to meet its objectives. As an example, we have received and read lots of feedback regarding the instanced and public PvP systems. The feedback has been vital in helping us polish and improve this core feature of the game. We take a lot of time in digesting and considering what people say and take feedback seriously. Given that situation I can tell you that we would rather delay the release, than let you down by releasing an unfinished product. We will continue development past June while extending the test schedules and respond to the results of those tests.

Nowadays, Massively Multiplayer Online Games have a highly competitive market and a less-than-stellar release can be the end of a title before it starts. Our passion for this game means we want to release it in a state that is complete. You have raised the bar for us and we feel a great responsibility to reach that bar and exceed it. The only thing worse than waiting is being rewarded with a product that does not live up to its potential. We’ve always had one goal while developing this game which we’ve stated over and over. That goal is to make a great, and most of all fun, space combat game. Until we, and you, are happy that the game fully meets all of those requirements we won’t release it.

We understand news of this delay is disappointing. The good news is that our immediate goal is to get the game ready for larger groups of people as we get into wider testing. This means that more people will have more time to give us the vital feedback we will need to improve the game. Once we've established our road map for the next few months we'll share with you when the revised release date is.

Thanks for your patience and continued support.

See you in space!

Scott Brown.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on May 26, 2009, 08:33:34 AM
Link (http://community.codemasters.com/forum/showthread.php?p=5243633#post5243633)
Quote
Delay notice stuff

Dammit beat me :awesome_for_real:


Quote
The good news is that our immediate goal is to get the game ready for larger groups of people as we get into wider testing.

Wasn't that always a milestone to get ready for wider testing then just friends and family?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on May 26, 2009, 08:39:28 AM
I believe that statement means they are now on that step. INC beta.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on May 26, 2009, 05:43:04 PM
This game's gonna be a holiday release.  While it's not surprising, I just really think it's unprofessional leaving that June 15th release date up there up until 3 weeks before launch.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on May 26, 2009, 06:17:41 PM
This game's gonna be a holiday release.  While it's not surprising, I just really think it's unprofessional leaving that June 15th release date up there up until 3 weeks before launch.

 :oh_i_see:

Thank god you're here to care so much for everyone.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on May 26, 2009, 07:17:48 PM
I think it's unprofessional to stick to a date and release utter crap but still happily charge your players.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Ghambit on May 26, 2009, 08:58:44 PM
I think it's unprofessional to stick to a date and release utter crap but still happily charge your players.

And yet more unprofessional NOT to stick to a date and STILL release utter crap, but still happily charge your players (which happens like, every time yes?).    :oh_i_see:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Nebu on May 26, 2009, 09:11:35 PM
I think it's unprofessional to stick to a date and release utter crap but still happily charge your players.

And yet more unprofessional NOT to stick to a date and STILL release utter crap, but still happily charge your players (which happens like, every time yes?).    :oh_i_see:

I have to agree with this one.  FAR more games have released later than planned and were still shitty games even after the delay.  How often does delaying really turn out to be a profitable decision?  Only the suits know for sure.   


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on May 27, 2009, 08:44:51 AM
And yet more unprofessional NOT to stick to a date and STILL release utter crap, but still happily charge your players (which happens like, every time yes?).    :oh_i_see:
That's true, but you're also assuming Jump Gate fits that category before they have even released.  At least let the damn game be out before you trash them for it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Jayce on June 08, 2009, 10:57:26 AM
The worst scenario for profit is that you release a game that dies due to poor quality and doesn't pay back its development budget.

That said, I can't believe that someone in this day and age would put out a firm release date BEFORE the F&F beta completed.  To have only developer eyes on a project (and maybe QA, if they have such a department) is a terrible measure for whether it's ready, especially if you want it to actually be fun and accessible.

Actually, I take it back, I can believe it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on June 08, 2009, 11:07:53 AM
Not sure if this was posted yet.

Link to the new e3 trailer. (http://g4tv.com/videos/38535/Exclusive-Jumpgate-Evolution-E3-Trailer/?quality=hd)

And bellow is the G4 preview:



Of special note. Jumpgate uses Dolby Axon (http://www.dolby.com/consumer/technology/dolby-axon.html):

Quote
Dolby® Axon represents the future of voice communication within online games and virtual worlds. By enabling a realistic and captivating 3D voice experience, Dolby Axon expands game-play possibilities in amazing ways. Now you can actually talk to and hear your teammates and enemies, perceive where the other players are within the game, and hear their voices and footsteps—all in surround sound. Dolby Axon is easy to use, and provides you with some important tactical advantages over your in-game competition. Now your in-game listening experience reflects game geometry, making it more true to life and distinguishing the Dolby Axon game experience from any other.

Get more in the game with Dolby Axon. Better voice—better game.

 
Dolby Axon Benefits

    * 3D voice helps you locate other players spatially within the game environment and responds to the geometry of the game so that you hear things more realistically.
    * Distance attenuation makes voices grow louder as players approach you or softer as they move away.
    * Voice fonts allow you to alter your voice to match your in-game persona; you can adopt a masculine or feminine voice, or even use an animal voice.
    * Proprietary processing technologies deliver a clear voice, free of unwanted noise, echo, clipping, or alterations—even with voice fonts enabled.
    * New game-play possibilities allow developers to easily introduce spy microphones and other specialized voice items into your games.

Dolby Axon Specifications (http://www.dolby.com/professional/game_development/technologies/dolby-axon-specifications.html)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on June 08, 2009, 11:24:37 AM
The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on June 08, 2009, 11:26:32 AM
The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.

I mean, its got voice maskers, so i would assume a bit-o static and other "radio" jank would not be out of the question. I am also hoping that communication is degraded by distance, unless you use a relay station, that isn't blown up. (How cool would that be?)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on June 08, 2009, 11:42:11 AM
I've been following Dolby Axon for a while now (I actually have my own voice-maskers, but I could never get anyone to use em).  It is indeed about time they put it in a game, but I'd thought it'd be in a highend FPS before a space-shooter.  Go figure.

Hell, I'd play this game just to play with the situational VOIP if they utilize it properly.  The natural progression of course is voice commands; something every space sim. should have imo.  Instead of clicking on a base for admittance, you call them on the Vox.  Little things like this and the 3D cockpit (something they're now more deadset on implementing, although I dont know why it was ever considered just an "option") go a long way to making a good game when it's something like a space shooter.

I will nut my pants if they have a variable comm system that sounds like BSG.   :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on June 08, 2009, 12:00:34 PM
I will nut my pants if they have a variable comm system that sounds like BSG.   :awesome_for_real:

Doubt it, but that would be pretty damn awesome.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: HaemishM on June 08, 2009, 01:53:34 PM
I really hope Jumpgate Evolution is not assy mcasstastic, if for no other reason than the Voice Fonts tech.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: kildorn on June 08, 2009, 01:56:50 PM
The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.

I mean, its got voice maskers, so i would assume a bit-o static and other "radio" jank would not be out of the question. I am also hoping that communication is degraded by distance, unless you use a relay station, that isn't blown up. (How cool would that be?)

Up side: Cool.

Down side: if you make it possible to disrupt the ingame communication, guilds will simply use vent or TS.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Pennilenko on June 08, 2009, 01:57:56 PM
I don't have my hopes up, but if its done really well, I am betting on a very large playerbase. A lot of the people i talk to, even random strangers, all appear to really want to get their hands on such a space combat game.

Yes, I talk to random strangers about games. I can't help it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on June 08, 2009, 02:19:03 PM
The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.

I mean, its got voice maskers, so i would assume a bit-o static and other "radio" jank would not be out of the question. I am also hoping that communication is degraded by distance, unless you use a relay station, that isn't blown up. (How cool would that be?)

Up side: Cool.

Down side: if you make it possible to disrupt the ingame communication, guilds will simply use vent or TS.

Guilds are going to use vent anyway.  However if the system works they way the are describing.. and it actually works.. then it will be pretty fun to enter in an area where you enter a soft group and you can begin calling things out or chatting.  I think it's a great addition for the solo'er.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on June 08, 2009, 02:32:12 PM
It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)  

Regardless, guild comms in JGE could be a completely separate entity from group/raid comms.  They'd probably allow guildchat (via subspace?) no matter what the distance, etc.  When a raid/group forms or you want to chat ship-to-ship (which is really what Axon was meant to do) then the distance/location mechanics kick in.

There's lots of ways to do it, but I'm pretty positive guilds will lean to the in-game chat. (if it's offered from day 1)

You're given a vast array of tools with this tech.  They can implement it in a million different ways.  For me, I just want BSG voice-fonts and the ability to "hail" any ship I want within range... this way I can bring the tears verbally in PvP (like General Chang in ST:Undiscovered Country)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on June 08, 2009, 06:24:15 PM
It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)  

Which games are these?  FPS games?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on June 08, 2009, 07:21:20 PM
It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)  

Which games are these?  FPS games?

Yes.  And logically, JGE is probably closer to an FPS than a traditional MMO.
Not to mention, the initial release of any game always ends up being PUG-city... so having in-game chat to relieve the stress of grouping helps tremendously.
So I foresee TS/Vent being just like in BF2142, a guilded Lobby.  But when the fun starts, in-game chat is used.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on June 13, 2009, 05:58:02 PM
Oh please, any serious PvP organization in a straight MMO already has it's own TS/Vent system too. It's nice that games want to offer this feature to more players, but they really shouldn't spend too much time trying to wrap game mechanics around them. Just offer it as a tool and nothing else. It's a fool's errand to assume that people who want it don't already have it, and through tools not affected by the game mechanic. And it'll be mere hours before everyone else who wants to have that same edge organizes into TS/Vent groups of their own, or get absorbed by the ones that showed up with them.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Fmar on June 14, 2009, 12:52:08 AM
It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)

I've been in my fair share of PC based guilds/squads/clans & none have relied on in-game voice communication for anything. 
I can see an in-game voice communication system being used in a PUG heavy situation, but not otherwise.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: FatuousTwat on June 14, 2009, 01:07:55 AM
I've really only noticed PUGs using in game voice communication, but then again, the only MMO with in game voice comms I've played is EVE.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: eldaec on June 14, 2009, 12:43:42 PM
If it is genuinely massively multiplayer, people will be using TS or vent, or maybe mumble.

Nobody uses in game comms, because it fails if your client crashes, doesn't allow for ip tracking to catch spiez, doesn't allow you to co-ordinate log in, rarely works beyond your immediate group, and is usually shit.

Only in game voice comms I can remember anyone even trying in a mmog was planetside. And it sucked. (or at least, it did if you were trying to organise a guild, its fine for PUGs)


As you said, some people might use it a little in the first few weeks when guilds are not prevalent.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: tmp on June 14, 2009, 04:28:27 PM
Only in game voice comms I can remember anyone even trying in a mmog was planetside. And it sucked. (or at least, it did if you were trying to organise a guild, its fine for PUGs)
ob LotRO mention. It works pretty decent, i see it used in the PvM area in particular though PvE guilds use it too, and even in pick up groups it's not uncommon to see people who have it enabled.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on June 15, 2009, 11:36:07 AM
In this day and age when people are constantly bytching about solo play, if you dont have built-in comms you're gimping your game.  You just gotta have it.  Blizzard realized this fact and put it in WoW even.

A community I play with who pretty much has the top 2142 and Arma servers around ALL use in-game VOIP to supplement TS (which is only used between matches).  You cant run an effective server w/o it, because w/o it you're gimped to only having organized play within the guild, and games end up becoming disorganized blobs of unfun.  It's also much easier to recruit if you can break the ice with in-game VOIP.

Lastly, how do you figure one types while playing a space shooter??  You basically just cant PUG such a situation w/o in-game VOIP.  If we were talkin a turn-based diku RPG than yah, it's not as much of an issue.  But, an FPS or shooter??  gotta have it... 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on July 17, 2009, 09:07:59 AM
Quote
MMORPG.com:

How will PvP factor into the game's lore?

Hermann Peterscheck:


It depends. There is fiction behind the various battlespace scenarios, so that is one of the factors. In terms of open space there are less specific ties since we can't really predict what is going to happen. More likely, we will respond to PVP events and feed them into future fiction as opposed to trying to force it down one path or another.

The other direction is how the lore itself influences PVP. Here we consider that the three major nations are in a conflict with one another. It's not total open war, but they are definitely competitive. The personality of the nations is reflected in things like ship design and general attitude. For example the Octavians are much more regimented and militaristic whereas Solrain is more motivated by profit and gain. What we want to do is have the players feel that they identify with their nation and it's goals.


MMORPG.com:   

What kinds of PvP will make an appearance in Jumpgate Evolution? One on one, 100 vs 100, etc.?

Hermann Peterscheck:   

We have determined that large numbers of ships is certainly more fun than one on one battles in big, open space - though that is possible. Once you support huge scale battles, smaller battles are simply an issue of player preference. I suspect we will have many different sizes to the battles, but we are assuming that massive space combat will be the most compelling.

Here again, each nation's personality is represented. In the large scale battlespace, for example, each group has their own distinct capital ship which they need to protect, while attempting to destroy the other group's ship. The look and feel of these ships is very distinctive and helps players identify with their nation.

MMORPG.com:   

Will there be an area that allows for open free for all PvP?

Hermann Peterscheck:   

There are so-called "unregulated" areas in space. Here, you are basically always flagged as PVP and can freely attack, and be attacked by, anyone. Also, battlespace has various rules, but it is certainly open PVP in the traditional sense.

MMORPG.com:

What loot reward systems are in place for PvP in JGE?

Hermann Peterscheck:   

Loot rewards will be sold to you by special vendors which require you to have a certain amount of renown to gain access to. Additionally you get XP and credits for kills, contribution to kills and other objectives which you can complete as part of PVP.

MMORPG.com:   

What experience reward systems are in place for PvP in JGE?

Hermann Peterscheck:   

Currently you get XP, Credits and Renown for all PVP kills. Depending on how well you do and your contribution determines how much of each you get. In the case of battlespace, winning the round will give bonuses. In the case of open world PVP, the winning nation gains control over that part of space which has consequences and benefits we have not specified.


MMORPG.com:   

Will there be consequences to losing a PvP battle?

Hermann Peterscheck:   

It depends. In the case of open space you lose the outpost and control over that part of space. In a battlespace battle, you will not get the rewards that the winner gets (renown, bonus xp and so on). We don't want to take things away since that means that fewer people will PVP. We also track individual and nation wide statistics. This means that as your nation rises and falls in the ranks you can feel that you are contributing to a greater cause and increasing the influence of your nation and it's values.

MMORPG.com:   

What systems are in place to prevent "ganking" behaviours?

Hermann Peterscheck:   

It depends what you mean by ganking. It will be possible to play Jumpgate without getting yourself into a situation where you can be ganked. Once you enter an open PVP area you are sort of electing to put yourself in danger of being killed without expecting it. I think the important thing is that players are able to make choices. Ganking is only really terrible if there's nothing you could have done about it and so that's the real issue to address.

MMORPG.com:   

In February of 2008, you said in an MMORPG.com dev journal that you were considering different PvP rules for different shards. Is this still a possibility?

Hermann Peterscheck:   

It's always a possibility. That's based on what other MMOs have done in the past and has been successful for them. There's many ways of dealing with the differences between PVP and PVE and we are open to exploring whatever makes the most sense for our game. Of course everything really depends on the results from ongoing testing where we expect to find out what players wants.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on July 17, 2009, 11:03:06 AM
Nothing new.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: HaemishM on July 17, 2009, 01:03:00 PM
These devs need a case of STFU until they have a beta to announce.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tazelbain on July 17, 2009, 01:09:09 PM
Battlespace?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on July 17, 2009, 03:13:00 PM
These devs need a case of STFU until they have a beta to announce.

It's convention season.  The time of year when devs. use cons as an opportunity to do the least amount of work possible while masticating, drinking, and gaming themselves half to death on ITB passes.
I'm starting to think this is why so few games seem to release in the Summer these days.  People are just too damned lazy and too busy partying.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: fuser on July 22, 2009, 11:36:35 AM
Quote from: http://us.jumpgateevolution.com/news/article/9190
This week brings some great news for budding pilots of the Skein. Jumpgate Evolution has passed 250,000 unique Beta sign-ups since opening the sign-up floodgates last year.

We have thoroughly enjoyed obtaining valuable feedback from the people in our Friends and Family test, helping us to take the next major step towards launch.

No real news just PR fluff but the the screenshot page (http://us.jumpgateevolution.com/media/screenshots) has been updated.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: fuser on July 31, 2009, 12:37:01 PM
Co-worker passed on some news the developer blog (http://us.jumpgateevolution.com/gameinfo/developerblog) was updated (click on Combating Combat).

Here's some bits snipped out.

Quote
Early on our lead systems designer, Jay Ambrosini, came to the correct conclusion that all of the preliminary balancing was best done in a PvP context. The reasoning is that in PvE, the player needs to feel powerful, but in PvP the fight needs to feel balanced. Once ship classes are balanced in PvP, its not as hard to make the player feel powerful in PvE, but the opposite is not true.

After many months of playing, some people on the team become quite proficient at playing in very advanced ways; small changes in weapon damage, range, ship speed and anything else. It's difficult to decide between reacting to feedback from a change and having the patience to wait and see if the initial feedback changes after a few days of getting used to it.

People want meaningful and strong choices and not lots of meaningless, empty choices. Currently we plan to have 4-6 classes, but they will each have nearly endless possible configurations within those groups.  I also suspect we will continue to add more classes and equipment which will continue the balanced and varied tactics available. Much of this will come from more extensive testing as many thousands of players will provide much better information than our group of developers working alone can.

Can we stop here and point out they haven't nailed down the classes yet  :uhrr:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on July 31, 2009, 01:27:23 PM
Beta? What beta.   :oh_i_see:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Modern Angel on July 31, 2009, 04:15:55 PM
Holy shit! Isn't this supposed to be out by the end of the year? And they don't have classes?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on July 31, 2009, 04:36:24 PM
I don't think they said they don't have classes. Considering the flow of what he's talking about, I'm going to safely assume they're deciding whether or not to expand the current class set for balance purposes.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ingmar on July 31, 2009, 05:08:06 PM
I'm not sure I get how important your 'class' is compared to other MMOs. Like with ship types also in the equation I could see it being just as important (if ship types are restricted by class) or less important (if ship type you pilot is independent of class.) This has probably been answered somewhere already though?

EDIT: Never mind, I see my error - ship type IS class.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Modern Angel on July 31, 2009, 05:16:48 PM
I don't think they said they don't have classes. Considering the flow of what he's talking about, I'm going to safely assume they're deciding whether or not to expand the current class set for balance purposes.

I should have phrased that better. obviously they have classes but they haven't set the number? And if they haven't set the number that would follow that they haven't set which classes are in the final product. This is stuff you do before this point in development.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on July 31, 2009, 06:32:32 PM
The whole saga of this game has been develop-as-you-go.
Was like that at day 1 even.  Should've just been called "Ambiguous Online."


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Modern Angel on July 31, 2009, 09:09:05 PM
Should've been called "Oh Look, Another NetDevil MMO"


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Sir T on August 05, 2009, 05:24:55 PM
This is feeling more and more like Vapourware to me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on August 05, 2009, 05:27:43 PM
This is feeling more and more like Vapourware to me.

I can tell you it's not, since I've played it.  But who knows what they're doing now.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on August 13, 2009, 07:50:44 AM
http://www.youtube.com/watch?v=Y7ExWwuMXO0

http://www.youtube.com/watch?v=AQqfDNhDk9Q

http://www.youtube.com/watch?v=BXTXmj-eGRw


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on August 13, 2009, 09:50:05 AM
Jumpgates release date on EBStop has changed to next year. Not that EBStop is a good indicator, but someone obviously told them to drop the date previously given.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hawkbit on August 13, 2009, 12:07:46 PM
If

Jumpgates release date on EBStop has changed to next year. Not that EBStop is a good indicator, but someone obviously told them to drop the date previously given.

then

This is feeling more and more like Vapourware to me.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: NiX on August 13, 2009, 01:01:27 PM
Actually, it's a good thing EBStop changed their date. In my whole time working there I had never seen them adjust dates until the company told them differently and in some cases they maintained a date even though it had passed and the product still wasn't released. This means someone at Codemasters or NetDevil made a call instead of just letting it go silently.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on August 13, 2009, 02:51:45 PM
If

Jumpgates release date on EBStop has changed to next year. Not that EBStop is a good indicator, but someone obviously told them to drop the date previously given.

then

This is feeling more and more like Vapourware to me.

They had already said the game was delayed, the videos I posted were somewhat recent. They are still showing it at conventions.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: rattran on August 14, 2009, 11:32:30 AM
Hasn't this reboot of the game been in production close to forever? Jumpgate launched ages ago, did nothing special, and now this sequel/redo/expansion whatever has been dragging along.

Is it time for a pat on the head and a shotgun blast to it's ear?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hawkbit on August 14, 2009, 01:00:56 PM
Supposedly we've got folks in the beta or whatever that say it's good. 

It's being pushed out too far, but they're likely scared of the Aion/FE/ChampO mess that the end of this year will be.  It's all going to be a wash anyways when Blizzard announces WoWxpac 3 in a week or two. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on August 14, 2009, 03:59:11 PM
Hasn't this reboot of the game been in production close to forever? Jumpgate launched ages ago, did nothing special, and now this sequel/redo/expansion whatever has been dragging along.

It started as an expansion. I suspect their level of investment exceeded the success they'd have gotten from merely talking to what audience they had, so that pushed it to a full retail SKU. And into the realm dominated by WoW.

I doubt they care about ChampO or FE, but I could see some concern for Aion. As to WoW expac 3, I don't think that matters to JG:E either. They're not directly competitive in a way an EQ3 would be.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on August 19, 2009, 10:39:20 AM
In my eyes half the beauty of this game was the original release day.  Now that is out the door by a YEAR == impending demise.
There's no way this thing will be able to compete in the 2010 market unless they put so much spit and polish on it that it's unignorable.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on August 19, 2009, 11:44:27 AM
What other space games are out in 2010?  They'll be fine.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hawkbit on August 19, 2009, 12:34:57 PM
I think Black Prophecy is a likely candidate for 2010.  I'm not sure they're similar games though.  Last I heard BP was aiming to be more casual friendly.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: fuser on August 19, 2009, 04:04:32 PM
I'm chopping and editing it up just to make it readable and not scroll up and down two posts  :uhrr:

Quote from: http://us.jumpgateevolution.com/forums/showpost.php?p=59897&postcount=19
Q: Can you fully explain how the unregulated space station and factory system works and give us the planned benefits for participants? Are there any special rewards planned for the guilds who will form the consistent backbone of these operations to take, construct, and defend space stations in unregulated space?

A: Right now any benefit will be nation based. We don't specifically track which Guild took over which area although that is something we could do. We don't have the specific details implemented so I can't tell you that either. A lot of this is still preliminary as we are working on the system itself right now.

Q: What plan, if any, is available to provide player or squad owned space stations and how do they function in relation to the rest of the game world?

A: Player owned stations are not currently planned for launch.

Q: Assuming item loss is off the table, is there any plan to introduce some kind of decay system, and if so, can you provide details?

A: We've discussed the advantages and disadvantages of this. Currently there is no planned item-loss mechanic based on time or death.

Q: A number of pre-launch squads for JGE have formed with fairly large member bases and would like to know what content is being designed explicitly for the consumption of people who are members of squads. Could you provide this information in detail?

A: The main thing here is the PvP and larger PvE content. We have a system for making "boss" type enemies in the game and we can make these as complex and difficult as we want. We expect this to be the core of what makes compelling multi-player PvE. PvP is likely to automatically encourage this kind of thing.

Q: What mechanics exist, if any, to keep people who die in world pvp from returning to a space station husk so quickly that their death has little effect on the overall battle?

A: Right now it's just map design, although I can tell you that we recently added a spawn timer in instanced PvP to deal with this and similar problems so it's likely that kind of thing will exist in world PvP.

Q: How do the devs see piracy working without cargo loss or friendly fire with the sole remaining factor being ship repair fees?

A: We don't. That's the problem with a piracy system... to make it compelling requires that you have lots of sheep and very few wolves. Sheep don't like to play that much when there's too many wolves around and as a result systems that allow players to negatively affect other player's experience with no easy way of avoiding it tends to result in chasing those players away. We don't want to chase them away. We could make a PvE piracy system but that seems like it frustrates everyone.

Q: Are they willing to setup a place for us who have been pirates in the past in many other games to try and throw up some ideas if the dev's have none?

A: Yes. I've seen lots of them on here, but none that I can see solve the problem above. How do you design a pirate system that is fun for the pirate and doesn't drive away the victim? I encourage people to think of this from the victim's point of view instead of what is just fun for the pirate. How can we make PVP piracy fun for the victim?

Q: Squad warfare has been something talked about by both the community and the occasion developer discussions, so with the possibility of 'safe zones' is squad warfare being considered as a alternative method for allowing more open-PvP for those that wish it? For example if two squad declare war on each other, could perhaps the 'safe zone' rule be overruled as to allow the squads to play as they wish if both consent?

A: We could do something like that. We just don't have it planned or implemented that way right now. The rules for PvP are likely to become more complex as the game systems evolve. Right now we have to focus on getting the basics working.

Q: What role squads will actually play outside of simply providing a communications channel and a player tag, has been greatly overlooked in developer discussions outside of sparse mention of squad ladder ranks. Can we expect squads to actually have a impact on realspace events outside of PvP games and ladder ranks(which are irrelevent on a world-pvp standpoint.)?

A: That's a complex question. Currently there is no direct tie to squad activity and in-game systems. In this sense squads serve primarily as a social mechanic for organization and communication. We've got lots of ideas on how to expand on things like leader boards and so on. I've also seen lots of good ideas on how you can tie squads to the game systems more, but it's hard to evaluate those without seeing squads active and that is not something we currently have the testing population to do. I know we COULD have that population fast, but there's enough other things to work on that it's just further down the line.

What I'm getting at is that rather than design all the details of exactly how we have squads affecting the game I'd rather get the basic system working and then see what people actually do. This way we don't implement something that people don't want and have to rip it out and re-do it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Malakili on August 19, 2009, 04:10:24 PM
Summarized:

Interviewer:  Will you have this EVE Online feature?

Interviewee: We are not trying to be EVE Online.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on September 24, 2009, 07:42:01 AM
New video. (http://gamertube.com/video-1838623-AGDC '09: Developer Walkthrough)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Hawkbit on September 24, 2009, 08:15:40 AM
I wonder if mmorpg.com had anything to do with the video?

Also, I wish I were in this beta.  I want a space game but I always quit EVE after a few weeks and X3 looks...daunting.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Teugeus on September 24, 2009, 11:58:17 AM
Wow, that video definitely got my hopes a little higher, seems NetDevil are really trying to make this game as good as they possibly can and they're prepared to take as long as it takes to reach that goal. It was pretty obvious by the amount of information that has slowly trickled out over the past year or so that if they did release it this around now it would have:

a) possibly been downed out by the Aion launch as well as the whole winter season game release extravaganza

b) just been a solid game, lacking polish and wasting its potential

Fingers crossed they can pull it off.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 24, 2009, 01:46:49 PM
Originally, I think they got a bad initial response to the game and hence delayed the game because of it.  All  you have to do is sift this thread and you'll see examples...  regardless of our passion for a good space MMO.

And remember, they'll inevitably be competing with a revamped EVE, STO, SWTOR (the space portions if there is any), and the indie game Black Prophecy.  Sure, there's nothing like JGE right NOW, but that wont be the case later... so they have to get it right.

What I liked about the video was the way you shoot things.  Initial vids. were very uninspiring in that aspect, but granted in this one they were using an endgame cannon.  It just felt more interesting this time around.  The ship trails were also toned down a bit and I appreciate the old-school space-shooter style "AI wars" that you take part in. (reminds me of Indedpendence War).   Using the ship's systems to disburse missions was also a nice touch, as long as it's appropriately simmy.

The more simmy it is the better.  Although their "easy to learn, difficult to master" mantra is a bit counterintuitive to this fact.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on September 24, 2009, 02:08:55 PM
A bad initial response from who?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Nerf on September 24, 2009, 03:08:40 PM
That does look pretty sweet, but all the emphasis on moving the quest text around really makes me stabby that they're not doing voiceovers.  The first 20 levels of AoC were fucking amazing because the voiceovers really added to the immersion.  Someone go yell at netdevil and tell them to get on this.

Edit: I want static-y pictures coming up with the commander giving me an order, or telling me about the pirates, or breaking up halfway through the transmission etc.  The questing experience should take its cues from AAA single-player titles, not mmos with walls of text.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 24, 2009, 04:26:54 PM
A bad initial response from who?

Me!   :awesome_for_real:
Nah, I've seen a few forums where folks thought JGE was missing something and needed more work.  Then again, they do indeed say that about pretty much every MMO.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on September 24, 2009, 04:51:51 PM
Where's my cockpit view? Large capital ships? Space battles involving more than a bug light and 100 gnats?

Don't care about voiceovers. This is less an RPG than it is a space sim PvP wrapped in an MMO business model. It looks awesome, but my expectations and likeability are entirely about the feel of combat.

Initial response to JGE was in part because it was originally an expansion of a game nobody really liked. The positive buzz began to increase when they showed the initial graphics and announced it as a brand new game. It's sorta only gone up from there with each successive content insight. Except for the people who keep wanting to learn more about the depth of the game. Not a lot of information has really come out there, at least not in the old school here's-our-design-document form.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 24, 2009, 05:13:50 PM
I know part of the delay was due to the fact the original design didnt have a damned cockpit view (DUH).  From prior news though it's supposedly a pretty bland view; more like just an FPS in space.   Hopefully they've upgraded it since then... but, I'm certain it wont be a functional cockpit.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on September 24, 2009, 08:40:14 PM
Yea, I imagine it'll maybe hold some HUD elements, but that's all I need. I do the same thing with driving/flight games. I don't have problems watching glass cannons run around the world in flowing capes. But watching my ship while also watching a targeting reticle while also watching the enemies in a large dogfight... I just prefer the cockpit view :-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 24, 2009, 11:22:26 PM
Are the turrets freelooked at all?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on September 25, 2009, 06:59:07 AM
You know, its very odd that a good deal of space games have not copied the wing commander HUD stuff, you know, where everything on the dash is real data and utility.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Stormwaltz on September 25, 2009, 08:00:32 AM
but all the emphasis on moving the quest text around really makes me stabby that they're not doing voiceovers. The first 20 levels of AoC were fucking amazing because the voiceovers really added to the immersion. Someone go yell at netdevil and tell them to get on this

Completely disagree with you on this, for logistics reasons. Voiceover means that making new content is more expensive, more time-consuming, and leads to heavier patch downloads.

You want voiceovers, go play a single-player game. It's insupportable in an MMG.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on September 25, 2009, 08:12:12 AM
but all the emphasis on moving the quest text around really makes me stabby that they're not doing voiceovers. The first 20 levels of AoC were fucking amazing because the voiceovers really added to the immersion. Someone go yell at netdevil and tell them to get on this

Completely disagree with you on this, for logistics reasons. Voiceover means that making new content is more expensive, more time-consuming, and leads to heavier patch downloads.

You want voiceovers, go play a single-player game. It's insupportable in an MMG.

I create online training. So I understand what you mean and all the pitfalls, however we use and outsource voice overs all the time, and the gain in attention of your user generally out weighs the cost. Same thing goes for MMO, but add in immersion. Considering I have more potential change to dialog, a shorter time frame for development, and what I am sure is a much stricter set of requirements for downloads delivery of files, AND pronunciation or wording. I can safely say, MMO's have no reason not to other than sticking to "business as usual". They need to advance in this area, not doing so, is simply cutting corners, hell, we do this shit in house for most of it, makes for quicker turn around.

Fuck, I WISH we had the compression and format choices available to game platforms.

And its not like there isn't a precedence already.  MMO's need to get with it, saying "Go play a single player game" won't cut it, this is 2009, people downright expect it in ANY game.

This also has nothing to do with jumpgate.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Stormwaltz on September 25, 2009, 08:26:54 AM
MMO's need to get with it, saying "Go play a single player game" won't cut it, this is 2009, people downright expect it in ANY game.

Speaking as someone who has worked on both an MMG live team and on single-player games with extensive voice-over, I think you're wrong. In online training, you can do the VO yourself in an afternoon. Games are an entertainment industry. We have to go through the Screen Actors' Guild. That adds a lot of cost and time delay -- especially when you're talking about wrangling hundreds of VAs.

Voice over in an MMG means fewer and smaller content additions. It means you, the end user, get smacked with downloads even larger than what you do now. It means anything with VO that needs to be updated will take weeks to get fixed, at best.

Practically, I suspect that SWTOR's full VO will translate to a paid box expansion once a year, and no content additions beyond that.

If you think that's acceptable, hey, fine -- that's a question of taste. Me, I feel MMGs are a live medium that need to be growing and evolving constantly.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Murgos on September 25, 2009, 08:39:07 AM
You know, its very odd that a good deal of space games have not copied the wing commander HUD stuff, you know, where everything on the dash is real data and utility.

I entirely don't understand why anyone, anywhere wants a static interior view of a cockpit taking up half the screen real-estate.  But, there you go, when you don't have it the whining grows to insufferable levels.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on September 25, 2009, 08:43:50 AM
MMO's need to get with it, saying "Go play a single player game" won't cut it, this is 2009, people downright expect it in ANY game.

Speaking as someone who has worked on both an MMG live team and on single-player games with extensive voice-over, I think you're wrong. In online training, you can do the VO yourself in an afternoon. Games are an entertainment industry. We have to go through the Screen Actors' Guild. That adds a lot of cost and time delay -- especially when you're talking about wrangling hundreds of VAs.

Voice over in an MMG means fewer and smaller content additions. It means you, the end user, get smacked with downloads even larger than what you do now. It means anything with VO that needs to be updated will take weeks to get fixed, at best.

Practically, I suspect that SWTOR's full VO will translate to a paid box expansion once a year, and no content additions beyond that.

If you think that's acceptable, hey, fine -- that's a question of taste. Me, I feel MMGs are a live medium that need to be growing and evolving constantly.

I think I forgot to mention my clientele. Military organizations. I do not have the benefits of things such as "Disks" (lol) or even client side data or files. My entire product is streamed to guys and gals in the desert on some of the most unstable connections you have ever seen.  Screen actors guild is quite frankly, not going to be as strict as non-tech top brass who review the content and ALWAYS request changes without any consideration for the impacts, and there is usually about 5 of them picking it apart, and that's not even the final client. You guys only need to do funny elf voices. As a point of disclosure in this conversation, we also go though actors guilds, talent agencies, and at times, even use the programmers, writers and artists.

Again, the options to you thees days, and your architecture, I wish we had. We don't.

To boot, you are dealing with people and an entertainment product, this means many many things can slide, such as download times. I feel that MMGs are also living and need to be growing, so it is odd to me while the rest of the related industry is giving voice and life to its actors, MMO's stagnate. I feel, mostly because some are holding onto old practices that are "Good enough". I am not saying your concerns are invalid, I am saying that MMO's are not MUDS anymore, and it is not tech, or resources holding you back from doing this.

Also, precedence (http://www.imdb.com/title/tt0428505/). Your not going to let "Good enough for government" and SOE take the cake are you?  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on September 25, 2009, 09:02:31 AM
Come on now. We need to restrict this VoiceOver nonsense to the SWTOR thread. VOs are not required for PC MMOs, particularly ones that at face value are more PvP oriented. Whether done on a text-to-speech budget or using A-list talent, it's an unnecessary expense altogether when so much of the successes in this genre don't have them and all of the one that tried wasn't a success anyway. Business is iterative based on emulating success. Nobody can point to VO as a cornerstone any more than they can immersive crafting or player owned housing.

On the HUD, I really just want first person. I don't need a cockpit to take up half the screen GT/NFS/Forza style. This is the one thing from Freespace 2 I wouldn't mind living without.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on September 25, 2009, 09:07:41 AM
I mean, we can take a look at how many have done, and will be doing voice overs. I am sure that is irrelevant to those looking to compete in the future too.  :oh_i_see:

Most of us here are old guard MMO players, some of you get excited that ASCII games have been remade  :uhrr: . There is potential that no one here can see the direction online space is going, and I guess that's OK.
 
And I did say most of this has nothing to do with jumpgate.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on September 25, 2009, 09:20:50 AM
Ah but we do know where it's going: online-only widget-style maybe with a FR/FF/BF:Heroes style full screen experience with a strong MTX foundation built on budgets based on an every growing understanding of the percentage of people wiling to pay a little vs a lot vs not at all.

SWTOR is not some vision of the future (lore reference ftw!). It and one or two others are likely the last of the super-huge budget MMOs delivers in the one format the current audience (us) respects. But make no mistake, we're aging out of the prime demographic and the new people showing up have different expectations.

PC side anyway. Consoles MMOs will be measured by the PS3 and N'tal by default.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on September 25, 2009, 09:26:10 AM
Yes, what was I thinking! Its not like free to play macro transaction games built for a new generation of MMO's can afford, let alone deploy full voice overs... (http://www.massively.com/2009/03/17/wizard-101-to-include-voice-overs-shared-bank-feature/) That would just be crazy talk! (http://www.ablegamers.com/mmo-news/676-ablegamers-exclusive-wizard-101.html) If they did, it would be shitty I am sure! (http://www.youtube.com/watch?v=j2yH2MSJNVY)

(Much love Darniaq and Stormwaltz, the snark is in fun)

Read up on the back-story for the team on this title, and you will see just how shameful this makes "AAA" titles look.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 25, 2009, 11:34:14 AM
There's no reason why a space-shooter shouldnt have a decent cockpit view.  Absolutely none.
Also, no reason why there shouldnt be at least some kind of voiced-over element inside the cockpit.  I'd be happy if it was just the ship's AI alerting me to incoming comms or unknown contacts, etc.    TTS may also be an option... and if there were capital ship combat (which there isnt) then they could even use SR.  Positional-VOIP with radio-static-ambiance is also a HUGE (but easy to implement) value here.

All of the above are nothing special.  Doesnt take much to put it in a game and it adds a helluva lot to gameplay value.  What people seem to forget is you can get away with a LOT more bells and whistles in the sci-fi genre, let alone a space-shooter.  This is why I think it's kinda dumb not to push any kind of envelopes when designing such a game and why I got upset over JGEs initial iteration.    It was too vanilla.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on September 25, 2009, 11:58:33 AM
Yes, what was I thinking! Its not like free to play macro transaction games built for a new generation of MMO's can afford, let alone deploy full voice overs... (http://www.massively.com/2009/03/17/wizard-101-to-include-voice-overs-shared-bank-feature/) That would just be crazy talk! (http://www.ablegamers.com/mmo-news/676-ablegamers-exclusive-wizard-101.html) If they did, it would be shitty I am sure! (http://www.youtube.com/watch?v=j2yH2MSJNVY)

(Much love Darniaq and Stormwaltz, the snark is in fun)

Read up on the back-story for the team on this title, and you will see just how shameful this makes "AAA" titles look.

Well, sure, if you want to bolt on VO after you've proven your game and business model are successful, have at it! My gripe has only been about assigning resources funds on the front end. And that's only because for the one game that already tried this was unable to sustain it.

TTS in cockpit view would actually add immersion AND not be a drain. It's not just the recording and rights clearances, but that you need to do this for all languages. Long belabored point though.

The M in MTX is "micro" btw :-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 25, 2009, 12:13:32 PM
Moral of the story is:  the more beeps, clicks, buttons, pings, and sexay AI femme voices in the cockpit the better.  If you take all that away and just have a 3rd-person perspective shooter with generic quest text, it's no longer a sci-fi space-shooter imo.  It's at most just a glorified re-skinned 3d version of missile defense.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on September 25, 2009, 12:13:42 PM
The M in MTX is "micro" btw :-)

Was a typo.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Severian on September 25, 2009, 12:56:36 PM
I entirely don't understand why anyone, anywhere wants a static interior view of a cockpit taking up half the screen real-estate.

Ditto, especially in space. There is no horizon and no horizontal orientation, where HUD elements are fairly harmless obstructing the ground almost below you or the highest point in the sky. In space combat, with all the three-dimensional maneuvering, the more you can see at the edges of your cone of view the better.

I have no problem if my PvP opponents want to use an optional cockpit view, though, less power to them.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: ajax34i on September 25, 2009, 02:54:35 PM
I think "cockpit view" means "don't show me my own ship in the center of the screen", so first person rather than third person over the shoulder view, if that analogy could be made.  Jumpgate shows your ship, and while that has the advantage of showing you where the shots come from, I don't know if you can zoom out far enough to see the enemies behind you.  I prefer a HUD / cockpit view because (as long as there's a radar), my brain seems to be able to keep track of the fact that there are enemies behind me even if I don't see them yet.

Speaking of that video a couple posts up, what's up with the silly AI maneuvering?  One ship looks like it's trying to shimmy left and right to "shake" the player off, like a wet dog.  Where are the Immelmans, where are the actual flight school maneuvers, where are the wingmen breaking off to get behind you?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Stormwaltz on September 25, 2009, 03:04:59 PM
Also, precedence (http://www.imdb.com/title/tt0428505/). Your not going to let "Good enough for government" and SOE take the cake are you?  :grin:

You know what you could do instead?

Quote
NPC: I need you to go [here] and [do this].
  • Why?
  • Accept
  • Decline

Almost no reading, high clarity, and you're still free to create reams of content. In fact, it even has an advantage over VO -- players don't feel compelled to wait for the VA to finish talking (which BW has noted a trend of, even when the player's gone through the conversation before.)

Just because SOE does it doesn't mean its necessarily the best solution. Also, I seem to recall that after EQ2 shipped, the percentage of quests with VO dropped.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on September 25, 2009, 03:19:32 PM
Also, precedence (http://www.imdb.com/title/tt0428505/). Your not going to let "Good enough for government" and SOE take the cake are you?  :grin:

You know what you could do instead?

Quote
NPC: I need you to go [here] and [do this].
  • Why?
  • Accept
  • Decline

Almost no reading, high clarity, and you're still free to create reams of content. In fact, it even has an advantage over VO -- players don't feel compelled to wait for the VA to finish talking (which BW has noted a trend of, even when the player's gone through the conversation before.)

Just because SOE does it doesn't mean its necessarily the best solution. Also, I seem to recall that after EQ2 shipped, the percentage of quests with VO dropped.

Quote
while the rest of the related industry is giving voice and life to its actors, MMO's stagnate. I feel, mostly because some are holding onto old practices that are "Good enough". I am not saying your concerns are invalid, I am saying that MMO's are not MUDS anymore, and it is not tech, or resources holding you back from doing this.

But please, don't act like that "SOE did it" was the bulk of my argument. Thanks!

I guess if striving for mediocrity is the goal, that system will work just fine.   :awesome_for_real: 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on September 25, 2009, 06:28:19 PM
Yea, and how'd that work out for them. And this is precisely the example I was using earlier when I said there's no precedence worth referencing. Which is why they were able to say "the first fully-voiced MMO". Ignoring the one that came before it.

As to macro/micro, yea, I figured it was a typo, but I was in that kind of mood. :qink: Took eight hours longer than expected for the wife to get discharged. Was getting stabby.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Nerf on September 28, 2009, 01:20:48 AM
Have any of you arguing against VO's played AoC at all?  The first 20 levels of AoC are MMO brilliance.  It is easily the best questing experience I've ever had in an MMO.  As soon as you leave the newbie island at level 20 and the VO's stop, the game is a hell of a lot less fun.  By level 50 we were all so fucking bored of the lack of content and shitty quests most of us just quit - or rerolled a couple newbies and did the 1-20 stuff over again first, and then quit.

Immersion is a big fucking deal, and being a space game they've got plenty of ways to implement it without being 'boring sit in station watch cutscene then do mission' - They've already moved the majority of the quest chat to happen while you're in space, flying to your objective, so the argument of people sitting there burning time and spamming next is moot already.  They realized people don't want that, so they figured out a way to get you to read quest chat - now they need to take that to next level and have VOs to actually make it immersive.  Instead of getting a short blurb of quest chat while you're in space, your radio beeps and your commander relays you the mission information as you're going.  It doesn't even need a little HUD video popup, just staticy radio "this is your mission, oh btw, if you're playing without sound here it is subtitled too".

If Funcom had done as a good of a job on 20-80 as they did on 1-20, AoC would have been a huge fucking success.  Instead they rushed it out, killed the immersion, and it hit the den in record time.  I'd like a fun game that I play for awhile and isn't EvE, so please don't do this netdevil.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: FatuousTwat on September 28, 2009, 01:56:35 AM
While I wouldn't quite call AOC 1-20 the best experience I've ever had, it was good, and the VO did add to it. I enjoyed the DM voice in DDO as well.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on September 28, 2009, 08:05:39 AM
Have any of you arguing against VO's played AoC at all? 

Yea, and how'd that work out for them?

Seriously, nobody is saying you shouldn't do VO at all. Bully for the games that are successful and retroactively add VO later.

What some of us are saying is VO shouldn't be done at the expense of more important things for launch. Like functioning stats (AoC didn't have), compelling classes and non-restrictive combat (EQ2 subsequently ripped out the sub-classes thing), a persistent world that feels like an MMO (DDO didn't, for most). SWTOR is an RPG first, MMO second, so VO makes slightly more sense there; however, if combat is boring stand-in-place dice-rolls, that is going to impact the success of the title, not whether someone felt like they were "there" or not. Same with JG:E. VO is a value add, not a core requirement.

Game first, immersion second. Yes, doing VO work is a different skill than UI and game design/balancing/QA; however, there is an overall finite project budget that gets divied up.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on September 28, 2009, 09:21:11 AM
The people who do design shouldn't be handling quest text.  Problems there are not a failing of having voice.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Murgos on September 28, 2009, 09:24:05 AM
The people who do design shouldn't be handling quest text.  Problems there are not a failing of having voice.

Are you implying that they have an infinite budget for this game?

Cause, all this, X resource usage does not imply Y resource starvation is, pretty much, wishful thinking.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on September 28, 2009, 09:41:08 AM
No, I'm simply saying that it was a false equivalency.  You can throw all the money in the world at a design and that won't make it good, either.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Murgos on September 28, 2009, 09:56:38 AM
You can throw all the money in the world at a design and that won't make it good, either.

You mean, like, doing voice-overs for every line of dialogue in an MMO??


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Lantyssa on September 28, 2009, 10:34:36 AM
That won't necessarily make it good, either.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on September 28, 2009, 10:50:16 AM
You guys keep towing the party line of "Its to expensive!" and "Text is good enough!". Its not like I said that same excuses is holding all this back in my other posts or anything. Those are old excuses that are becoming irrelevant, and mostly said in fear of the old ways dieing. Most players do not even read your dam quest text anyway.

The MMO team that realizes the worth of full VO (As all players have already, as well as the rest of the related industry) and designs from the get go, including budgeting, will be waring money hats if the rest of the game doesn't suck by itself.

I never said "OMG ADD VO WITH OUT THINKING OR PLANNING" or "SOE did it so you must".

The precedence that is worth referencing, as I said, is people love VO, and love the immersion they get from it, there is zero deny-ability in that. Its now up to the developers to deliver it. Its 2009. I never said "Look at how it made SOE and EQ2 the #1 game" I said look how endearing it made those titles to player because of it, and look at how many will be doing partial, or full, or conversions to partial or full voice overs, and that new games need to evolve or become irrelevant rehash.

My point was not if adding voice overs add anything, that's has already been answered, my point was that the reasons they do not, are becoming extremely slim, or just stubbornness. It the methodology in acquisition, budgeting, and scheduling that needs to be changed, along with a whole heap of old thinking.

It is OK if you don't want to evolve, I hear there is a remake of a MUD on the Internets somewhere.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: PalmTrees on September 28, 2009, 10:57:30 AM
Have any of you arguing against VO's played AoC at all?  The first 20 levels of AoC are MMO brilliance.  It is easily the best questing experience I've ever had in an MMO.  As soon as you leave the newbie island at level 20 and the VO's stop, the game is a hell of a lot less fun.  By level 50 we were all so fucking bored of the lack of content and shitty quests most of us just quit - or rerolled a couple newbies and did the 1-20 stuff over again first, and then quit.



 I recently picked up Conan on whim when d2d had it for $5 and just got done with Tortage the other night. The vo stuff didn't really do anything for me. If I hadn't been able to click through it I would've put it as a negative. It's just so much slower listening than reading and when I'm playing a game I want to do stuff, not sit back and watch like tv. When it comes to games give me stuff to do, not to watch.



Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Mrbloodworth on September 28, 2009, 11:01:33 AM
Have any of you arguing against VO's played AoC at all?  The first 20 levels of AoC are MMO brilliance.  It is easily the best questing experience I've ever had in an MMO.  As soon as you leave the newbie island at level 20 and the VO's stop, the game is a hell of a lot less fun.  By level 50 we were all so fucking bored of the lack of content and shitty quests most of us just quit - or rerolled a couple newbies and did the 1-20 stuff over again first, and then quit.



 I recently picked up Conan on whim when d2d had it for $5 and just got done with Tortage the other night. The vo stuff didn't really do anything for me. If I hadn't been able to click through it I would've put it as a negative. It's just so much slower listening than reading and when I'm playing a game I want to do stuff, not sit back and watch like tv. When it comes to games give me stuff to do, not to watch.



And that's why they allow you to skip it, something that was recently touted as a bad thing, as if any design with voice over is impossible to add a skip button. However, just about all games are becoming more and more of a interactive movie. Look at all the top games, and you will see tons of voice, and cut scenes. Single player, or Non-mmo games are advancing to completely online games, yet MMO's are still stagnate, soon they shall be eclipsed.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 28, 2009, 11:47:41 AM
I think some of you are forgetting the inherent differences between VO in a space-shooter/sim and VO in a fantasy RPG.  They're absolutely nothing alike.  The latter is cinematic in nature, the former is functional.  In games like JGE or MxO it's pretty imperative to have some kind of VoX or mission-hub, you cant just go out and find the mission-giver.  Since this is the case, you have a lot of latitude on how you can pull off giving out the mission info, since it's likely to come from only a few sources.  You also have the advantage of receiving missions on-the-fly.  One thing that's fun about this is you can be in the heat of battle and flash traffic would alert you about another mission or a changing circumstance.

I gotta say I really like MxO's system.  Missions from a main character like Mero were always voiced-over.  And you didnt always have to go running around looking for a quest-giver.  Not to mention, the mission UI itself fit the genre.   Too many games just plug in quest text and that's it.  It's important to keep the missions/quest deliverance in context - like proper fonts, animations, etc.  as there's nothing worse than a generic box with ariel font spewing info. about a dragon you must kill.   It's a total turnoff.

Really, it's the little things that count here.  JGE has an opportunity to disseminate its missions (or at least some of them) similar to old games of the past, in a creative manner that matches thematically.  So far, we see no indication that they're doing this... as usual, except for the fact they delayed release.  I really hope they use their heads here.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on September 28, 2009, 01:38:48 PM
Oh man, storm is taken his sweet time responding, I feel a new hole developing on my person.  :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Stormwaltz on September 28, 2009, 01:59:55 PM
*SirBruces the hell out of MBV  :grin:*

But please, don't act like that "SOE did it" was the bulk of my argument. Thanks!

Sure, so long as you don't act like that was the bulk of my objection. Thanks!

Quote
I guess if striving for mediocrity is the goal, that system will work just fine.   :awesome_for_real:

"Striving" makes it sound like imposing on the players, when -- in fact -- it's the other way around. Players like to breeze through with as little interruption as possible, particularly when they're in groups -- there's a social pressure that you don't want to "hold up" everyone else by stopping to read (or listen to) a bunch of exposition. I don't make people play the way they do, but I have to try adapting to their tendencies.

VO is a self-defeating, big-team "throw money at it" solution to a problem that can be solved with a simple restructure of quest data by the existing content team.

You guys keep towing the party line of "Its to expensive!" and "Text is good enough!". Its not like I said that same excuses is holding all this back in my other posts or anything. Those are old excuses that are becoming irrelevant, and mostly said in fear of the old ways dieing. Most players do not even read your dam quest text anyway.

The problem is that players would rather do something than not do something. From my perspective, you're trying to make quest downtime more palatable, and I'm trying to reduce it.

VO is throwing money at the problem. If you've got money, I don't begrudge you it. I'll still think it's inefficient. I cut my teeth supporting monthly content patches with a team of 8 working near-minimum wage. I'm going to do things cheaply, relying on as few outside resources as possible. My goal would be to keep pumping out content every month, because I know that with a half-decent game, that can get over 90% retention. Asheron's Call 1 survived because Christmas came every month.

I think at some point everyone here accepted the axiom that an MMORPG is sound so long as it makes more than it spends. To make a very crude analogy, I'd rather do that by making the Wii  -- presenting the old familiar in a more streamlined, accessible, and cost-effective way. From my perspective, you want to do it by making the PS3 -- glomming on expensive multimedia options that surely everyone must want.

And don't argue that VO adds immersion. Immersion goes away the first time you see someone spamming "lfg" or hear a 12 year old boy's voice coming out of a hot elf chick avatar. You want immersion, play solo.

And that's why they allow you to skip it, something that was recently touted as a bad thing, as if any design with voice over is impossible to add a skip button.

I think you misunderstood what I said. People tend to sit and listen through VO more than they tend to sit and read through text.

Text you can skim. You can't skim VO. You can skim subtitles under VO, but for some reason, people tend to do so less. Maybe it's misplaced politeness -- they don't want to cut off a speaker. Maybe cutting off VO in mid-word produces cognitive dissonance. I'm not a psychologist, I don't know. I'm just repeating what BioWare observed in testers when they transitioned from text to VO on KotOR and Jade.

Here's another log to toss on the fire. Lately I've been thinking that story shouldn't be what the game tells you, but what the player does. When you gather at the watercooler, are you more likely to discuss the backstory of Grimbane the Black Dragon, or the awesome grouping experience you had last night in Grimbane's Lair? Are you more likely to remember a quest with the movingly written appeal to save a family member, or the one where you have to hold against a tide of weaker enemies for X minutes?

In this, I think NetDevil has the right idea. Their stories will tend to unfold around you rather than bookend the quest with multi-paragraph infodumps.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Stormwaltz on September 28, 2009, 02:03:50 PM
And so it doesn't get lost in the tl;dr above:

Quote
Dolby Axon provides full surround sound, direction, position and distance attenuation. “Space will not be without sound,” said Scott, “Players will hear ships when they fly past, and you will be able to catch radio chatter.” Dolby Axon was built from the ground up for games, with dialogue leveling built in, so players will not have to spend the first ten minutes of logging in, adjusting levels and telling each other to get their mikes closer or further away or turning volumes up.

For Jumpgate, players will not have to use outside services such as Teamspeak or Ventrilo as Dolby Axon is built into the game. Depending on the game, voice chat will be served from the game servers or Dolby’s servers. Different classes of users are built into Dolby’s API and provided to game developers, so a hierarchy of users could possibly control chat. For example, when the Raid Leader speaks, all others could be muted and this rolls downhill for guilds with different class and squad leaders. Voice mods are also in their API and some provided in Jumpgate, and voice fonts are also available.

http://www.mmorpg.com/gamelist.cfm/game/297/feature/3552/page/1

I emphasized the bits I find interesting. The 40 year-old blobby man with a teenage female character flying on your left can sound like a teenage female, with voice coming out of the left speakers.

That's the sort of VO technology I can get behind.  :grin:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on September 28, 2009, 02:22:05 PM
A lot of our arguments here I think also are dependant on how important the VO or quest-text is to the actual mission.  In a functional sense, if you dont read the text or listen to the VO you cant effectively do the mission.  There ARE games out there that quite literally require you to understand what you're doing before you do it, or you die or dont complete the mission.  These games are, of course, more open-ended typically.

MMOs have been devoid of this for some dumbass reason.  And I agree that simply making the same ol' quests voiced-over doesnt make it better.

Perhaps they need to do away with the "!" mechanic... wherein every objective is neatly laid out for you.  I'd much prefer having to understand a mission and locate what I need that way.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on September 28, 2009, 02:49:24 PM
VO right now is window dressing. It is indeed throwing money at the problem.

VO is not going to solve quests that nobody cares about. Kill 10 rats is killing 10 rats no matter how you wrap it. Unless killing those rats is either preventing someone else from doing so, or impacts your standing in the game world with the NPC societies.

SWTOR is going down the right path of making choice matter. That alone will ensure people pay attention. But apparently they've either got more money than they know what to do with, or they're not confident that having decisions that matter is going to be enough of a point of differentiation from WoW by itself.

The people who do design shouldn't be handling quest text.  Problems there are not a failing of having voice.
Where did I say that? When I wrote "game design/balancing/QA", that wasn't to imply that VO is one function and all of those are another single function.

Quote from: Stormwaltz wrote
I think you misunderstood what I said. People tend to sit and listen through VO more than they tend to sit and read through text
I'd be very interested in seeing that report  :grin: If we're talking RPGs, ok, I can maybe see that, merely because reading text while voice is playing is annoying. But does your quote in any way relate to EQ2?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Murgos on September 28, 2009, 02:54:47 PM
Here's another log to toss on the fire. Lately I've been thinking that story shouldn't be what the game tells you, but what the player does.

Oh, I agree with this completely.  At the moment, you select Ranger at the character screen and it gives you something that seems like it would be good for running around in the woods, shooting people with a bow and then the player gets into the game and spends all his/her time crafting in a city.

Ideally, when you spend all your time running around in the woods shooting people with a bow you should probably get labeled a ranger or, if you spend all your time in the city crafting things it should call you a crafter.

Voila, the beginnings of emergent story.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: tazelbain on September 28, 2009, 03:02:42 PM
I like VO because It doesn't "remove" me from the game like reading does.

The pain I am having is VO mixed with VC, it collides and most of the time you miss what both said.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Malakili on September 28, 2009, 04:10:54 PM
Here's another log to toss on the fire. Lately I've been thinking that story shouldn't be what the game tells you, but what the player does.

Oh, I agree with this completely.  At the moment, you select Ranger at the character screen and it gives you something that seems like it would be good for running around in the woods, shooting people with a bow and then the player gets into the game and spends all his/her time crafting in a city.

Ideally, when you spend all your time running around in the woods shooting people with a bow you should probably get labeled a ranger or, if you spend all your time in the city crafting things it should call you a crafter.

Voila, the beginnings of emergent story.

If you make this game, it seems that people will complain about "lack of direction." Or say "There's nothing to do."  I'd love to see more of it though, it just seems like people don't want this kind of game in general


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on September 28, 2009, 05:09:38 PM
In an alternate timeline, it was Ultima Online that spawned the future of the genre relegating EQ1 to hardcore psychos who never experienced a world beyond raiding, and WoW instead was Eve with elves.

Instead, publishers thought spoon delivered content was more palpable and marketable than virtual decision making.

I'd play UO done with an awesome budget/team and tuned to today's standards.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Stormwaltz on September 29, 2009, 08:53:56 AM
Instead, publishers thought spoon delivered content was more palpable and marketable than virtual decision making.

We spoon-feed our kids up until the point that they can use their own spoons. Most people grow beyond spoon-feeding, but everyone starts there.

You interested in the neverware project I'm assembling, Darniaq?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: slog on October 11, 2009, 07:34:35 AM
I'm declaring this whole thread tl;dr.

Someone tell me what's currently going on with this game?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Ghambit on October 11, 2009, 08:34:06 AM
I'm declaring this whole thread tl;dr.

Someone tell me what's currently going on with this game?

nothing really


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Merusk on October 11, 2009, 11:56:10 AM
In an alternate timeline, it was Ultima Online that spawned the future of the genre relegating EQ1 to hardcore psychos who never experienced a world beyond raiding, and WoW instead was Eve with elves.

Instead, publishers thought spoon delivered content was more palpable and marketable than virtual decision making.

I'd play UO done with an awesome budget/team and tuned to today's standards.

 Most people enjoy being consumers for their entertainment, those that don't should look at being the ones that provide it.   I don't see you lamenting that folks sit in front of the TV or buy books rather than writing their own stories using their imaginations. 


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on October 11, 2009, 03:12:59 PM
Lamenting what? I'm stating a what-coulda-been, not what-shoulda-been. That'd be hypocrisy. I spent more hours /played in pre-BC WoW than I did in UO, SWG, ATiTD and Eve combined. And then there's the rest of the dikus. Truth is, for me, it's just more cathartic to blow shit up than to try and maximize a virtual social/economic lifestyle that would require I adjust something in my real one to pull off. And heck, I can't even raid seriously anymore. I'm slowly phasing out of these types of games, but as long as they keep delivering a well-polished newbie experience, and just enough something-different, I'll keep paying for them.

Of course, I'd also pay for a really well developed UO too  :grin:

Edit: I'd never heard of VG Cats comic before I just saw their link in some other thread. But the quote in this one (http://www.vgcats.com/comics/?strip_id=282) seemed a propos:

Quote
Why make something great when good sells better?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Merusk on October 11, 2009, 05:31:04 PM
Great is subjective.  All that VG cats illustrates for me is the usual "Wah, my favorite thing isn't niche anymore and now I'm not a unique snowflake." Same as music, same as books.  There's more games out there, but the quantity of GREAT games put out remains consistent in terms of number per year.   Unless you're going to argue "Back in the day" of TSR gold boxes that every game was a classic gem that you simply MUST play.  I disagree.

Saying what "Could have been" sure sounds like lamenting to me as it's not usually said in these parts in reference to UO as anything but a lament.  Tho, yes, to me it induces shudders and chills of 'what might have been;' but then I'm not a fan of virtual lives.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Venkman on October 14, 2009, 08:54:25 AM
Quote
I'm not a fan of virtual lives.

Err, you say that here?!

:-)

And ya on the VG cats quote. I liked it for the quote itself, not the context. And totally agree on the aspect of uniqueness vs mass market. The tales of not wanting people to show up to your own success/passion (except as sheep maybe) are as old as civilization. Though back in those days, it was more about resources than crap like finding a new favorite band or whatever.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Famine on October 15, 2009, 02:44:44 PM
Nevermind, only adding to the derailment of a old reply.  :drillf:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on November 25, 2009, 06:12:35 AM
Jumpgate level up:

Quote
I've got some very exciting news to share with you today about the growing development team on Jumpgate Evolution.

We've been actively hiring people for the last few months, expanding the team as we move towards Beta and launch. In the coming months we'll be introducing you to them, but I wanted to start with an announcement about someone we're really excited to have onboard.

Please join me and the rest of the team in welcoming Lance Robertson, who has joined the Jumpgate Evolution team as our new Executive Producer!

Lance has been in the business for more than 10 years, including stints as Art Lead and Art Director on Dark Age of Camelot for Mythic Entertainment. From there he rose through the studio to ultimately be responsible for the entire DAoC franchise, shipping every expansion until Catacombs in 2004. There are very few people in the MMOG development industry with such a unique background and wealth of experience.

When Mythic picked up the Warhammer license, Lance founded the team and eventually shipped the product as Senior Producer. While you may not have seen him in the media as much as other Mythic team members, Lance was a core part of the studio, and we feel extremely lucky to have him onboard here at NetDevil.

One of the reasons I'm excited to have Lance work on Jumpgate Evolution is his extensive experience and knowledge in how to create a PvP and PvE focused game. With three nations and massive scale PvP, Jumpgate has always been similar in design to DAoC, making Lance a perfect fit for JGE. He's already brought some great new ideas to the table, although the core game remains the same. I know he feels that he's learned lessons in his career that'll help us make Jumpgate even better.

I'm sure you've got a million questions for Lance and we're going to hold a community Q&A in the coming weeks so he can answer at least some of those. In the meantime I want to assure you that we're still on track to deliver the game we've always wanted to make, and that I know you're going to love. Lance, and all the other people we've hired recently, are here to get Jumpgate Evolution to the finish line!

Please join me in welcoming Lance!

Linky (http://us.jumpgateevolution.com/forums/showthread.php?p=68992)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on November 25, 2009, 06:29:34 AM
 :oh_i_see:

The Mythic taint is spreading!


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on November 25, 2009, 06:32:41 AM
Honestly, I am thankful they are bringing that much experience to the title.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on November 25, 2009, 07:48:57 AM
I really want to play this game, so whatever gets shit out the door faster.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Malakili on November 25, 2009, 07:56:04 AM
I was only moderately interested in this game at best, until I found out its playable with a joystick, and now I'm pretty interested.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: waylander on November 25, 2009, 08:11:09 AM
:oh_i_see:

The Mythic taint is spreading!


Dark Age of Camelot Expansion List (http://en.wikipedia.org/wiki/Dark_Age_of_Camelot#Expansions)

Dark Age of Camelot was a good game in its day.  However the Trials of Atlantis expansion was the one expansion that tipped the game the wrong way, and alienated a lot of its RVR fanbase because TOA introduced a lot of grind.  This in turn created the need for Mythic to launch Classic servers in attempt to lure more of the RVR crowd back to their game.

So having DAOC on this guy's resume is good, but it also seems he was at the helm during the TOA fiasco that nearly wrecked that game.

I hope he brings the good lessons to JGE, and not the bad ones.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Mrbloodworth on November 25, 2009, 08:11:44 AM
I was only moderately interested in this game at best, until I found out its playable with a joystick, and now I'm pretty interested.

You just found this out? They support quite a few devices, such as:

(http://www.blogcdn.com/news.bigdownload.com/media/2009/04/dsc00725april2.jpg)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Lum on November 25, 2009, 10:44:15 AM
:oh_i_see:

The Mythic taint is spreading!

 :awesome_for_real:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on November 25, 2009, 12:01:59 PM
When I got to play the game with a joystick it felt very strange.  Guess I wasn't used to it.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: fuser on November 25, 2009, 01:01:28 PM
You just found this out? They support quite a few devices, such as:

Honestly support isn't really needed for the Matrox long as your game allowed for the crazy resolutions/aspect. I'd expect you could do the same with the AMD Eyefinity tech. Speaking of controls I'd like a throttle control for main engine thrust :drill:


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Count Nerfedalot on November 25, 2009, 05:20:09 PM
So, he's moved up from Senior Producer to Executive Producer.

What exactly does a Producer do in Game Development anyway?  And how much of the blame for Warhammer does he deserve?


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Cadaverine on November 25, 2009, 06:25:17 PM
When, exactly, did being involved with WAR become a good thing to put on your resume?  Certainly wouldn't lend any credence to their, and I quote, "extensive experience and knowledge in how to create a PvP and PvE focused game."


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnSub on November 25, 2009, 06:43:28 PM
So, he's moved up from Senior Producer to Executive Producer.

What exactly does a Producer do in Game Development anyway?  And how much of the blame for Warhammer does he deserve?

Tries to mediate between Design and Programming. Makes sure things are being produced on time and that everyone has what they need to get the job done.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots
Post by: Venkman on November 26, 2009, 07:57:03 AM
That. Producers are similar to project managers.

When, exactly, did being involved with WAR become a good thing to put on your resume?  Certainly wouldn't lend any credence to their, and I quote, "extensive experience and knowledge in how to create a PvP and PvE focused game."

Interviewers don't look at someone's CV and say "welp, your game flopped/missed-expectations, you'll never work in this town again!!" There's too many functions that contribute to game development, and most of them can't be blamed for the decisions made by those in charge.

Otherwise anyone who ever worked on anything but a top 10 game would have only ever one game under their belt :-)


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: UnsGub on November 26, 2009, 11:55:37 PM
When, exactly, did being involved with WAR become a good thing to put on your resume?

Someone running a big team verse not running a team.
Someone shipping a product verse never shipping.

If anyone working in software for more then a year or two does not have a major failure under their belt I would be surprised.  Shipped months late, cancelled and never shipped, technically broken and unuable, wrong ideas and features, features cut, escalations and bug fixes for major customers, wrong choice of tech, consumed by a merger, unprofitable, out of business, etc.  Even working on one successful product for a few years is heading to the failure called burnout.


Title: Re: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)
Post by: Draegan on December 02, 2009, 12:03:47 PM
Jumpgate level up:

Linky (http://us.jumpgateevolution.com/forums/showthread.php?p=68992)

He talked to MMORPG.com
http://www.mmorpg.com/gamelist.cfm?game=297&feature=3790&bhcp=1

Nothing interesting though.