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MoffJordan

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  1. I agree with bind points to ship, or at least to the hanger. Interstellar bind points I'm less enthusiastic about, but if you can hop directly to your starship in a single bound, that cuts out most of the travel time in planet hopping. The one that irritates me the most is docking at planetary space stations. I get that it's impractical to have a spaceport at some worlds (Tython, Republic Balmorra, etc) but it's utterly miserable to park, get out of your ship and run 50 meters to an elevator that takes you to another place where you have to run the same distance to finally get to the shuttle. And space stations are so bland and boring, there's no point in being there, not even any scenery to enjoy. If you're lucky, there's a Med vendor, but nothing else.
  2. I suppose I could have been at level 50 by now, but I've split my time between my main and an alt, which are both now at the same level of 28. I also got into the game during early access, but that coincided with finals week, so I couldn't do much. But like some others, I'm a student who's on winter break...so free time is ALL I have right now. See you guys at the 50 level mark!
  3. I like Space Combat in the spirit of how Bioware intended it, to attempt to mimic the feeling of the space battles we saw in the Star Wars movies. We saw them, for the most part, from the inside of Luke's cockpit, or from the Falcon, or inside Obi-Wan's fighter. In other words, pretty much the kinds of ships we're flying now, small, maneuverable craft with somewhat weak weapons pitted against both fighters, frigates and capital ships. As it stands, Space Combat in this manner does it's job. It doesn't do it brilliantly or exceptionally well by any stretch of the imagination, but it does the job. As an earlier poster mentioned, it deserves a C grade. Not bad, but not great. If Bioware were to change Space Combat, I hope they would keep this implementation as a particular type of mission. I realize it's difficult to switch playing styles sometimes, but these really do well for trench-run type or climatic battles. Makes me think of The Force Unleashed, how boss battles were fixed camera, forcing the player to change how they controlled their character. In a similar manner, these types of missions could be the epic battles, while off-rails combat could exist in other forms. It would be prudent to be realistic, however. This game is not Star Wars: Galaxies. It is not a make your own fun kind of game like EVE is, or partially how SWG was. It is a story-driven game, and as such, missions need to have some kind of story behind them. Everything Bioware does, from the maps they design to the missions they write, has a purpose. Maps don't contain many extraneous elements, the rooms in gigantic manors are shut and barred but for those we need to clear out or interact with. We play in a very guided world. Having free-form space combat, and especially free-form space travel and auxiliary missions, would be contrary to the design ethos that Bioware uses for its games and against the tone that this game has already set. If you don't believe me, put in your old copy (or pick it up for cheap from Steam) of Knights of the Old Republic, or Dragon Age: Origins or Mass Effect and remind yourself what the style of Bioware is. It's not free-form, it's not go where you want/do what you want kind of game play. It's not Skyrim or X3 or Eve Online. It's guided storytelling with purpose-driven maps and action. With that in mind, Space Combat as it is makes perfect sense. Does it still want for improvement? Oh yes! Is it going to go away, however? Probably not.
  4. I don't mean that you can't feature technology or use it, such as a slicer or engineer. But Star Wars is a human story, conflicts should be resolved by human means, not through the next doomsday weapon or Anti-Theron Particle Inhibitor device you built.
  5. Are you willing to spend the credits to find out? My guess is that unlearning a skill resets it to 0. Otherwise you could just hang around the Republic/Imperial fleet, switch skills and craft what you need, then hop back to your preferred skill set.
  6. I would advise you to avoid tech-heavy plots, save those for Star Trek RPing.
  7. Actually, it works the other way around. Palpatine/Sidious reached back into the times of old to derive inspiration for his Galactic Empire. The title of Moff, the designs for the starfighters and starships, everything was taken from the old Sith Empire. Yes, I realize that's a horrible retcon, but it has been established long before KOTOR and TOR came along. They were just the first to visualize what a previous Sith Empire looked like, which of course bears an uncanny resemblance to the Galactic Empire we all know and fear.
  8. I'd love if Bioware at least dropped a line about it in the Twi'lek village quest.
  9. Order of the Revanites? Officially, no, there isn't one. I very much doubt there will be, though, the TOR developers have stated that their goal is to represent the iconic roles of Star Wars. A third party faction would be more minor details that isn't really as Star Wars as the Empire vs Republic, Jedi vs Sith, etc face-offs are.
  10. Agreed, not as much of a fan of the new voiceovers. I'm not too disappointed, though, they only play before character creation, and they can be skipped. I remember the epicness of the original Deceived and Hope trailers, and can watch them again on Youtube or here. So I hope Bioware will tweak them, but it's not an immediate need.
  11. If no one has figured it out by now, the trailers go in reverse order from their release. Chronologically, Return is first, then Hope, then Deceived. This was stated by the developers this summer. So it's entirely possible that the design team was using a model intended for Satele in Return for in-game footage until the aged model was created. Stuff like this happens when games are under development. I wouldn't worry too much about how she looked in trailers of game footage versus now. Game footage trailers have to be taken with a grain of salt, not everything they portray comes true, some things are tossed in beta for being too buggy or over/under powered. Similarly, designs can change based on player and reviewer feedback, as well as internal feedback from the producers and Lucasarts. tl;dr: Chill, folks, stuff can change from beta. It's not the end of the world.
  12. It's sad that this has happened to both Star Trek: Online and Star Wars: The Old Republic. Lore seems to get discarded as launch and beta draws near.
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