GCW Recruiter and Quartermaster Loot!

(Our feature today is a guest post by Demiurge. Well done and thank you!!!)

Galactic Civil War Rewards and You!

With the onset of Empire in Flame’s Galactic Civil War patches, players now have the opportunity to spend those hard earned faction points from PvE activities or War Fame gained from Invasion testing and upcoming PvP events.  The purpose of this Friday Feature is to familiarize players with the options available to them from their faction’s Recruiters (Faction Points) and Quartermasters (War Fame). Hopefully this information helps you make informed decisions concerning the items you are purchasing from these vendors.  Because most of the items purchased come in the form of schematics, there is no way to actually “see” what the finished product looks like. That’s where this Friday Feature comes in. We will be reviewing the rewards, so you don’t waste those precious points!

We will examine the rewards purchasable from your faction’s recruiters using regular Faction Points first.  Keep in mind all prices listed are non-smuggler prices.

Let’s examine the list of items available to Imperial players:

Armored AT-AT Pilot Bodysuit (1800 Faction Points)

Armored Imperial AT-AT Pilot Helmet (1800 Faction Points)

Imperial Stormtrooper Armor (Total Set = 23,400 Faction Points)

Imperial Assault Trooper Armor (Total Set = 23,400 Faction Points)

Imperial Scout Trooper Armor (Total Set = 23,400 Faction Points)

 

Now let’s take a look at the faction rewards offered by the New Republic Recruiter:

New Republic Trooper Helmet (1800 Faction Points)

New Republic Marine Armor (Total Set = 23,400 Faction Points)

New Republic Assault Armor (Total Set = 23,400 Faction Points)

New Republic Battle Armor (Total Set = 23,400 Faction Points)

 

3 Different versions of the A280 Firearm.  One rifle, one carbine, one pistol. Each version costs 5500 faction points and are energy damage types.

 

Now we will look at the new items introduced via faction quartermasters using War Fame.  Many of these items are available to both rebel and imperial factions. We will identify which are unique to a particular faction and which is available to all.  Again, let’s look at the Imperial rewards first.

Imperial Galactic Marine Armor (Total Set = 1,500 War Fame)

Battle Tested Stormtrooper Armor (Total Set = 1,000 War Fame)

Battle Tested Shocktrooper Armor (Total Set = 1,000 War Fame)

Battle Tested Scout Armor (Total Set = 1,000 War Fame)

(Entire set available.  This is obviously only two pieces of it…)

ARC-170 Flightsuit (75 War Fame)

Imperial Armored Duster (250 War Fame)

Imperial Galactic Marine Backpack (150 War Fame)

 

Now we will take a look at the items available specifically to New Republic forces.  

 NR Special Forces Armor (Total Set = 1,500 War Fame)

 Battle Tested Assault Armor (Total Set = 1,000 War Fame)

Battle Tested Battle Armor (Total Set = 1,000 War Fame)

Battle Tested Marine Armor (Total Set = 1,000 War Fame)

 + DIRT (Real Picture not available)

New Republic Armored Duster (250 War Fame)

NR Snow Trooper Backpack (150 War Fame)

 NR Flight Suit – Recolorable (75 War Fame)

 

Now let’s take a look at some of the items available to both sides.  These include houses, decorations, and a ton of new weapon options.

The Spire House (1,000 War Fame) – 3 Lots

The VIP Bunker (500 War Fame) – 1 Lot

The Commando Bunker (500 War Fame) – 1 Lot

Keep in mind, the Commando and VIP Bunkers are smaller, one room buildings.

A Bacta Tank (150 War Fame)

A Command Console (150 War Fame)

A Map Table (150 War Fame)

A TK Knuckler (250 War Fame) – ACID DAMAGE

A Polearm (250 War Fame) – ELECTRICITY DAMAGE

A One-Handed Sith Sword (250 War Fame) – STUN DAMAGE

A Two-Handed Sith Sword (250 War Fame) – COLD DAMAGE

A DLT19 – Heavy Blaster Rifle (250 War Fame) – ENERGY DAMAGE

A Prototype Sniper Rifle (250 War Fame) – ENERGY DAMAGE

A Legendary Blaster Rifle (250 War Fame) – ELECTRICITY DAMAGE

A Heavy Carbine (250 War Fame) – ACID DAMAGE

A Proton Carbine (250 War Fame) – COLD DAMAGE

A Bothan Carbine (250 War Fame) – ELECTRICITY DAMAGE

An Intimidating Pistol (250 War Fame) – KINETIC DAMAGE

A Legendary Pistol (250 War Fame) – ENERGY DAMAGE

An Insurgent Pistol (250 War Fame) – ENERGY DAMAGE

These are currently all of the items available to players.  Save your points and plan ahead/accordingly in order to outfit your characters however you see fit.  

Good Hunting!

Friday Feature 3/30/2018: A look behind the scenes.

Staff just sitting around, shooting the sh… breeze early Monday morning before I left for my weekly client trip…

Halyn: Kelta and I won’t be around from Thursday through Monday. It’s the Easter weekend and we want to take the kids to the farm.

Sandi: *in a panic* So can you help me plan something for Sunday?

Abi: *instantly pipes up* Do an ‘easter egg’ hunt

Sandi: What would the Easter Eggs be?

Abi: Storyteller containers outside of cities.

Sandi: Those only last 8 hours…

Abi and Sandi go back and forth attempting to work out how to implement it. What can the community get, how many, how do we prevent people from exploiting? How do we make it fair for everyone?

Anishor pipes up with rewards suggestions, his first comment on the event:  Lightsabers…

Abi works up a proposed list of rewards, over which Sandi drools.

Halyn in the meantime continues to do his own thing, like putting in announcements when a new character is created and extending storyteller items to last for 48 hours.

Abi: Wait, why are we doing an Easter egg hunt? We’re going to have April Fools stuff, iirc.

Halyn: I don’t know what we’re going to have atm.

Sandi heads to the airport. She reviews the conversations in the various Discords, notes the incredibly boring topics the staff has been talking about, which includes the backpacks she doesn’t care about in the least. As her eyes glaze over and she skims the text about the new housing, a few other things, she throws in that she wants a stuffed tauntaun, for which she is teased repeatedly.

Sandi and Abi talk more about how to implement an Easter Egg Event, which she’s now calling the E3. Halyn keeps working on content, tossing up occasional screenshots.

Tuesday morning: Sandi goes off to a client and returns to…

Halyn:    soooo
               I decided to run with your egg hunt thing
               but I’m putting together a screenplay
               screenshots shortly
               the big thing will be getting waypoints to put egg containers at

Sandi holds her breath, looking through the text on breaks and finds a screenshot of an NPC announcing the Great Galactic Egg Hunt!

She notices it’s a bit like the Junk Dealers; you’ll be able to trade the found eggs for stuff. She literally squees loudly, hoping the people in the room next to hers at the hotel don’t call the Front Desk to complain.


The Arcon Multinode Agricorp is sponsoring their first Easter Egg Hunt!

Sunday, April 1st (after the patch in the morning Central time

The event will last 72 hours from when it launches.

The representative for the Arcon Multinode Agricorp can be found in Pandath on Taanab, who will provide instructions on how to find the Easter Eggs.


There are 102 Easter egg containers available, 6 in each of the targeted cities.

Taanab – Pandath
Corellia – Coronet, Doaba Guerful, Kor Vella, Tyrena
Talus – Dearic, Nashal
Naboo – Moenia, Kaadara, Keren, Theed
Rori – Narmle, Restuss
Tatooine – Bestine, Mos Eisely, Mos Entha, Mos Espa

You can hunt eggs on each of your characters.

What would a Friday Feature be without a teaser of a few items which will be available?

NOTE: this is the first time these items are being made available. They will all be available in the future with upcoming content.

 

 

Friday Feature 1/5/2018: Commands in SWG

Happy New Year! 2018 is going to be an exciting time for EiF. Our population are numbers are rising. The roleplaying community is burgeoning. The GCW is around the corner and players are getting ready and helping with live testing of the invasion portion of the system!

SWG is rich with action players can use either from the command line or placed into macros. This week we’ll focus on some useful commands. Some of our earlier Friday Features utilized a few, such as with macros.

Basic Commands

//
Complete list of commands in game. Note many commands may need a target.

/afk
Sets your character to “Away From Keyboard” so others know you are not currently available.

/anon
Sets your character to anonymous for the purpose of searches.

/consider (/con)
Displays the difficulty rating of a targeted creature or NPC compared to your skill with your currently equipped weapon.

/earth
Displays the earth (real) time.

/find
Brings up list of commonly searched for locations. Selecting a location will create a waypoint to the nearest one of that type and will produce a lighted path leading you to it. To remove the waypoint you created, type /find clear.

I personally use this ALL THE TIME! /find starport when I’m out in the middle of no where searching for the best resource spawn, allows me to get a waypoint to the nearest starport.

/findfriend
Locates your friend by name and creates an active waypoint for them. You must have the person in your friends list and you must also be on their friendslist for this to work.

/follow
Auto-follows your target; use /stopfollow to cease following.

/gallop
Urge your mount go faster for a short time. Don’t expect to use this command continuously! This is useful if you are mounted on a pet and get into combat and the pet slows down to fight.

/logout
Logs your character off the server; you should be in a city, house or campsite for a safe logout, otherwise your character will be at the mercy of the world for 3 additional minutes.

/notepad
Allows modifications to a text file that gets saved as “notes.txt” in your base profile directory. I use this to enter notes about what foods I can make and the max stats I can hit.

/quit
Exit the game immediately. Your character will remain vulnerable to attack for three more minutes.

/tip
Automatically transfers a specified number of credits to your target; you can also use /tip bank to send money directly to their bank, but there is a 5% transfer fee to do this.

/unstick
If you are stuck in a building or other feature of the landscape, this should unstick you. You cannot be moving in order for the command to work. If this command does not free your character, then please contact an admin.

/waypoint
By typing /waypoint and the coordinates, you will create a waypoint in your datapad at location of the current planet’s coordinatate or at your present location if nothing is entered. Note: targeting something and typing /waypoint does not function.

Chat

/groupchat (/g)
Sends message to group channel.

/guild (/gu)
Sends the message typed after the command to your guild channel.

/retell (/rt)
Sends tell to the last person you sent a tell to.

/reply (/r)
Sends a tell to the last person to send a tell to you.

/say
Puts your message in a chat bubble and in the main chat window.

/tell (/t)
Sends an instant message to the character indicated; you can send the message to multiple people by separating their names with a comma.

/tellpet
Sends a command privately to your pet.

Combat Players

/listen
You actively listen to the targeted musician. Heals mind wounds and battle fatigue

/loot
Loots targeted corpse. 

/watch
You actively listen to the targeted dancer. Heals mind wounds and battle fatigue

/unstick
If you are stuck in a building or other feature of the landscape, this should unstick you. You cannot be moving in order for the command to work. If this command does not free your character, then please contact an admin.

Digging in the Dirt!

/forage
Rangers: Searches the area for anything useful.

/me
Medics: Use to forage items useful for Medics and Doctors

Entertainer/Dancer/Musician

/flourish <#>
Plays indicated musical or dance flourish.

/bandflourish
Synchronizes flourishes of everyone in the group (however, this does not grant the XP of normal flourishes). Using this command allows you to show some style alongside fellow entertainers! Only band leaders can use this command.

/bandleader
Transfers Band Leader status to indicated character.

/sing
Chat bubble that is unique to Entertainers.

/startdance
Begins the dance style that you specify.

/startmusic
Skill and instrument required – begins playing song that you specify.

/tip
Automatically transfers a specified number of credits to your target; you can also use /tip bank to send money directly to their bank, but there is a 5% transfer fee to do this.

Grouping Commands

/invite
Invite the named or targeted player to a group (only group leaders can invite additional people into an existing group).

You cannot /invite while you are in combat or the invitee is in combat. You cannot /join while you are in combat or the inviter/group leader is in combat\

/uninvite
Cancel the group invitation to the named or targeted player.

/join
Joins group or band if you have been invited.

/makeLeader
Group leader only – transfers leadership to named or targeted group member.

/groupchat
Sends message to group channel.

/dismissGroupMember
Dismiss the named or targeted player from the group.

/disband
Group leader only – disbands current target, or entire group if no target is named.

Guild

/guild
Sends the message typed after the command to your guild channel.

/guildremove
Removes target or self from your current guild.

Management: Structures (Houses, Harvesters, Factories

/addpower
Adds power to selected structure.

/setpermission
Sets which players are allowed to move and pick-up items within a structure, as well as the ability to destroy that structure. You must be in or near your building or installation to do this.

/setprivacy
Sets your structure to private or public. You must be in a building to use this.

Merchant/Crafters/Resource Gatherers

/mailsave
Saves your game mail on your computer

/sample
Used by Surveyors to take a resource sample after surveying.

Roleplay

/emote
Displays whatever text you follow it with as an action of your character. For example, if I want to say: Megan is serving free chocolate mousse cake on Port Jato, then the following would accomplish that:  “/emote Megan is serving free chocolate mousse cake on Port Jato. 

/kneel
Changes stance to kneeling. Great for RP!

/moods
Displays list of moods.

/mood none
Returns your default mood to neutral.

/prone
Changes stance to prone.

/roleplay
Sets your character to “Role Player.”

/say
Puts your message in a chat bubble and in the main chat window.

/sing
Chat bubble that is unique to Entertainers.

/stand
Changes stance to standing.

Emote Commands: On the Abilities and Commands menu (Ctrl + A) there is a Social tab with all the emotes you can use with your characters. Most emotes each have three states:

For example, in the list you’ll see an emote for “About Dang Time!” By hovering over it, you’ll see the command for it. /adn. By clicking on it, you’ll see the three states:

  • Without a modifie:
    • /adn : You openly show that your patience has expired
  • With the self modifier to apply it to yourself:
    • /adn self: A bit frustrated with yourself?
  • Targeting a player, or adding player name as a modifier:
    • /adn Megan: You encourage Megan to hurry. Any day now!

Next week we look at more commands to improve communications.

Sandarie Coron, Community Manager

Clearly Not Combat Princess!

Welcome to Empire In Flames

An Empire in Flames is a post-Endor server offering a new, unique Star Wars Galaxies experience!

What’s the 10,000 foot view?

Empire in Flames began conceptually before the shutdown of the live servers with a design friendly to Roleplayers, PvE players, PvPers, and pilots. It started as, “What’s your ideal server?” It started with a new profession system, expanded to housing and races, and dreamed of a Galactic Civil War in practice instead of imagination. In short, it’s the concept of a Star Wars game as dreamed by a small group of long-time Starsider players – players who were RPers, PvErs, PvPers, crafters, and pilots, none of whom fell into the trap that any of the major combat systems – pre-CU, CU, or NGE – was by any means perfect.

A new profession system

Empire in Flames offers a new approach to the system – one that combines the best of the ideas of the NGE and pre-CU.

Trees are categorized as “professions” and “skills.”

Professions cost no skill points (though they require XP to level). However, a player can only have ONE profession at a time. Professions include:

Bounty Hunter
Commando
Doctor
Entertainer
Merchant
Ranger
Smuggler
Squad Leader

Abilities acquired from professions can be used with any weapon, or even unarmed. Professions offer enhancement, access to specialized skills like slicing, vendors, creature harvesting, and so forth.

Skills, on the other hand, require skillpoints and can be freely mix-and-matched. They, too, require XP to level; however, all skills can be learned from their novice box up. Prerequisites are not required.

Architect
Armorsmith
Artisan
Bio-Engineer
Carbineer
Chef
Creature Handler
Dancer
Droid Engineer
Fencer
Image Designer
Medic
Musician
Pikeman
Pistoleer
Rifleman
Shipwright
Swordsman
Tailor
Teras Kasi Artist
Weaponsmith

Skillpoints have been adjusted to allow a player to pickup approximately 2 1/2 trees, with some exceptions. (Image Designer, Dancer, and Musician together reach 250 points, for example.)

A new approach to housing

Like most branch servers, Empire in Flames offers additional housing options not available on Basilisk – and a few not available on any other branch server. However, player cities take a central role; player houses are required to be built inside city limits.

No more crust of housing on the edge of the no-build zone around NPC starports. No more endless sea of houses on Tatooine. Instead, players have more reason than ever to cooperate – “home” is now a community.

New Races

While “new races” are proliferating across the branch servers, they started with Empire in Flames. After unauthorized use of our code on other servers, we decided to release them for other servers to use…and used they have been. Still, we’re not resting on our laurels – we’re working to add even more options, even when it means we’re pestering Timbab for a new tool to make it happen.

A New Setting

The decision to move post-Endor is partly driven by roleplay, but also by a desire to implement a proper Galactic Civil War. While the immediate ramifications of the time shift are largely cosmetic, it does mean new themeparks will be coming – after all, Jabba the Hutt, Darth Vader, the Emperor, and Xizor are all dead.

How will you position yourself to rise to power?

We respect existing lore that has happened before Endor, but past that we will be creating our own lore, pulling bits and pieces from varying sources. We simply don’t think the way things go in the new canon with Jakku and all makes for very compelling gameplay or storytelling, but we also can’t trod down the path of Legends as its over saturated and restricting.

Crafting Revamp

One of the most controversial changes we have adopted is a crafting revamp for weaponsmith and armorsmith.

Instead of the old crafting system, we moved to a “core”-based system. The base of every weapon is a core, whether it’s a pistol, carbine, rifle, or melee weapon. The core determines critical stats like HAM cost, damage, and speed. Additions like stocks, scopes, and customized barrels are done at the weapon-level to modify those core stats. In essence, any weapon or armor can be made good. Empire in Flames is more than powerhammers and T-21s and composite armor.

A Roadmap Forward

Post-launch, the next three major patches are planned: Galactic Civil War, Schisms of the Force, and Underworld. The first is to bring a proper Galactic Civil War to the galaxy; the second to implement the Jedi profession; the third to reveal black markets, smuggled goods, player bounty hunting, and Crime Lords.

Along the way, other content is planned – new themeparks for the New Republic and the Empire, a three-faction questline over the fate of Jabba’s criminal empire, and a series of post-Endor based heroic encounters.

Also check out our Q&A from the summer!
And the whole Friday Feature Archives

Question and Answer Time with the Devs!

The much anticipated question and answer session with the Devs has arrived! Below are over 60 questions posed by the community. They are groups into categories ranging from Armor to Player Cities, to Combat, to Races. Thank you to everyone who asked the questions and to the Devs who took time away from coding and tweaking to answer the questions! Enjoy!

 


Launch Expectations

Q: What is your main focus for launch?

A: The launch focus is on new races, profession and skills revamp, new housing, combat revamp, and city changes – laying the foundation on which we want to build new content.


Launcher

Q: Are the stickied instructions fixed for TC on EiF and FB?

A: No. New instructions will be posted at launch.


General

Q: What are you most excited for leading up to May 4th?

A: Seeing old friends – and making new ones.

Q: What servers (if any) has the dev team previously worked on?

A: Our team hasn’t worked on any other servers, save one modder who did some work on ProjectSWG. His contributions to EiF have been modding and advisory in nature, not coding, but he has critical in getting some cool things working, like drive-able walkers.

Q: What is your relationship to the server/project?

A: Halyn owns the server and is the lead project designer/coder. More about the team will come up in future posts.

Q: How does EiF compare to NGE?

A: It’s not NGE, in case anyone is wondering. Definitely not, and not aspiring to be NGE (ala Darklight/Elysium). The profession system may feel similar and the core system for crafting weapons and armor makes an appearance, but from there it ends. We have lots of fun, small things, too: bandoleers working like backpacks, wearing jackets and dusters over armor chestplates, and holographic deeds instead of the generic items.

Q: Jedi will be a “”0-point profession”” which sounds pretty NGE to me. A dev also mentioned that “”EiF has a few NGE-esque elements…”” so, one can’t just say EIF is strictly not NGE, because it partially is according to the source here.

A: Jedi will be an unlock, not selectable at character creation. However, Jedi is also not going to be alpha. The profession/skill system in general has some NGE elements.

Q: Is this just another SWG Elysium?

A: No. Elysium was quasi-NGE; EiF has a few NGE-esque elements, but maintains a lot of classic SWG features like HAM, weapon speeds, combat queue, and heavy customization for skill builds.


Server

Q: What can we expect in terms of server stability? Daily resets? Weekly? Has it been deadlocking during testing?

A: Right now, we are planning on two to three resets a week just to take backups. Might reduce it to once a week and take more on-the-fly backups.

During testing we encountered exactly one deadlock issue and worked with the SWGEmu team to resolve it. When we figured out the cause, we tested it on Nova and found it was an issue there as well. Otherwise the server has been very stable with periods of it running several weeks when RL has been too busy to patch.

Q: Is EiF a roleplaying only server?

A: No, it’s not. While a lot of our players and staff are roleplayers, a large portion of what we’ve done are quality of life (QoL) improvements for everyone; the content we’re working on is for both PvE and PvP players.


Healing

Q: Will healing require consumables as in the pre CU, or more like in CU and NGE era?

A: Like pre-CU, healing will require consumables crafted by medics and docs.


Combat

Q: Has there been any significant changes to mobs?

A: None yet, but post launch we do plan for rebalancing some mobs. Other than the very high-end NPCs and creatures, however, it’s very playable as-is. Krayt dragons and Nightsister elders may be instant-death right now, though.

Q: With the Action attribute now being so volatile with the way weapons work; high action cost, is the action pool a pool you can no longer damage with attacks?

A: You can damage all pools, but only incap via the health bar. We look forward to seeing what tactics come from attacking non health pools.

Q: Is the combat any different from pre-cu on this server?

A: Speed is calculated differently. HAM costs and encumbrance matter. AP is no longer factored into damage calculations. High HAM and low buffs. Lower armor protections.

  • You cannot get incapped from Action and Mind Pool depletion.
  • Regen rates are much higher
  • Moved stats from doc buffs into base stats, so now unbuffed you are close to what a doc buffed character was. Doc buffs only increase stats by about an additional 5-10% (as was intended in Raph Koster’s initial design )

Q: Could you explain the major differences from pre-cu combat?

A: Major changes:

All stats have been revamped to actually matter on a weapon. Assuming similar crafting, pistols will be faster than carbines which are faster than rifles. Rifles have higher damage than carbines which have more damage than pistols. Accuracy calculations also come into play; a melee character on top of a rifleman will absolutely destroy him, but at 64 meters the rifleman will shred a melee character.

As an aside, crafting has also been revamped – details are a bit beyond the scope of the combat explanation, but suffice to say damage is substantially higher and resists cap much lower than 90%.

With a focus on speed all the way down (speed crafted, speed sliced, speed PuPed) pistols can fire well faster than once per second…but given HAM costs for specials, it’s not really practical. 

Armor piercing/armor level have been removed from calculations, as it pushed players to AP3-only weapons (or stun!)

Players only incap on the health bar. Action and mind regen very fast, but specials actually /use/ action and mind. Firing a pistol special, for example, might take 30% of your action bar, but a few seconds later you’ll be back at full action.

Action and mind bars can still be targeted by other players, even if they can’t force an incap. During, say, a 4v4, a valid tactic may be for one or two players on each side to focus on keeping the enemy healer’s mind bar locked down to prevent them from throwing heals.

The HAM/buff system has been inverted. Pre-CU features low base HAM and extremely strong buffs; EiF flipped that, so players start with high HAM and buffs add around 10% total.

We’re expecting things not to be fully balanced when we go live and to make some balance adjustments with in the first month or two – our testing base has been too small (5-10 active players) to tweak the system 100%.”

Q: Are NGE weapons available from launch?

A: They’ll be added in later – likely at community popularity or special requests for various rewards.


Armor

Q: What is the highest armor cap?

A: 55%

Q; How does armor work? Comp or bust?

A: Armor and Weapons are both core based, meaning the skin is not important for performance. So you could run around in bone armor with CDEF weapons and be doing end game damage…provided they are crafted with top of the line components.

Q: What about neo crusader armor? or whatever that GCW rebel wannabe mando armor was called. Will all armor, except for the classic mando armor, be craftable from the start, or are there plans to use GCW rewards to slow the rate of distribution?

A: Launch will have Rebel Marine and Imperial stormtrooper armor available for crafting. Additional suits of factional armor will come in with the GCW publish. The Imperial and Rebel variants of Mandalorian armor will be part of the Mandalore content patch.


Buffs

Q: How have entertainer buffs been modified?

A: As of launch, entertainers are admittedly in a sorry state. The general plan is for the appropriate skills (dancer and musician) to have the healing, while the entertainer profession receives the same buffing capability a full-spec dancer/musician/entertainer has. Look for a patch sometime after launch to straighten this out. Long-term we’d like a more complex buffing system available, like entertainers had during late NGE, but it’s a wishlist item not currently on the roadmap due to the research it will require.

Q: How have you guys changed buffs? Are they still a requirement for play?

A: The classic SWG model is “low HAM, high buffs” – we’ve swapped that around, so you natively have high HAM with buffs providing far less of an increase. Playing without buffs is perfectly feasible; however, in competitive environments, buffs give an edge.


Professions

Q: The professions in the video are “Commando,” “Squad Leader,” “Bounty Hunter,” and “Smuggler.” Is the server essentially copying the NGE professions? Can we have the full list of professions (or at least just the starter ones)?

One of the core ideas of EiF was to separate “”What you do”” from “”How you do it””.

“”What you do”” are your Professions – Bounty Hunter, Commando, Doctor, Entertainer, Merchant, Ranger, Smuggler, and Squad Leader. Any person can pick any profession; they cost no skill points, but a person can only have one of those professions at a time. Professions grant non-combat abilities and some combat specials, but no combat modifiers – for example, picking Smuggler doesn’t give you extra pistol speed/accuracy/etc.

“How you do it” are your skills, and it’s almost everything else from the original skill trees. Pistoleer, Carbineer, Rifleman, TKA, Fencer, etc, plus your crafting skills and dancer/musician/image designer. Those do require skillpoints, so you mix-and-match to your heart’s content, up to 250 points worth. The trees are recalculated so you can basically take two and a half skill trees; I suspect most players will have a line or two of Medic in their builds, but some of our testers already surprised me on that point by forgoing it for more defensive modifiers.

The website link to the current Professions and Skills is here: http://www.empireinflames.com/?p=271

Q: Is there going to be a profession calculator?

A: It’s in development at the moment.

Q: So you don’t improve professions? So a new doc and an old doc will be the same but one shoots better?

A: They could theoretically be better at shooting because of the additional points for combat skills.  Doc also gets combat medic heals.

Q: With the exception of your profession system, a lot of these changes are like a hybrid between pre-CU and the CU. Interesting.

A: Profession/skill system is really a hybrid of everything.


Skills

Q: Creature Handler cannot mask scent, if it’s not picked along with Ranger profession. Is this correct?

A: It’s working as intended. A CH can work with other CHs to get pets, whether they transfer from another CH or they buy one from a bio engineer. It’s entirely possible to play creature handler without ever using mask scent or taming a pet, just like many players purchase their armor and weapons rather than craft them personally.


Character

Q: Will we ever be able to bring back more characters (more character slots)

A: We’re launching very firm on three-slots-per-account, one-account-per-player. We are looking at adding an additional character slot during one of the three roadmap publishes (GCW, Jedi, Underworld).

Q: A couple of questions; how many characters can you have and how many can you have online at any one time?

A: In terms of characters, 3 per account and 3 online is the plan for launch. If we can’t handle the traffic, we’ll reduce online simultaneous to 2.

Q: Is there any way to give more customization options on the new species? Changing eye color, adding cosmetics, etc?

A: It requires an editor we do not have access to yet. It won’t be ready at launch, but it will be patched in hopefully not long down the road.

Q: Will Racial bonuses will be in use on EiF? In character creation the original races have their bonuses and attribute bonuses. I noticed some of the new races only have the attribute bonuses. I think it is something people will want to know before creating a toon at launch.

A: Racial bonuses will be going in the final patch before live. Read more here: http://www.empireinflames.com/?p=282

Q: Can we create a droid character?

A: There is a single droid type which uses the humanoid skeleton. Non-humanoid characters have really limited animation sets (just look at the Hutts!) So we have, as a rule of thumb, been disallowing them. The Magnaguard model does work well as a player character and will be released in the future as an additional player species. It will not be available at launch.


Languages

Q: How are languages being handled in EiF?

A: Languages are handled just like vanilla SWG. Players start with one or more and can teach them to each other. We’ve already added one language and may add more going forward, depending on community requests.


Leveling

Q: Are there any multipliers to XP or gathering?

A: There is a group XP multiplier, so it’s worth it to group up. XP requirements have also been reduced for most boxes. Base XP gains have not been altered.

Q: How is leveling done? Were the pre-CU skill trees kept, or was skill progression made extremely linear, ala NGE and Elysium?

A: Leveling works like pre-CU. Get the XP, pick your box, find your trainer, etc.

Q: Has there been any significant changes to Solo Groups?

A: Currently we’re running SWGEmu’s group code, which means payout is based on the size of the group when a player took the mission, rather than full payouts. We will be monitoring the economy going forward to see if it’s necessary to change that.

Q: Are there any NPCs you can sell stuff to?

A: Yes. Junk dealers are fully functional.


Instances

Q: Will there still be instances for groups?

A: The corvette is a good example of an instance designed for groups. We have defined plans for three heroic instances as well when we get time to do the heavy-duty scripting necessary to pull it off.


Player Cities

Q: Will there be a minimum amount of players needed when it comes to place a townhall?

A: You will need a minimum of 4 citizens to make the town hall last past 24 hours. Also, houses will only be placeble in player cities. There will be no more ring around CNet or a random house way out in the middle of nowhere. Harvesters can be placed anywhere. Factories can be placed anywhere. There are also expanded housing options – almost all of the NPC buildings will eventually be available, most of them craftable at launch. A list of the current housing available is here: http://www.empireinflames.com/?p=245

But, again, housing requires a city. Actually having people in a few select places is preferable to lots and lots of ghost cities. We want people to band together, not spread out.

Q: Will player city upgrades follow the same system as vanilla?  i.e. each week they get reviewed, if they have enough people it can be upgraded to the next level of city?  Only asking since it would be 4 weeks before the first player city shuttles are available.

A: Yes. The starter player city on Corellia will be admin-leveled to rank 5 to start, but its rank will not be artificially maintained.

Q: Can City names be changed after it’s set?

A: Yes

Q: Is it possible to let mayors grant admin rights to other players, not all mayors are skilled decorators?

A: YES! This is an exciting new feature and it is ready for launch!


Housing

Q: Where do we stand on YT-1300 houses?

A: The NGE housing is all on reserve status. We have plans for bringing some of them in-game at the appropriate time, including the YT-1300 house, but it won’t be immediately.

Q: Are there any temple like buildings that will be deeds?

A: At launch, no. If players have a particular reason to need a temple, we are open to adding structures to the game, just as we are items.

Q: Is there a way to store a house/building into the datapad and set it up someplace else? I’m specifically thinking about how to handle the Nomad Market.

A: Not at this time. It’s definitely a requested feature, and we will be looking at it when we have time. (Time? What’s that?)

Q: How are you handling the item cap per building? Is the item count based on how many plots a building takes up, or is it all the same across all building sizes?

A: Storage is a multiplier based on the number of lots a structure uses.


Planets

Q: One Question… Mandalore?

A: I am sure the community of Mandalorian RPers will be able to come to a consensus on who the new Mandalore is. 😛


POI

Q: Has there been any significant changes to the Tusken Fort?

A: Not at this time. That may change with one of the planned content releases.


Items

Q: Oh – vet rewards – are they going to be attainable? IE the decorations, ADKs and storage increase tokens?

A: ADKs (Anti Decay Kits) aren’t happening. Storage increases may happen, but they’ll need to be coded from scratch – the current code does not support them. The decorative veteran rewards are going to be layered back in.

If you have an item requests, there is a forum thread set up to make requests. You can find the request thread here: http://empireinflames.com/forum/viewtopic.php?f=34&t=48 You need to be registered on the EiF website to be able to make a request. www.empireinflames.com

Q: DWB is going away. But… what about Jetpacks?

A: Jetpacks and Mando armor will be returning when we bring Mandalore in. It’s high on the list.

Q: Will there still be corvette runs? I neeeed an AV-21

A: Corvette will be in when SWGEmu finished the corvette instances.

Q: Will TCG items be available?

A: TCG items will be trickled in, most likely as rewards.


Jedi

Q: How is Jedi unlocked? If it’s a custom method, I’m not looking for details, just say so. Otherwise, if it’s holocron-grind or Village-grind, please say so as well.

A: Jedi will be a custom unlock, but it won’t be in at launch. We deliberately chose to focus first on the systems revamp and additions. Our first major post-launch publish will be a working GCW system. Jedi will be the second major patch. In terms of our professions/skills system, Jedi is a “”What you do”” 0-point profession and will be balanced, not alpha. Jedi are disabled for launch and won’t be brought in until after we have the GCW system working.


JTL

Q: I waaaaaaaaant JTL… when I can have it?

A: When the time is right.

Q: Do the crafting changes affect JTL?

A: We have tentative designs for rebalanced JTL that includes a crafted first approach, so expect crafting changes to shipwright. To prevent any pre-nerf situations, shipwright is turned off and will remain so until JTL is on SWGEmu’s horizon.


Crafting

Q: Is EiF increasing extract rates on existing harvy types or will they remain standard.

A: Rates are not changing at this time.

Q: Will there be an elite harvester version, as there is NGE?

A: Not at this time.


Resources

Q: Will there be more than 10 lots?

A: No.


Themeparks

Q: Will there still be themeparks, especially with the new timeline?

A: The “confirmed” plan includes a New Republic themepark, and Imperial themepark, either one or three (depending on how you count) themeparks on Tatooine over the fate of Jabba’s criminal empire, and one to three (again, depending on how you count) themeparks for Mandalore. None of these are available at launch.


GCW

Q: Can we expect anything new in the GCW? Any previews or roadmap?

A: The GCW system will be focused around New Republic and Imperials.  We have a plan and will reveal details when the systems are functional in testing.


Underworld

Q: What is Underworld?

A: Underworld is our planned system for criminal types. Smugglers, bounty hunters, and other nefarious types will have roles to play.


Post Launch

Q: How are you addressing QoL issues?

A: Post launch, as always, we will be monitoring balance and adding QoL changes. Some changes will happen by request, so if you have an idea, ask.

Q: So, what happens after May 4th?

A: Post-launch focus will be adding new themeparks, a working GCW system, and other new content.

 

Sandarie, Community Manager