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Star Wars Galaxies

Star Wars Galaxies 

SWG Veteran Refuge  » Astromechs, Friday Features & Other Stuff (2003-2005)

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174 posts found
  Kazara

Advanced Member

Joined: 3/20/06
Posts: 1067

"Denial does not change reality."

7/01/08 1:36:59 PM#121

Wow.....just wow. I feel many emotions - from wonderful warm and fuzzies over the fond memories to deep regret over what has been lost. If anyone doesn't understand how much the NGE gutted and dumbed down SWG, they just need to review these pages.

Great Work Vortex & Thanks.

  ColonelCade

Novice Member

Joined: 4/23/06
Posts: 27

7/01/08 4:44:07 PM#122

Awesome stuff.  I really miss the old game, seeing all these posts just made me remember why I loved this game so much.  The interesting thing is you can see the gradual decline that happened in SWG, starting with the holocron grind.  Which I never participated in, I absolutely refused to grind any profession I didn't want to.  I still think the bests times of the game were the early days, before anyone had a clue as to how to become a Jedi.  But I had some great times in this game from the day after launch (i had a hard time logging in that first day) and even through the CU I had a great time.  I just couldn't hang with the NGE though.

  Tzimiscechi

Novice Member

Joined: 8/04/07
Posts: 233

Ah my favorite brain soup: cream of no where.

What''s the matter kid, don''t you like clowns?

7/01/08 5:04:23 PM#123

 

Man I miss the old game.

Going through this though also reminds me of all the lies, mismanagement and arrogance of the SOE staff.....

 

 

  Lateris

Novice Member

Joined: 12/29/05
Posts: 1799

~perspective~

7/01/08 6:14:43 PM#124

I miss being  a master droid engineer even though droids really had no purpose. They did make great pets and great house decorations. I always wanted to be a a Jawa and travel Tatooine selling droids on a sandcrawler. I am sorry to say that will never happen now....maybe I might make my own HL II mod just for that and call it "Jawa".

 

I have to add this on- someone should post this in the SWG boards as new game suggestions.

  User Deleted
 
OP  7/02/08 3:13:35 AM#125

" remember n00bs: DON'T HIT THE LAIR IF CRITTERS ARE OUT " is by far the best sentence in this collection of text. lol

 

Well all Vets got to remember the 20 man groups hunting Squills outside bestine. "Squill group forming! Meet at the Bridge! Take missions to the west!". A random pickup group with 20 different levels of game experience and "levels",some with two masteries and some with just a couple of skill boxes.

 

While some of the group was already at the first mission lair, some was still in bestine and picking missions. lol... Someone had to go and guide the newcomers, to the game, to the mission lair. Every damn time. Then the total mayhem started. At first it usually worked pretty good with tapping the lair and spawn only a little of the squills at the time. Clean it up and repeat.

But after a couple of lairs ...chaos. Suddenly that newcomer starts to spam specials on the lair and the Squills literary poured out of the lair.  The once 20 man strong group split up into 4 small groups being chased by handfull of squills each. All running around at diffrent directions in panic, while screaming "Dont shoot the lair damn it!". Sometimes we died, and some times we lived.

 

The thing is... usually no one was mad at the beginner player. No "n00b!" or smack talk. The Scout / Ranger in the group set up a camp. We sat there and talked for 10-20 minutes, helping the lower lvls by training them in skill boxes and giving them some spare weapons we might have. Sometimes we almost forgot the hunt, talking and laughing and so on in the camp. Then we continued the hunts for hours.

 

When you look at the NGE now and people yelling at 1 minute "time sink" at the starports, well it all was diffrent back then. More relaxed, more social. No one was in a real hurry. The game had more soul and warmth, the few times I have played the game now it feels so cold,shallow and speeded up.

 

The sad part is that sometimes I really miss that relaxed SWG we used to play. And knowing it doesn't coming back feels really bad sometimes. And reading these documents aren't making it any better. He he he.

 

A game company  that takes away the game from their loyal playerbase and replace it with shit, aint it weird? I mean I understand that they want to make as much money out of us gamers as possible. But shouldnt they instead of develop and replacing the game with shit, try to concentrate on the actual game and make it work, and in that way keep their current playerbase while attracting new players.

 

(here it comes :P ) Its like I come to the repair shop with my car and instead of fixing the problems with my car, they cut of the roof, they rip off the hood. They flatens the tires and takes a piss in the glove compartment. They fill up the backseat with shit and then when I come back for my car they say... "Well ...you got to learn to live with it". Then they try to sell the car to some kid out on the street, but the kid knows what shit are so he doesnt buy it..  Then they gets really sad and bow their head in shame. Hello!? Im your customer! Why do you treat me like this. No other company I know of would try to screw,upset their customers to make money. Aint a happy paying customer a better one, than a angry not paying customer? Isnt a happy paying customer what they try to achieve with their company? Are they actually trying to lose money and customers? Weird.

 

Sorry for the rant... ^^^ Bitterness ... I try to stay away from it, its no good for me. Ohwell... I quote Ren & Stimpy "happy, happy, joy, joy..."

 

Take care all and "DONT HIT THE LAIR!"

The Second Day Vet

  User Deleted
 
OP  7/02/08 3:48:36 AM#126

Wookiee Armor Concept

This concept for Wookiee armor incorporates much of what is known about Wookiee culture. Although certainly capable of creating and repairing advanced technology, Wookiees often build weapons and armor using natural resources from the world around them. This concept combines an emphasis on organic components with sturdy functionality that allows the Wookiees to combat dangerous creatures on their homeworld of Kashyyyk.

The above armor was added to Star Wars Galaxies on March 30th, 2004. We're already creating concepts for additional armor for Wookiees, to be added in the future. Here is the Kashyyykian Hunting Armor.

 


On their homeworld of Kashyyyk, Wookiees spend a great deal of time hunting creatures for food and resources. In the lowest reaches of Kashyyyk's massive forests, hunting expeditions are likely to encounter extremely dangerous beasts. For protection against these animals and other dangers, the Wookiees have developed various forms of "hunting armor." The armor depicted here combines functional protective coverings with trophies from past hunts.
  User Deleted
 
OP  7/02/08 3:50:11 AM#127

Image Designing

The Image Designer is one of the most unique MMO professions Star Wars Galaxies offers. In most other games, after character creation, you are forever stuck with your initial choices in the base look and stats of your character. In Galaxies, you only need visit your local Image Designer to make sweeping changes to the appearance and feel of your avatar (though you may want to make a quick trip to an in-game Tailor to change your outfit as well). Publish 8.1 introduces some additional functionality for Image Designers.

How to Find an Image Designer?
Image Designers can be found in various parts of the galaxy. The easiest way to locate them is to stop by your local Image Designer Tents.

 

These tents are located at:

  • Theed   -5130 4260   (next to the cantina, visible from star port area)
  • Moenia   4790 -4730   (next to the star port, visible from the cantina)
  • Bestine   -1440 -3700   (back behind the cantina)
  • Coronet   -360 -4690   (off of any beaten path)
  • Vreni Island   -5150 -6370   (next to the cantina)

The tent's primary function is to act as a central location for Image Designers to advertise their services and perform their craft. These locations also house Image Modification Terminals which grant the ability to facilitate the stat migration and reduces the amount of time needed to perform an change in half for the Image Designer.

 

If you don't see an Image Designer there or want to get some work done elsewhere in the galaxy, you can always try to use the search function in the Community Window. Press CTRL P (by default) to bring up the Community Window, select the Search tab and pick "Image Designer" in the drop down menu under Profession. This will bring up all Image Designers near you. Finally, you can locate Image Designers offline in your Galaxy Forum or on the Image Designer Forum and make arrangements to meet in-game at a future point. Image Designers are very good about keeping prearranged appointments.

How much do they cost?
Like most services, the price will be set by the individual Image Designer. You can generally expect to pay between 1,000 and 10,000 credits per modification. During the Image Modification session, the Image Designer and client can haggle over the price for the displayed design changes. Only upon selecting the confirm button for the Image Designer's changes in the "after" window will the client be billed. This is a secure transaction, so they don't need to worry about being stiffed for a tip (though tips are still welcome to most I.D.ers)

What services do they provide?
During your sessions with Image Designers, they can go over all of the services that they can currently provide (limited by the skills they've earned). A window opens up displaying the "before" and "after" of your avatar and you can see any proposed changes in real time. Feel free to work with the Image Designer to get the new look you are after.

Completing a session does require some time. Minor cosmetic changes will require 2 minutes, body modifications will require 5 minutes, while stat migration will take the longest at 10 minutes.

Cosmetic & Physical
In addition to changing your avatar to most any configuration seen during character creation, Image Designers can offer new color options or hair styles. Hair color, skin/fur color, lip color, cosmetics, eye color, markings and tattoos are all customizable. You can have your height, weight, and features changed. Pretty much the only thing that can't be altered about your character is your species and gender.

 

(Images provided by Kara)

Holo-Emotes
For special occasions, Image Designers can sell you "Holo-Emote" particle effects. These "holographic" images can be used for a short period of time and require charges (supplied by Image Designers). When you have purchased Holo-Emotes, type /holoemote help to see instructions and a list of the Holo-Emotes you now own. Type /holoemote [emote name] to use one of your Holo-Emotes; for example, type /holoemote Imperial to display an Imperial Symbol over your head for a few seconds. There are 16 different Holo-Emotes available.

 




Stat Migration
After leaving the new player space station, you won't be able to adjust your basic stats unless you visit an Image Designer. Image Designers can readjust any of your stats during an Image Design session. These sessions take 10 minutes to complete. After your session, your stats will be instantly altered to the new values.

Where do I go for more information?

  User Deleted
 
OP  7/02/08 3:51:18 AM#128

Jedi Archives Volume 2

Ready, are you? What know you of ready? For eight hundred years have I trained Jedi. My own counsel will I keep on who is to be trained! A Jedi must have the deepest commitment, the most serious Mind...

 

Jedi Revamp Part 1: Secrets of the Force
With great pleasure we present to you an in-depth look at the revamped Jedi System and close with a series of questions and answers. We will be outlining several key elements of the new system as well as the conversion process for existing Jedi. Details about the unlocking system will not be revealed until Publish 10, so please hold off on those questions for a couple of months. Now is the time for existing Jedi, so let them have their moment!

The scope of the new Jedi path includes several distinct phases of character growth. Starting as a "regular" character, players will advance through simple Force sensitivity by completing a series of quests and skill boxes and may decide either to remain as a main character with Force sensitivity enhancements like Leia or pre-Jedi Luke, or to continue on the path toward becoming a full Jedi. Once players complete the required Force sensitivity stage, they will advance down the path as a Padawan through the PvE portion up through the rank of Jedi. After becoming a Jedi, the path of the Jedi becomes much more difficult as players ascend to the rank of Jedi Knight. A Jedi Knight may choose to remain at this point along the path or choose to move on to an entirely new level of gameplay. Jedi Knights may go on to test themselves in the Jedi trials, thereby joining the PvP Force Ranking system. In this, both PvE and PvP play styles are available to players.

Force Sensitivity
Players will have to complete a series of quests in order to enable their Force Sensitive Skills. These quests are for anyone who has not yet completed the existing Jedi path, regardless of how many professions they have mastered. These quests represent Jedi Revamp Part 2: The Jedi Trials which will be live in Publish 10. We will discuss the details in future Jedi Archives as we get closer to that publish. We know there are many of you eager to know how the switch to the new Force sensitivity path will affect you, so we felt we needed to touch on the key points. Credit will be given to players for the professions they have mastered, and that credit is the ability to rapidly advance through the Force sensitivity path. These are skill boxes that enable small gains towards skills a player will be familiar with. These skill boxes will be "Force enhancements" that will augment their existing professional skills to simulate a fictional "Force sensitivity." For example, a player can purchase a box of Crafting Sensitivity and gain a small bonus to crafting. This simulates their character being more in tune with the Force so they may have slightly better reflexes, insights, etc. All these skills are passive and do not generate "Jedi visibility."

 

Padawan and Knight Trials
Once a player has purchased at least 24 or more skill boxes of Force Sensitivity Skills they may undergo the Padawan Trials. Completion of the Jedi Padawan Trials signifies the start of a character's Jedi advancement. Once completed, the player will receive their Jedi robe and begin their Jedi advancement. At this point the player's Jedi character will be able to use actual Force skills and this will cause the Jedi to generate visibility on the Bounty Hunter terminals. Skills learned at this point will give a character more and more Force related powers. As they advance through the different Force Discipline skills, Jedi will have to revoke their standard skills. This is where a player must start making important character development decisions; in order to have a character that is a dedicated to the Jedi Way, they will only be able to be a Jedi. A young Padawan should be able to stand on his or her own feet using skills from their previous profession in conjunction with their Force skill boxes, but remember you will still be generating visibility!

Not all players will choose to complete their advancement through the Force Discipline skills; they can choose to retain some of their mundane skills in addition to some of their Force skills. If they do not complete their Jedi training, however, they will not be able to complete the Jedi Knight Trials and participate in the Jedi Ranking system.

There will be more Force Discipline skills available than a player will have skill points to be able to train in. This will lead to a variety of Jedi characters as some may choose to be more offensive or defensive, or even choose to take more utilitarian abilities. We have allowed it so players may un-train these skills if they wish to choose others.

The five Force Discipline professions will be as follows.

  • Lightsaber
  • Force Defense
  • Force Healing
  • Force Powers
  • Force Enhancement

    Once a player has dedicated all of their skill points to their Force skills they will be able to begin the Jedi Knight Trials. There will be two quest series to choose from, one for the Light Side and one for the Dark Side. Completion of the Trials will give the Jedi a Force Rank of zero as well as a new robe and will allow them to begin the progress through the Jedi Ranks to become one of the most powerful Light Jedi or Dark Jedi in the game. This is the end of the Jedi PvE advancement series. A Jedi may choose to remain here if they wish. Existing 4-4-4-4 Guardians will begin the game where this path ends.

     

    Jedi Force Rankings
    The Jedi Ranking System is an entirely new level of Jedi vs. Dark Jedi PvP gameplay that is above and beyond what existed in the old system. Now, upon completion of the Jedi Knight Trials, a Jedi will be flagged permanently Overt members of their faction; Light Jedi will be flagged Rebel faction and Dark Jedi will be flagged Imperial faction. These changes are part of a new type of experience created for PvP encounters as Light and Dark Jedi clash in exciting battles in order to gain or hold Force Ranking. Killing members of the opposite faction will increase this Force Ranking number, yet killing the same person over and over will only yield experience for the first kill. To maintain a balance in the Force, there is a decay timer that must complete its duration before the dueling Jedi can again get experience for killing that same player.

    Along with the PvP Force Ranking experience requirement, Jedi will have to compete with each other for dominance within their respective light and dark Jedi hierarchies. As part of this distinction between light and dark Jedi during the galactic civil war, each Jedi will need a gathering place to carry out the business of their respective Orders. We have created Jedi Enclaves for this purpose. Jedi Enclaves are hidden places where Jedi gather for anything from Force Ranking battles to role playing underground councils. One Enclave will be implemented as a gathering point for Light Jedi and one for Dark Jedi. These Enclaves are off limits for any player who has not completed the Jedi Knight Trials. Based on your rank within the system the Jedi will gain additional skill multipliers but no additional skill boxes. Rank will also determine where you physically sit as well as how far into the Enclave a Jedi may go. For example, an unranked Jedi Knight may not go into the council chambers, while high ranking members may sit in the council chambers. The Enclaves will be patrolled by sentinels to protect their integrity and keep away the unranked Jedi and non-Jedi.

    Light and Dark Jedi will each have separate Force Ranking trees with predefined PvP experience requirements; however, the method of advancing will be different for both sides. Light Jedi will advance through the use of player politics in the form of voting. Dark Jedi must advance through the higher ranks by embracing the dark path and dueling for rank. Due to the advanced power levels of the Jedi within these ranks, there will only be a limited number of players per rank, per server. Because of the limited numbers in this Force Ranking system, it is very fluid and based on constant conflict. Ranked Jedi on each side will posses incredible multipliers to their Force and lightsaber abilities. Should a Jedi lose rank they will also lose these skill multipliers. An example of Rank multipliers would have something similar; Force Healing will heal more and cost less Force for ranked Light Jedi, whereas Force Lightning will deal more damage and cost less Force for ranked Dark Jedi.

     

    Old System to New System Conversion
    A very difficult part of this revamp was to determine a fair and equitable way to handle converting old Jedi into the new system. Change is sometimes difficult, but we have worked very hard to create a way for everyone to transition into the new system by creating fun and exciting ways for players at all levels. Players who have not attempted the Jedi path will be able to go through The Jedi Trials in publish 10. Players who have completed many profession masteries will be ranked according to how many professions they have completed and based on that information, they will be able to rapidly advance through the "Jedi Trials". Existing Jedi will be transitioned into the new system in Publish 9: "Secrets of the Force." As part of this transition, we have taken into account the need to provide fair and accurate placements of previous Jedi within the new system. We also believe the new system provides more overall fun and provides a sense of purpose to our Jedi players.

    Existing Jedi will login and find themselves credited Jedi skill credits based on how far they are in their current skill trees. They will then purchase the skills they desire within the Force Skills and spend leftover skill credits on non Force Skills. Remember you do have to surrender basic skills to make it up to the Jedi Knight level! All existing Jedi will login with the Padawan Trial completed as well as the item rewards that stem from the Trial. Based on how far into the current Jedi system they are is how many of their skill points will be credited to the new Jedi system. Jedi Guardian 4-4-4-4's will login with the Padawan Trial completed and 100% of the possible Jedi skill points. This will enable them to immediately begin the process of the Jedi Knight Trials and may choose to join the Force Ranking system.

    Jedi Robes
    Long awaited are the Jedi robes! Gone will be the days of Jedi running about in armor. The Jedi robe will provide a hidden toughness value that will protect the Jedi, similar to armor, but providing more of a Jedi feel. These robes will be issued to you as you advance through the quests and the Force Ranking system; each have their own look based on rank. Should you lose rank, your robe will be stripped from you and the appropriate level reissued.

    Jedi Lightsabers
    Also provided is the new lightsaber system. Jedi gain the ability to tune crystals and pearls and place them into their lightsabers. Color will be provided by a special color crystal. Tuned crystals and pearls will only work for the Jedi who tuned them and weapon stats will only be displayed on them after they have been tuned. Crystals will also provide much nicer stats depending on the level of NPC they come from. As part of this new system, the level of skill in the lightsaber skill tree will provide schematics for higher generation lightsabers which have more damage crystal slots. No more will a Jedi have to worry about lightsaber decay. Instead, the crystals and pearls placed within will take a random decay hit based on use of the lightsaber. When a pearl or crystal decays, just tune a replacement! This also provides the ability to carry the different styles of lightsabers and just swap the damage and color elements between the two. The lightsaber values of lightsabers have been put in line with the damage outputs of our combat balance values. We have also lowered the maximum potential of crystals and pearls to be more in line with the new scales of the combat system. The numbers may appear to be a bit low to what current Jedi see on their lightsabers now, but don't worry! We will apply behind the scenes values so the new lightsabers will deal the same amount of damage as pre-patch values until we push the combat balance live.

    What types of lightsabers will I be able to use? 
    Based on the skill trees a Jedi purchases, different lightsaber styles will become available. The further a Jedi advances, the better his or her lightsaber can be.

  User Deleted
 
OP  7/02/08 3:52:58 AM#129

Death Watch Bunker


 
May 21th 2004

This Adventure area is now live.

Boba Fett has discovered that an ancient splinter group of Mandalorian mercenaries known as the Death Watch are not just the stuff of myth and rumor but are operating out of a hidden location.  Boba Fett's network of spies has also discovered that the Death Watch assassins have contracted a heavy contingent of the Black Sun to help them in their unknown plans.  Are you brave enough to find out what these heinous villains are up to?  Work your way through this new adventure zone with over 6 action-packed new quests and unique new crafting missions to find out what has brought these ancient warriors out of hiding!

 


Background

For thousands of years, the Mandalorians served as fearsome mercenaries, working throughout the galaxy to help win wars and topple governments. Several years before the Clone Wars, however, the last of the Mandalorians were wiped out by the Jedi. Only Jango Fett survived. The galaxy at large generally believes the Mandalorians to be extinct throughout the galaxy, with Boba Fett possessing the last remaining set of fearsome Mandalorian armor.

Death Watch splinter group is a mysterious mercenary unit, using their fearsome battle armor and training to make credits for anyone who pays them.  For ages, this group of surviving Mandalores has remained in hiding on a planet in the Outer Rim.  Now, this tiny moon has seen Imperial scouts nosing about and landing supply ships.  The Death Watch wants to know why.  To help maintain their secrecy, they have contracted with the criminal organization known as Black Sun.  The Death Watch and Black Sun mercenaries are keeping an eye, for now, on what the Empire is doing; and they're deciding how to manipulate the situation to their favor.

The Death Watch bunker is their hideout and it contains some very interesting things, including the only crafting facilities in the galaxy capable of making Mandalorian Armor. 

 

 

 
 
 
 
The Death Watch Bunker
 
The Death Watch Bunker is a challenging new adventure zone with over 70 rooms designed for large groups to play through.  It is not an instanced dungeon, but access is not as simple as just showing up to the front door.  Not only is the bunker guarded by dangerous Black Sun mercenaries, but access to the bunker can only be gained by talking to the one person who might have a clue about how to sneak in...
 
Adventurers who dare to travel to the Outer Rim, cavort with criminals and sneak into this most deadliest of places will face Black Sun assassins, mercenaries, guards, henchmen, super battle droids, battle droids, droidekas, and blastromechs.  Throughout the lower levels of the bunker, players will face the Death Watch bloodguard, wraiths, and even the Death Watch themselves!
 
 


 

Bring Friends!
 
The Death Watch Bunker is a difficult, high-level adventure zone meant to be played with large groups of players.  Should you be brave enough to venture into the bunker, expect fierce resistance, hidden foes and even environmental dangers.  This is no ordinary criminal hide-out!


 

 

 

The Black Sun
 
The Empire's control of the galaxy and the efforts of a ragtag Rebellion marked key moments in galactic history. Underneath these events, lurking in the shadows of the Empire was Black Sun, a vast criminal organization possessed of incredible power and influence.  The syndicate's tentacles reach everywhere -- from the polished spires of Imperial Center to the seamiest Outer Rim tavern. Many of the organization's tens of thousands of operatives had no idea that they were benefiting Black Sun, so layered and intricate were the fronts that the syndicate hid behind. Black Sun had involvement in every known type of illegal activity, and its information network rivaled the accuracy and scope of even Imperial Intelligence. Assassins and mercenaries, this fearsome clan of privateers have their own unique armor!
 

 

 

 
 

 

 
 

 

 
 

 


 
The Death Watch
 
Having remained completely hidden for decades, the Death Watch will not take kindly to being disturbed and will do anything to keep their hideout hidden and their plans secret.  Among the many other foes you will face in their bunker, expect to see the different types of Death Watch Warriors - - the Death Watch Bloodguard, the Death Watch Ghosts, the Death Watch Wraiths and the Death Watch Overlord!
 

 

 

Dangerous Allum Mines
 
Once inside, players will face many challenges.  Mandalorian armor requires special materials so that it may be crafted.  To attempt to craft this rare and exquisite armor, players will have to search the depths of the allum mines.  The allum mines below the bunker are contaminated with bad air and the miner's air filtration systems are not working correctly; so players will have to find or build environmental protection masks.  Although gas masks can certainly be found inside the bunker and out, players will have to go inside the bunker with an able crafter who has the correct skills to modify gas masks to filter out the deadly allum mine gas.
 
From there, they will have to gather all the necessary components and remain in the company of a crafter with the right skills to craft this mighty armor. 

 

 


 

 
On Mandalorian Armor
 
Mandalorian Armor is a distinct set of armor worn by Jango and Boba Fett in the Star Wars movies. 
The inclusion of this armor has been a source of much discussion since the saga of Star Wars Galaxies first began.  When we first announced that we would finally be adding this unique armor to the game, LucasArts Producer, Haden Blackman (A.K.A. Shug_Ninx) stopped in to the community forums to talk about some of the design decisions.
 
 
 
 
Shug had this to say back in March:
"During our recent Dev Chat, we hinted at the fact that Mandalorian Armor will be added to the game via a new dungeon we're working on now. This caused some confusion among some players who thought that Mandalorian Armor was already in the game... Let me clear that up.
 
Short Answer: Mandalorian Armor has existed since launch, but we haven't given you a way to find it/make it/buy it...
 
The Long Answer: We've had the Mandalorian Armor assets for some time (since well before launch), but we've always struggled to find a good way to integrate the armor into the game. Like Jedi, we didn't want Mandalorian Armor to become commonplace - it's supposed to be rare armor worn by an elite crew of mercenaries (who, by this point in the timeline, have been all but wiped out). We knew that bounty hunters would covet a suit of "Boba Fett's armor," and would feel "cheated" if just anyone could make, buy, or recover Mandalorian armor. So, there was some back and forth before launch about how to best implement the armor, and the best choice seemed to be by folding it into some kind of dungeon or quest progression. As many of you also know, however, we're sensitive to cutting crafters out of the economy - we didn't want there to be an over-abundance of "uber-loot" items that remove the combat professions' dependency on crafters (as the game has evolved, we've become more open-minded about the types of loot we can drop, but we're still cognizant of the crafters' needs). During the race towards launch and in the weeks that followed, we just didn't have time to devise a dungeon or series of quests that could provide Mandalorian armor in a compelling manner (with a good backstory, which is really important to me, especially in this case) *and* remain true to our design goals regarding crafters.
 
A few months ago, a LucasArts employee who plays the game religiously started a grass-roots crusade to get Mandalorian armor into the game. I was sympathetic, but we had so much on our plates already. Fortunately, during a review of the dungeon assets in development, we discovered a rundown mine that nobody was sure how to populate. To me, it seemed like the perfect hideout for a gang of mercenaries - and thus, we decided that it would become the lair of the Death Watch, an offshoot of the Mandalorians. I'm not going to give away too many details, but I'm really excited about the direction for the dungeon and I think it's going to make both powerful combat characters and skilled crafters happy...
 
Stayed tuned in the coming weeks. Before you know it, you'll be battling your way through Death Watch assassins and soldiers in search of one of the most iconic outfits in the Star Wars lore. Just make sure you know a good Armorsmith...  "
 
Haden Blackman
LucasArts Producer
 

 

  User Deleted
 
OP  7/02/08 3:55:32 AM#130


"First things first, swoop racing is illegal. The Emperor doesn't allow for formal competitions. Get it out of your head right now that your holo-picture will be idolized by little beings across the galaxy. There ain't no official races. Now for a fee, I could be inclined to give you the waypoints of some old tracks that us swoopers used to run. Some former champ left a protocol droid behind at his favorite tracks, you know, just as an historic marker. If they ain't rusted out, I think they still record times. I've even heard of some small time chumps using those droids as official time keepers for their own racing events. Some don't even use swoops, they run it or ride animals around it. But I ain't part of that. No sir, the Empire treats me too well to want to break the law. "
- Former Professional Swoop Racer

 

Agrilat Swamp Circuit - Start at Corellia 1680 4700

Star Wars Galaxies now feature the following race tracks: Old Mos Espa Arena Circuit, Agrilat Swamp Circuit and the Keren Street Race. The Old Mos Espa Circuit will allow you to relive the exciting pod race featured in Episode I. The Agrilat Swamp Circuit takes you into and through dangerous Agrilat Swamps on a race reminiscent of the one between Han Solo and Dengar. Finally, the Keren Street Race challenges your skills by leading you through the narrow lanes and tight bridges in the city of Keren.

To begin, simply converse with the race protocol droid. If you have never raced that track before you will be given some options to describe how the race is run or to start a race. When a race is started, you are given a waypoint to the first leg of the race. Jump on your vehicle or mount or start running as fast as you can. Upon reaching that waypoint, you are given a waypoint to the next leg of the race and receive a message listing your current lap time.

Upon completing the entire circuit you are given your total time. If you have beaten your personal best time, you receive graphical text for all to see. Conversing with the protocol droid again will register your last time with it and it will announce the time registered for all to see. If you beat the current daily record, you will receive a badge appropriate to that track.

 

Old Mos Espa Arena Circuit - Start at Tatooine 2380 5000

If you have already completed the circuit, you can speak with the protocol droid again to do one of the following:

 

  • Race the circuit again.
  • See who the current record holder of the day is.
  • Have the droid announce your personal best time in spatial chat for bragging rights.
  • Reset your personal best time.

    Please note that currently you cannot adjust the speed on vehicles. Getting the best time will require careful negotiation of terrain, avoidance of obstacles and enemies and planning at least one leg ahead to hit the turns from the best angle. Remember to use the SHIFT key (by default) to slow down around tight corners.

    The true purpose of the tracks is to assist players in running their own races. See the Events Team's Host a Race for suggestions on how to run your own player event race and check the Player Events Schedule to see if there are any races beng held in your galaxy this week.

     

    Keren Street Race - Start at Naboo 1396 2686

  User Deleted
 
OP  7/02/08 3:57:13 AM#131

Swoop Racing in the Galactic Empire
 

As old as the Old Republic, swoop racing has been around since the second swoop was built. Swoop racing is a very dangerous sport. So dangerous in fact, that swoop racing was only allowed on sanctioned racing tracks and illegal outside of all official tracks and arenas. This high speed sport was originally kept under tight controls because it was as dangerous to bystanders as it was to the racers themselves. At over 400 miles per hour, an unsuspecting street merchant or innocent bystander exiting their homes was at lethal risk simply by being in the right place at the wrong time.

 

 

After the rise of the Empire, the Emperor was more interested in imprisoning the fringe and criminal elements whose vehicle of choice were swoops and also making sure to take these powerful vehicles away from anyone who could oppose him. Swoop racing was made illegal and used as a tool to imprison all of the best swoop racers to jail racing criminals and insure there would be no one to teach the best techniques to a new generation of racers.

"First things first, swoop racing is illegal. The Emperor doesn't allow for formal competitions. Get it out of your head right now that your holo-picture will be idolized by little beings across the galaxy. There ain't no official races. Now for a fee, I could be inclined to give you the waypoints of some old tracks that us swoopers used to run. Some former champ left a protocol droid behind at his favorite tracks, you know, just as an historic marker. If they ain't rusted out, I think they still record times. I've even heard of some small time chumps using those droids as official time keepers for their own racing events. Some don't even use swoops, they run it or ride animals around it. But I ain't part of that. No sir, the Empire treats me too well to want to break the law. "

- Former Professional Swoop Racer

Check out the first three swoop tracks.


 



Swoop Racing
From starwars.com

At the heart of swoop racing is a simple vehicle called a swoop. Designed for one passenger, the vehicle is basically an engine with a seat. To drive the swoop at speeds that can exceed 400 miles per hour, the driver is equipped with kneepads, footpads and handgrips that control speed, steering and altitude. To enhance the handling, the driver must carefully shift his weight in the seat. This vehicle has no armor, no weapons and no crash protection, but it does have a seat belt.

Swoop racing is a popular sport that takes place in huge domed arenas called swoop tracks. The arenas hold tens of thousands of spectators. The race is made up of circular flight paths and obstacle courses designed to challenge the agility and skill of each driver. Read the article.

 

The Return of Swoop Racing

Since the discovery of the first illegal swoop tracks earlier this year, swoop racing has begun to emerge. Too small to be cared about by the Emperor as he plans his attacks on the Rebellion, swoopers have used the modules from the original race droids to create new race droids and new tracks. Here are the latest reports on the new swoop tracks:

 

Lok Marathon

"This is one of the longest and most arduous races in the galaxy. Don't bother with it unless you have the time and stamina. The Empire doesn't come here often, so it gets a lot of use from swoopers looking for an illegal race. The trouble is most of them do not complete the marathon. Beware of dangerous beasts, pirates, confusing mazes and a very large and active volcano."

Leg 1:
Leg 2:
Leg 3:
Leg 4:
Leg 5:
Leg 6:
Leg 7:
Leg 8:
Leg 9:
Leg 10:
Leg 11:
Leg 12:
Leg 13:
Leg 14:
Leg 15:
Leg 16:
Leg 17:

Start/Finish
Corsair Flow
Mosseru Run
The Labyrinth
The Old Great Wall
Base of Mount Chaolt
Mouth of the Beast
East Rim
South Rim
West Rim
Keldarin Highlands
Spine Snake River
Perlek Patch
Nine Day Island
Grendin River
Smuggler's Bend
Stronghold Boundary
West Gate

630 5055
946 4634
1065 3156
3828 -532
3337 -2425
3364 -3819
2962 -4546
3080 -4671
3009 -4798
2893 -4782
2744 -4458
509 -2924
-497 -624
427 705
838 2738
-19 4059
-26 4558
275 5073




Nashal River Race

"Mostly this track has been used for recreation and youth races; very few professional events have been staged here. The course primarily sticks to major waterways around Nashal and therefore is impractical for mount or foot racing. On a hover vehicle, it is considered a delightful afternoon outing."




Leg 1:
Leg 2:
Leg 3:
Leg 4:
Leg 5:
Leg 6:
Leg 7:
Leg 8:
Leg 9:
Leg 10:
Leg 11:
Leg 12:
Leg 13:
Leg 14:
Leg 15:
Leg 16:
Start/Finish
The Narrows
Krisa River
Xahn's Crossing
Virrago Bend
Garva's Turn
Quid Embankment
Snaykinn Pass
Jeassa River
Kyuu's Twist
The TH Causeway
Lake Thorn
Aximia River
The Overlook
Kima Way
Deep Run
Fed-Dub Stretch
4199 5286
3787 4764
3485 4556
3042 4565
2248 5169
1839 4966
1583 5062
1499 4802
1485 4366
2248 3905
1886 3211
2448 2457
2841 2923
3670 3475
4129 3652
4511 4054
4529 4831
 
 

Narmle Memorial Rally

"Legends say that this track retraces the route used by local smuggler, Trein Veltin as he tried to elude authorities intent on his arrest. Weaving through the streets desperately trying to lose his pursuers he made it out of the city. Unfortunately his escape was cut short due to a fatal collision with a flesh eating chuba. Since that time many have made the run in his memory. Eventually it became a semi-formal track for a thoroughly illegal street race."



Leg 1:
Leg 2:
Leg 3:
Leg 4:
Leg 5:
Leg 6:
Leg 7:
Leg 8:
Leg 9:
Leg 10:
Leg 11:
Leg 12:
Leg 13:
Leg 14:
Leg 15:

Start/Finish
Southern Archway
Crafter's Alley
Hotel Square
Academy Row
The Back Alley
Overlook Entrance
Overlook
Overlook Egress
Vendor's Alley
Rorgungan Ruins
The Forgotten Heroes
Garyn's Lookout
Squall Patch
Chuba Grove
Cloning Facility

-4975 -2227
-4987 -2417
-5031 -2425
-5081 -2393
-5172 -2398
-5222 -2317
-5149 -2286
-5114 -2254
-5148 -2274
-5186 -2216
-5328 -2093
-5441 -2098
-5529 -2137
-5475 -2348
-5205 -2614
-4995 -2484

 

  User Deleted
 
OP  7/02/08 3:58:10 AM#132


 



System: Tatoo

Tatooine Space Station
Type:

Station


Location:

2311, -5872, 1865


The space station at Tatooine isn't the friendliest one in the galaxy, but for the right price they can be persuaded to provide emergency repairs. The station is notorious for clearing anyone to land at any of Tatooine's starports without even the most basic security protocols in place.



Iron Planet
Type:

POI


Location:

-4870, -3029, -4950


The material of this "Iron Planet" is starkly different than the neighboring asteroids in areas circumventing the Traders' Grotto. It is unknown whether or not it will help against squelching the high resource demands from planet Tatooine. Only time will tell.



Rebel Ruins
Type:

POI


Location:

-1507, 1904, -3392


Lying in ruins, the once-prominent Rebel Space Station was the base of operations for most Alliance activity in the Tatooine System. It was only then, at the height of glory of the Alliance, did the Empire suffocate any hope of survival. Only a carcass of the Rebel Space Station remains and, floating around it, memories of war in the form of TIE and X-Wing debris.





Miner's Yard
Type:

Hyperspace


Location:

-4933, 6439, 6890


Tatooine's resource numbers are plummeting daily. It is up to local miners to branch out and collect resources to replenish high demands. Their target: Asteroid Fields.



Deep Sea
Type:

Hyperspace


Location:

5475, 4455, 6433


Home to Hutt influence, the Deep Sea Quadrant proves dangerous to "unapproved" visitors. Unless one has business here, it's best to stay away.



Desert Sands
Type:

Hyperspace


Location:

6451, -1528, -3502


It is unknown if the Desert Sands Quadrant is home to friendly entities. The Imperial Navy has forwarded a word of warning to those looking to travel through the area.



Outer Rim
Type:

Hyperspace


Location:

-6933, -3512, 970


Approved by the Imperial Navy, all travel to this Quadrant is RESTRICTED. Hostile enemies have been seen and it is IMPERATIVE that travel to this Quadrant be ceased! You have been warned.





Trader's Grotto
Type:

POI


Location:

-500, 250, 2000


Numerous trading routes litter Traders' Grotto and provides easy, safe travel to and from the Tatooine Space Station.



Ghost Tide Nebula
Type:

POI


Location:

-3000, 1800, 0


Thick cover from the Ghost Tide Nebula provides pirates superb concealment when trying to ambush unsuspecting freighters. Travelers are warned and directed away from the Ghost Tide. Many ignoring the warning are never heard from again.



Hutt Claims
Type:

POI


Location:

-250, -3500, 1800


Met with fierce resistance, the Hutts have ceased their attacks on the areas surrounding the Tatooine Space Station. They had hoped to claim the station and collect the fees generated from it by making travelers pay tolls to be allowed access to Tatooine's space. They underestimated the Mos Eisley police and their allies. All that is left from this launch point are the remains of war.





System: Naboo

Naboo Space Station
Type:

Station


Location:

-2491, 905, -6460


Home of the Royal Security Forces, the space station can provide emergency repairs or clear travelers to land at any of Naboo's star ports.



Rori Space Station
Type:

Station


Location:

6226, -4450, 484


Serving Naboo's most popular moon, Rori, this space station can provide travelers with emergency repairs or permission to land at any of Rori's starports.



Arrissa's Field
Type:

POI


Location:

3890, 3399, 7513


Named after the pirate Arrissa n'Osnyi, the iron asteroid field holds testament to many pirate victories. Hiding within the field, and covered by the Obligon Nebula, pirates were successful in ambushing passing freighters. Needless to say, the old trade route through this area has been vacated for years. Now, it is frequented by Imperial influence in hopes of keeping pirates out of the area for good.





Trade Federation Hulk
Type:

POI


Location:

2501, -5926, -5497


This heap of debris stands as a reminder of Naboo's ancient battle against the forces of greed, and a monument to the Royal Security Forces prowess in starfighter combat. Even still, rare members of the Trade Federation still live at the site and are often left alone.



Wishing Lake Zone
Type:

POI


Location:

-500, 250, 2000


The area known as 'Wishing Lake' was first named by deep space mercenaries hired by the Trade Federation for commercial security. Today, the area stands void of activity. It is said to be a bad omen, a rumor started by the Royal Security Forces and traders alike.



Emperor's Way
Type:

POI


Location:

-3000, 1800, 0


The public portion of the 'Emperor's Way' is a weapons-hold zone policed by elite TIE squadrons.



Empire's Station I
Type:

Station


Location:

3511, 1774, 944


A common sight in Naboo's space, the Royal Security Forces hope to keep the peace by policing approved travel space and "removing" offenders. It would be wise not to travel here if you find yourself on the bad side of the Royal Security Forces.

The Imperial forces present in Naboo Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.

Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.





Rebellion Remnants
Type:

POI


Location:

-5581, 5831, 5663


Poetically named by Sonal Serore, an Imperial artisan, the Rebel Station was once a prominent home to the Rebel Alliance. Now, it only remains as a monument to the glory of the Empire and the undeniable strength and might they possess. Rumor has it that the Alliance has returned to its once-home. Could it be that they hope to prosper once again in Naboo's Empire-controlled space?



Old Trade Federation Route
Type:

POI


Location:

-250, -3500, 1800


Rarely traveled, the Old Trade Federation Route lies within the Enmaekeda Nebula, a tumultuous ball of space matter home to Borvo's thugs. The Imperial Navy has claimed the route unsafe and has restricted travel to all parties.



Royal Way
Type:

Hyperspace


Location:

-944, 3945, -4525


A common sight in Naboo's space, the Royal Security Forces hope to keep the peace by policing approved travel space and "removing" offenders. It would be wise not to travel here if you find yourself on the bad side of the Royal Security Forces.



Penumbra Omen
Type:

Hyperspace


Location:

-2992, 3984, 3520


** Important!! Quadrant II, Code Name Area D-512 has been changed to Code Name "The Penumba Omen Quadrant" effective immediately!!

From the Imperial Navy...

Receiving ... ... ...

Immediate Notice: All access to this Quadrant is prohibited by law of the Empire. Again, Area D-512 is now PROHIBITED to ALL TRAVEL!! Unknown Flying Starships have been found in the area and have proved to be INCREDIBLY DANGEROUS!! Do NOT travel in this Quadrant!!

Receiving... ... ..

Code Name for Unknown Starships: Penumbra Omen



Sea of Veruna
Type:

Hyperspace


Location:

5935, -982, 2946


The Sea of Veruna proves to be a vast quadrant of dead space. Potentially safe, the hyperspace location is used often by all travelers. Be warned, however, as the Empire hopes to secure it within the year's end.



Kylantha's Whim
Type:

Hyperspace


Location:

-5952, -2758, -5005


Although mostly deserted, one can find a few Imperial patrols circling about Kylantha's Whim. It is rumored that a young and wealthy suitor, infatuated with the Queen Kylantha, claimed he purchased a quadrant for her in Naboo Space, hoping it would bring to light the love he had for her. The Queen kindly refused his offer of marriage, stating her desire to "marry" her people and serve them with all of her time. Crushed, the young man renamed the quadrant to Kylantha's Whim. The quadrant has kept its name ever since.





System: Corellia

Corellia Space Station
Type:

Station


Location:

6519, -5373, -2600


Home of the Corellian Security Forces, this space station can provide emergency repairs for a service, as well as clear you for landing at any of Corellia's starports.



Talus Space Station
Type:

Station


Location:

-6348, -5274, -3956


The Space Station at Talus can provide you with emergency repairs or clear you to land at any of Talus' starports.



Pirate's Shadow
Type:

POI


Location:

871, 3212, 4188.53


The Pirate's Shadow, an asteroid field named after the cover it brings to attacking hooligans, serves as a rallying point for smugglers, pirates and ne'er-do-wells dodging CorSec patrols.



CorSec Wing
Type:

Hyperspace


Location:

-967, -1513, 0


Controlled fiercely by both the Rebellion and the CorSec, the CorSec Wing proves dangerous for members of the Empire. The Rebellion is found to be unsympathetic to Imperial starships flying in the CorSec Wing Quadrant and will shoot them down on sight. Beware.



Trifecta Star
Type:

Hyperspace


Location:

-4962, 3704, 3442


Although deserted to some degree, the Trifecta Star is the nearby home to the Rebel Alliance, the Blacksun and the Binyare. Only under dire circumstances should one choose to travel to this quadrant. Beware.



Binyare Razorcat
Type:

Hyperspace


Location:

1840, 2656, 944


The Binayre Razorcat is often avoided due to the high density of the pirate factions, Binyare and the Hidden Daggers. Only brave travellers can be found circling the area, fighting off the pirates who dare close in on the defenseless pirates.



Corellia's Own
Type:

Hyperspace


Location:

6981, -3577, -5997


If a quadrant in Corellia could be called safe, Corellia's Own is the one. Only patrolled by CorSec, the trade routes from the Corellia Station to the Talus Station are patrolled mostly by trading freighters and civilian craft. Still, Imperial presence is frowned upon here and proves to be hostile to starships openly claiming to be of the Empire.





System: Lok

Censorious Tempest
Type:

Nebula


Location:

1, 1, 1


The Censorious Tempest Nebula lies in the outermost reaches of Lok's System. The constant presence of the nearby asteroid field causes frequent electrical outbursts for which the Censorious Tempest earns its name.



Empire's Station I
Type:

Station


Location:

-1798, 2649, 401


The Imperial forces present in Lok Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.

Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.



Spine of Lok
Type:

POI


Location:

-1488, 456, 918


Made out of obsidian rock, the Spine of Lok stretches across the vast, dark haze of Lok's often-quiet space. Miners have yet to venture here to find what exactly the obsidian rock holds in regards to resources and lucrative sales.



Alliance Station I
Type:

Station


Location:

1799, -2458, -3680


The Rebel forces present in Lok Space have opened its station to members of the Alliance, wishing to declare themselves for the greater good of the fight against the Empire.

Instructions: To declare in open Player vs Player (PvP), approach the Rebel Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.



Lok Space Station
Type:

Station


Location:

-6235, -5341, 113


The space station on Lok can provide emergency repairs or clear you to land at Nym's Stronghold on the planet.



Nym's Hovel
Type:

Hyperspace


Location:

-505, 4421, 4459


Within the heart of the first quadrant, Nym and his thugs search for unsuspecting enemies. Nym's Hovel has proven to be an ill place for those finding themselves on the wrong side of the notorious pirate.



Rebellion Blaze
Type:

Hyperspace


Location:

1499, -5451, -5962


The Rebellion Blaze Quadrant is home to loyal members of the Rebel Alliance. Named after the infamous Rebel Gunboat, the Rebellion Blaze, the Alliance has chosen the Lok system as one of its points of operative origin. Members of the Empire are not welcome here and will be hunted down immediately if seen.



Lurid Dawn
Type:

Hyperspace


Location:

-6926, -497, 955


Lok's very own dead space. The Rebel Alliance hopes to secure this quadrant for operative expansion within the year's end.



Voria's Ember
Type:

Hyperspace


Location:

6492, 1478, -524


Voria Sergar was found orphaned at a young age. Abandoned by her slave master, she wandered the planet of Lok for several months before being found by a Rebel Officer, Isnal Roran. Voria had been battered and bruised, having fled many near-death situations. Finally, she was safe. Voria ascended the ranks in the Rebel Alliance with blinding speed. Her abilities and fluidity with slicing and manipulating computers were viewed as assets to the Rebellion. She soon earned her wings and headed to Lok's system. There, she met her fate, unable to maneuver in time before an Imperial missile struck her down. No matter how far away, each member of the Rebellion felt her passing. Voria's Ember, Lok's fourth quadrant, was named after the Rebel sergeant in her honor.



  User Deleted
 
OP  7/02/08 4:01:27 AM#133


System: Yavin4

Yavin4 Space Station
Type:

Station


Location:

-5592 -7070 -5291



Serving the outposts on this hostile jungle planet, the space station will provide emergency repairs to get you on your way, or clear you for landing at any of the outposts on Yavin4.




Empire's Station I
Type:

Station


Location:

-4190 1539 4596



The Imperial forces present in

Yavin 4

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Empire's Station II
Type:

Station


Location:

-6798 4998 4760



The Imperial forces present in

Yavin 4

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Empire's Station III
Type:

Station


Location:

85 -342 -57



The Imperial forces present in

Yavin 4

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.







Smuggler's Run
Type:

Hyperspace


Location:

-962 4480 6923



When the Death Star was finally destroyed, news of its defeat spread like wildfire. It brought many visitors, including the Ni'lyahin Smugglers, hoping to scrounge together pieces from the explosion and sell it on the black market. Today, they prosper, fighting their own war against the Empire and their oppression.




Ferrous Aurora
Type:

Hyperspace


Location:

4988 -5979 -6482



Lending the quadrant its name, the Ferrous Aurora nebula extends its welcome in an array of radiant, incandescent colors. It is wise not to be fooled by its beauty as the Ni'lyahin Smugglers have claimed it as their own.




Crimson Flare
Type:

Hyperspace


Location:

-962 4480 6923



Unfortunately, not much is known about the Crimson Flare quadrant. It is unwise to travel here; use extreme caution.




Ferrous Aurora
Type:

Nebula


Location:

4712 644 44



The Ferrous Aurora Nebula, named by the Ni`lyahin Smugglers, is home to the hostile band of thieves and assassins. Apart from the dazzling colors, the areas surrounding the nebula prove to be dangerous as a war brews just beyond its brink. The nebula's inhabitants originate from Yavin4, having gained space travel later than most and only by stealing technology. Currently, they own half of Yavin4's space quadrants, successfully destroying large parts of the Empire's defenses and holding fast with their own brutal forces.




Shadow of the Alliance
Type:

Nebula


Location:

-960 -2499 -6143



The Shadow of the Alliance provides the Resistance with a cloak of tumultuous energy. Struggling to survive, the Rebels hide the Shadow of the Alliance nebula in hopes of dodging the attacks launched by the Empire. Thankfully, all of the Empire's efforts seem to be focused on the Ni`lyahin Smugglers. It seems as if the Emperor and his fleets are too distracted to deal with the nuisance of the Alliance... for now.







System: Dantooine

Dantooine Space Station
Type:

Station


Location:

1359 -742 -5902



Dantooine is a remote planet with a small primitive native population. This space station can provide emergency repairs for a service, or clear you for landing at any of Dantooine's outposts.




Deep Space
Type:

Station


Location:

-4200 -3000 -6000



Faction: Rebel



The Rebel Alliance has discovered a hyperspace route to an area of Deep Space. Only the most skillful and prestigious pilots can be trusted with the knowledge that the Rebel Alliance has constructed a base in Deep Space.



Instructions: To travel to Deep Space (PvP), approach the Deep Space Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Blacklight Territory
Type:

POI


Location:

-146 -7364 35



This is as dangerous a region of space as any, with the asteroids providing cover for the pirates and criminals seeking to escape Imperial Justice.




Area D-7s1
Type:

POI


Location:

1794 1848 -832



Native to Area D-7s1 are droid scavengers, the Detritus Satellites. For the most part, the Detritus Satellites keep to themselves, building their makeshift outpost with old scraps collected from the nearby junk field. Electrical currents power the outpost and provide fellow droids with repairs and shelter.







Wall of Dantooine
Type:

POI


Location:

-810 2848 125



Stretching as far as the eye can see, the Wall of Dantooine is a necessary landmark to any roving traveler. Local miners speculate the obsidian asteroids may be worth a pretty credit or two.




Legacy YT Indigo Blue
Type:

POI


Location:

1794 1848 -832



The Rebel Alliance invested their pride into their oldest surviving space station, the Legacy YT Indigo Blue. However, the pride soon turned into horror as the Empire dared to move into Dantooine's native space and "remove" all who opposed them. Their first target: the Legacy YT Indigo Blue. Crushing the Rebellions origin in Dantooine space, they soon turned to other targets, breaking and converting them or out-right eliminating the "rebel sympathizers". All that is left are the remnants of the Legacy YT Indigo Blue, a spot which has become the center-point of Dantooine's traffic.




Ith'ril Eventide
Type:

POI


Location:

4446 -1463 6485



Area D-504 was immediately changed to "Ith'ril Eventide" when he himself, Ith'ril Eventide, leader of the Zel`iphian Slave Traders, came into power. It is wise not to travel to Area D-504 unless under dire circumstances.. or business. It has been made apparent that the Zel`iphian Slave Traders do not appreciate visitors.




Area D-502
Type:

POI


Location:

-7483 637 92



Area D-502 serves as Dantooine's "safest" territories. Home to the D-502 Aii`tkian Anthropologists and the O.S.S. D-502 Junk Guild, one can travel here and expect to be left alone. Both the Junk Dealers and the Anthropologists are friendly and never hesitate to lend a helpful hand.




Sserician Eclipse
Type:

POI


Location:

6468 5916 4652



Valarian thugs plague the Sserician Eclipse with undaunted ferocity, daring even the Empire to react. It is common to see dogfights brewing among the Empire and Valarians with the remnants of a Rebel Station in the midst. As Dantooine's more dangerous territories, the Sserician Eclipse is an area to be feared and avoided.







Ebon Essentia
Type:

POI


Location:

1089 6132 -3260



Ebon Essentia, also known as Area E-2, is consumed in a war between the Force Assassins and the Warrens Assault Squad. It is unknown why the two factions continue to war against each other or why it all started. Unless heavily-armed, it is imperative that travelers avoid Area E-2 as decreed by Imperial Law. The Empire chooses to look the other way, it seems, and locals are beginning to wonder why...




Alliance Station I
Type:

Station


Location:

5522 3202 5997



The Rebel forces present in

Dantooine

Space have opened its station to members of the Alliance, wishing to declare themselves for the greater good of the fight against the Empire.



Instructions:

To declare in open Player vs Player (PvP), approach the Rebel Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Alliance Station II
Type:

Station


Location:

-3979 5432 -4565



The Rebel forces present in

Dantooine

Space have opened its station to members of the Alliance, wishing to declare themselves for the greater good of the fight against the Empire.



Instructions:

To declare in open Player vs Player (PvP), approach the Rebel Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Empire's Station I
Type:

Station


Location:

178 -4785 -6402



The Imperial forces present in

Dantooine

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Empire's Station II
Type:

Station


Location:

-2629 3585 3269



The Imperial forces present in

Dantooine

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Dantooine's Second Star
Type:

POI


Location:

6707.09 5439.55 -2720.14



Nestled in the Ferionic Nebula, the iron planetoid, nicknamed "Dantooine's Second Star", is home to the Velocity Mercenaries. Little is known about this small band of thugs. Mostly, they kept to themselves... until the Empire moved into the area. Now, the Velocity Mercenaries launch continuous attacks against the Empire, hoping to drive them out of Area Ferionic 7-IK.







Dantooine's Wrath
Type:

Hyperspace


Location:

-1454 -1390 246



The first quadrant of Dantooine, fondly nicknamed "Dantooine's Wrath", is a pit-stop between a Sarlacc pit and being trampled on by a Gorax. It is highly recommended that one stay away from the first quadrant unless absolutely necessary. Dantooine's Wrath is laden with fierce Hutt gunships and merciless Valarian thugs.




Asair's Ribbon
Type:

Hyperspace


Location:

-6334 -3736 2155



An uncharted territory in Dantooine's System. The Empire hopes to secure this quadrant within the year's end.




Isryn's Veil
Type:

Hyperspace


Location:

6633 -5456 -1009



Mystery shrouds the third quadrant of Dantooine's System and provides history enthusiasts with little information of the founders of Isryn's Veil. For now, it is safe to travel here. Incidentally, the Empire's eyes may have turned to the Veil as a target of expansion efforts... Will they succeed?




Gorvera Space
Type:

Hyperspace


Location:

-6411 6431 6426



Relatively safe, the Gorvera Space quadrant welcomes travelers, providing a scenic view of Dantooine's System. Little else is known about Dantooine's fourth quadrant.







System: Endor

Empire's Station I
Type:

Station


Location:

5773 -6359 6976



The Imperial forces present in

Endor

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Empire's Station II
Type:

Station


Location:

-5716 7198 2009



The Imperial forces present in

Endor

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Linear Miasma
Type:

POI


Location:

-479 956 600



Frequented by the Linear Miasma Scientists, the nebula provides a wealth of information and research for the lone band, belonging to the Endorian Researchers Guild. The scientists prove to be a friendly bunch time and time again despite the presence of the Spice Pirates, the Zynt`aia Spice Guardians, of whom reside nearby.




Declorian Territory
Type:

POI


Location:

4091 -5830 -458



Zynt`aia Spice Guardians terrorize the Declorian Territory with a fierce fist. Often times, unless business is mentioned, the Spice Guardians are not open to having visitors.







Onyx Beacon
Type:

POI


Location:

6447 -2491 1042



Home to the Blacklight Pirates, the Onyx Beacon serves as an origin for "seedy" business. Little else is known about the Onyx Beacon as it is jealously guarded by its inhabitants.




Endor Space Station
Type:

Station


Location:

-5268 -1500 5209



Serving the Imperial Research Station on Endor, this space station can provide emergency repairs or clear you for landing on the planet.




Red Sin Chimaera
Type:

Hyperspace


Location:

639 -3949 -4638



Lurking inside the cover of the Red Sin Chimaera Nebula, the Death Watch wait silently, striking at the last moment in hopes of a successful kill. Most think of them as animals, feasting upon the helpless to survive. Although a fair distance away, the Red Sin Chimaera quadrant entry point can give a traveler a run for his money.




Area D-435
Type:

Hyperspace


Location:

-1965 2326 3708



Little to nothing is known about the quadrant. It is uncharacteristic and safe for travel. It would be best, however, to keep navigation computers alert for unexpected enemies in the area.




Empire's Justice
Type:

Hyperspace


Location:

-6929 3926 -1973



To those not belonging to the Empire's ranks, the Empire's Justice quadrant could be viewed as highly dangerous. Travel here is not recommended unless the traveler is on the best of terms with the Empire.




Durillium Sea
Type:

Hyperspace


Location:

5737 2276 3735



The Durillium Sea is a vast expanse of virtual nothingness. The quadrant is relatively safe for passing travelers and welcomes expansion. Will the Empire seek to claim it?




Imperial Claw Station (Deep Space)
Type:

Station


Location:

6200 5000 6000



Faction: Imperial



This Imperial Station can grant access to a hyperspace route to deep space. The route is highly classified, however, and the Empire will allow only the most advanced, prestigious pilots to enter Deep Space.



Instructions: To travel to Deep Space (PvP), approach the Imperial Claw Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




System: Dathomir

Dathomir Space Station
Type:

Station


Location:

-6880 2742 -3956



The Station at Dathomir will require Imperial authorization codes before providing emergency repairs or clearing you for landing at any of Dathomir's outposts, but the station is so remote their codes are rarely updated.




Last Nav Station (Deep Space)
Type:

Station


Location:

4000 200 -4700



Faction: Neutral



The old Pilot's Guild was once the authority in all matters of space travel, but since it has been disbanded by order of the Emperor, the only space station maintained by former Pilot's guild members is this lone station on the edge of space.



Instructions: To travel to Deep Space (PvP), approach the Last Nav Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Dark Force
Type:

Hyperspace


Location:

869 -374 2392



\\Transmission Jammed!\\



From the Imperial Navy...



Receiving ... ... ...



Immediate Notice: All access to this Quadrant is prohibited by law of the Empire. Any vessels found in this sector will be destroyed on sight! Repeat: Cease all immediate travel to this sector. You will be destroyed on sight!







Empire Blockade
Type:

Hyperspace


Location:

3825 1658 2612



The second quadrant of Dathomir's system is a considerably dangerous one for those not beloning to the Emperor's ranks. Particularly of note, is the Empire's Blockade that makes its way through the area, crushing all those who stand to oppose it.




Emperor's Hand
Type:

Hyperspace


Location:

-6728 -2281 5916



Named after the Emperor's unavoidable influence, the Emperor's Hand proves to be dangerous to those unwilling to succumb to the Empire's whims. The fourth quadrant stretches far as do the Emperor's tumultuous desires and would be best avoided when making travel plans.




Dathomir's Vitality
Type:

Hyperspace


Location:

-1256 -2985 -5971



Fortunately, not many venture close to the Heart of Dathomir and its clerical inhabitants, the Dark Veil Order. Serving their Queen with passionate ferocity, the Dark Veil Order encircle the Heart of Dathomir, hoping to "sacrifice" victims to the nebula's powerful rage. They believe the Heart of Dathomir nebula consumes the essence of these victims, fueling life into the palpitating mass and protecting the Dark Veil Order from infidels. It is wise not to Dathomir's third quadrant under any circumstances.




Witch Blood Territory
Type:

POI


Location:

-470 -1501 308



In the heart of the Witch Blood Territory festers a group of skilled assassins and thugs. The Witch Blood Clan chooses their victims carefully and it seems that no one is safe from their well-equipped starships and superior maneuvering skills. Travelers would do well in keeping all computer systems alert when traveling through this territory.




Empire's Station II
Type:

Station


Location:

4842 -5316 -4222



The Imperial forces present in

Dathomir

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Empire's Station I
Type:

Station


Location:

6092 6223 -6731



The Imperial forces present in

Dathomir

Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion.



Instructions:

To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat.




Heart of Dathomir
Type:

Nebula


Location:

-7552 -7424 -7568



The locals call it the "Heart of Dathomir". Even from a distance, the palpitating gasses of the nebula itself seem to have a mind of its own. No one ventures near this infamous, dark cloud. Too many have tried and have never returned. It is rumored that quick-killing assassins swarm within this bloody miasma, waiting for their next victim. Molten rocks, infused with the rage of many lost souls, and red energy spill from the nebula, warning all to steer clear.




Dark Force
Type:

Nebula


Location:

401 -154 1759



Base of its operations, the Empire chose the Dark Force nebula for its sense of concealment, protected by mighty fields of asteroids. Individuals seeking aide of the Empire are welcome here. For those who are considered enemies of the Emperor and his ideals, it would be wise to stay far away.




  User Deleted
 
OP  7/02/08 4:08:03 AM#134
Quest Name: Project Dead Eye
Starting NPC: See Related Mobs
Related Mobs:
Credits Earned: 0
Status: Completed
Last Updated: Wed Sep 1 12:17:00 2004
Details: Rebel version
There is a Rebel coordinator in Tyrena, Corellia at -5218, -2602. You can try to speak with her, but she tells you to see the Information Officer first.

So go to the Information Officer at -5403, -2751. He will assign you a couple straightforward delivery missions and you should have no problems with them. When finished, he will tell you to speak with the Rebel coordinator again.

She tells you about Dead Eye and Jabba's connection to it. You need to steal it from his people. I have 5000 Jabba faction and -2655 Hutt faction, and did not have any problem speaking with any of the NPC?s in these quests as other people seem to have. I did not have to do any extra Jabba quests in Tatooine or the Hutt quests in Tyrena as the poster below mentioned.

The Rebel coordinator will give you a waypoint to one of the advanced planets. It seems to always be 8190, 8190 no matter which planet you get, so pick the northern starport as your destination. If you ask for a hint, she will tell you (this is where I started to log everything):

"A direct approach might get you killed." Thi-Llolce Itera (a Rebel coordinator) says to Tike. "You'll need to get friendly with them first and then maybe they will trust you and open up. Think like a thug. Thugs are generally greedy, selfish, out for themselves. They like things like drinking, gambling, cheating, carousing; that sort of thing."

When you approach the target NPC, you must answer all the questions correctly or he will aggro on you. If you kill him, you have to go back to the Rebel coordinator to get a new waypoint.

Eiprekhivi Acu says to Tike, "Ya talkin' to me? Who sent ya?"

I work for Jabba.

Eiprekhivi Acu says to Tike, "Ya do? I can't give ya anything, that I have is mine. But take a rest if ya need it. So what sort of work do you do do?"

Whatever makes me the most money.

Eiprekhivi Acu says to Tike, "Now we're talkin'! That's a good philosophy to stick too. The pay's not bad but the kick-backs you get from making Jabba happy, that's what makes it all worth it."

He ends the conversation and you must choose to converse with him again.

"You're a chatty one. " Eiprekhivi Acu says to Tike. "Then again, it gets a little lonely bein' out here so it's nice to have someone to chat with. But let's just keep it to small talk okay?"

What do you do for fun?

Eiprekhivi Acu says to Tike, "I like gamblin'. Mostly Sabacc ya know? I stay away from those Lugjack machines. Ya may as well be throwin' credits into the Sarlacc Pit playin' that game. That's a game for old women and clueless nobles who can't appreciate the subtleties of a real man's game. You like Sabacc?"

Yes, lots of money to be made at that game.

"Don't you know it!" Eiprekhivi Acu says to Tike. "If I had better luck, I'd play it for a livin'. It would probably less risky then this line of work."

Converse with him again.

"So... What do you like to do for fun?" Eiprekhivi Acu says to Tike.

I love playing Sabacc.

"You too huh? Well it's great we have something in common! Too bad we don't have cards or we could have us a game. Say, what's you favorite Sabacc variant?" Eiprekhivi Acu says to Tike.

Random Sabacc.

Eiprekhivi Acu says to Tike, "Wow, you must be good! I can't keep up with all the constant rule changin'."

Converse with him again.

"Say. There's something I need to ask you." Eiprekhivi Acu says to Tike.

What is it?

Eiprekhivi Acu says to Tike, "I'm in sort of a jam right now. You wouldn't happen to be good at fixin' things would ya? One of the speeders in our caravan has a busted 100-GU anti-gravity unit and it ain't goin' no where until it gets repaired. Jabba's got a lot of money tied up in his shipment so I'm sure he'd pay ya well for your trouble!"

Err... Yeah I'm great at fixing things.

You have been given a grav unit repair kit.

Eiprekhivi Acu says to Tike, "You're a real sport. This is a really important shipment and if it's lost, Jabba will have all our heads. Take this repair kit and get the part fixed. They'll give you an encoded disk that explains their status. Just deliver that disk and I'm sure you'll be paid well. Just don't lsoe it! Even though it is encoded, I'd hate to be you if you let it fall into the wrong hands."

Go to the Contact Caravan Leader Waypoint, which should be nearby

"Are you the one I'm waiting on?" Mooneircho Ina says to Tike. "Transporting this much... umm cargo... over land is dangerous. There are a lot of people that would love to hijack this shipment. With us being broke down; it's only a matter of time before they find us."

Yes. I'm here to make the repairs.

"Thank the stars!" Mooneircho Ina says to Tike. "Here's the part we need to get fixed. Repair that anti-gravity unit and let me know when you're finished. Then we can all get out of here and forget this whole mess ever happened."

You have been given a broken grav unit.

Bring up the radial menu on the repair kit and choose repair. Talk to him again.

You have repaired the 100 GU Graev Unit.

Mooneircho Ina says to Tike, "So is that part repaired yet?"

Yes, here it is.

You have been given a data disk.

You have been awarded 108 points of Jabba faction standing.

"Take this disc." Mooneircho Ina says to Tike. "It gives our new ETA and all the gritty details of this debacle of an operation. Most importantly it explains I'm not at fault. I don't want this breakdown to tarnish my reputation. I'd rather die than to survive a hijacking and have to face Jabba. He'd hold me personally responsible for the loss of the cargo I'm sure! And don't get any ideas about reading that disk. That's classified info and it's all encoded."

Go back to the Rebel coordinator in Tyrena.

Thi-Llolce Itera (a Rebel coordinator) says to Tike, "Excellent work! To be honest, I didn't think you could pull it off. You must have done some real smooth talking! I'll start analyzing the disk right away but it is going to take some time. Whyt don't you go and speak with the Tactical Officer, I believe he has something for you to do. You can find him in the Combat Guild of this city."

Speak to the Tactical Officer at -5453, -2741

Podev (a Tactical Officer) says to Tike, "You're the one the Coordinator sent to help out? I see. Well, if you're here you must be doing something right. Right now our biggest issue is getting a hold of this Alderaanian Flora. Without it Dead Eye is just so much space garbage. We need people to go out and strike at these underworld storehouses and recover as much as we can."

I'd be happy to help.

Your target has been located on Endor.

"Good!" Podev (a Tactical Officer) says to Tike. "Jabba has warehouses of that flora all over the Galaxy. As we find them, we are sending volunteers out to destroy them and confiscate the flora. I've added a waypoint to your datapad for a warehouse we've located close bt. Go destroy it and confiscate any flora you find. I'll reward you for any Alderaanian Flora that you turn in."

Again, you are given a random advanced planet and the waypoint 8190, 8190. You should see 7 NPC's in and around a small building. They can be tough, with HAM ranging from 5000-11000, so make sure you are buffed. After you kill them, enter the building. In the back room is a drum with Alderaan Flora (just one for me). After looting the flora, click on the Data Terminal and set it to Self-Destruct.

You have 30 seconds to exit the building...

Your target has been located on Corellia.

Return to the Tactical Officer in Tyrena.

Podev (a Tactical Officer) says to Tike, ?If you haven?t completed the Coordinator?s tasks, you should return to him. If you have, we know of more warehouses you can assault anytime. Either way, you can hand me any Alderaanian Flora you have and I will happily reward you for it."

You have been awarded 50 points of Rebel faction standing.

You receive a Cries of Alderaan Bonus of 5 Rebel faction points.

Drag the flora from your inventory to the Tactical Officer. It looks like you can now do the previous mission as many times as you want, and each time you hand him flora he will award you with faction. Now return to the Rebel coordinator (-5218, -2602).

?Great to see you again,? Thi-Llolce Itera (a Rebel coordinator) says to Tike. ?Those disks you acquired have been of great help to our Tactical Officer. He?ll be able to assisn as many assault missions as you can take, but there is something of more importance if you?re up for it.?

I?m up for anything.

?I thought you?d say that. You?ve made a big impression and the Princess has decided to oversee the operation herself. She said the wanted to speak with your personally about it. I?ve added a waypoint to your datapad with the location of the off-world headquarters. I?d head there at once so you don?t keep her waiting.? Thi-Llolce Itera (a Rebel coordinator says to Tike.

I was given the waypoint -49, 86 on Dathomir. Upon arriving, you will see Princess Leia and a few other Rebel NPC?s around a camp.

Princess Leia says to Tike, ?It is so nice to meet you. Your bravery so far has generated a bit of conversation in the ranks. Are you ready to do more for the Alliance??

What?s going on?

?We?re trying to find an alternative to Alderaanian Flora for the Dead Eye process and have a number of research stations working on the problem.? Princess Leia says to Tike. ?If we succeed we will be able to continue to make Dead Eye. If we can?t, Dead Eye will be useless once the current stores of Alderaanian Flora are exhausted.?

What is the enemy doing?

?They have discovered our research stations and have been launching constant attacks against them. They are hoping to hinder our research to the point that Dead Eye will fail.? Princess Leia says to Tike.

You are given a nearby waypoint called ?Protect Research Facility.? At the waypoint is a large building surrounded by 8 Rebel NPC?s. None of them have the option to converse, so just wait a few minutes. You can expect to wait about five minutes between each of the three waves of Stormtroopers, which will increase in number and difficulty. They had around 10k HAM and conned yellow and red to a Master Pistoleer, and I am estimating the waves came in 4, 6, and 8 ST?s. Since the Rebel NPC?s aren?t much help and most of them will probably die, bring some friends if you can?t kill fast.

I?m not sure exactly how you fail the mission, but the first time I tried all the Rebel NPC?s died during the third wave and the Research Facility disappeared. So you should kill the Stormtroopers as fast as possible before they kill the Rebels. If you fail the mission return to Leia and ask for a new waypoint.

The second time I tried the mission I killed the third wave of Stormtroopers. I waited at the facility for a long time, then headed back to Leia who asked if I had finished my mission yet. Finally, about 15-20 minutes after killing the ST?s, I received a message as I was heading back to the starport.

You have been awarded with 750 points of Rebel faction standing.

You receive a Cries of Alderaan Bonus of 75 Rebel faction points.

CONGRATULATIONS!! You have completed the Cries of Alderaan Story Arc.

[Badge] You have received a new badge! (Event: Cries of Alderaan: Final Chapter)

If you return to Princess Leia, she will only have this to say:

?The Rebellion owes you a debt of thanks. If we are able to finish this research, we will be able to replace the Alderaanian Flora with a suitable alternative and bring Dead Eye to our troops. While the Tactical Officers might have more missions to collect flora, we have asked all of you we can. You have my personal thanks. May the Force be with you.? Princess Leia says.

Other than a badge and faction, there were no other rewards in this series of quests. However, these quests are more fun than most of the others in the game, as a couple of the missions are challenging and are different than the usual deliver, escort, or kill-a-target quests from other theme parks. Hope this helps!
Badge Received: Project Dead Eye
Bio Badge Received: ...has investigated Project Dead Eye
  User Deleted
 
OP  7/02/08 4:14:23 AM#135

What are the Prerequisites for Combat Medic?

Master Medic, Ranged Support IV in Marksman and 12,500 Medical Experience


How Many Skill Points does it take to Master Combat Medic?

169


What's the best way to gain crafting experience?

Consensus is to obtain Lokian Wheat and Tatooinian Fiberplast and craft Advanced Biological Effect Controllers.


What's a good way to gain Medical Experience?

Here are three of the faster options.

    1. Attain a level where you can use Area Stims and heal damage in a crowded cantina. This may annoy other medics, but it's quick and easy.
    2. Attain a level where you can use Area Poison A or B. Get buffed and/or wear armour. Take a destroy mission, hit the lair once while unarmed, then continually throw the poisons at the mobs. Since the poison doesn't incap/kill you can keep gaining experience for every throw.
    3. Do the old-school group hunt method. Get in a big hunting group and heal them. The experience will fly by and you can get a chance at harvested resources, loot, and mission creds in addition to your medical experience.

What's the best brach to take first? Second? Third?

This is up to each individual, but it is usually considered best to take the Combat Medic Support branch first as it will allow you to use better meds(it is the branch that provides the Combat Medicine Use skill mods). Distance would be second, then Speed last.


What's a good Combat Profession to take with Combat Medic?

This is up to each individual to choose for themselves. After Mastering Combat Medic, you will have enough skill points to Master Any of the Elite Ranged Professions(Rifleman, Carbineer, Pistoleer) or 3 branches of an Elite Melee Profession(Teras Kasi, Swordsman, Pikeman, Fencer). Your ability to poison/disease any stat allows you the flexibility to choose any of these professions as you see fit.


Do I have to be a Doctor to make the best stims?

Not at all. Doctor is a great profession to have alongside Combat Medic and has many good points, but it isn't necessary. You can easily have a Doctor make a schematic for your subcomponents.


Do I have to have to be a Master Combat Medic to be effective?

Mastering Combat Medic grants you the full extent of the skill mods available, but some have found other ways to be a effective with only partial CM skills alongside other skillsets. However, to be the best at Combat Medic then, yes, you would have to Master.


Can I dabble in Combat Medic and still be effective?

Yes. You won't be the best or be able to use the best, but you can still be very effective.


Do I have to have Artisan/Scout skill to be a good Combat Medic?

It helps, but is not mandatory. You can find basic resources for sale on the bazaar/vendors and you may be able to work a deal with an artisan/scout/ranger on your server to help you get resources for advanced components.


What resources does a Combat Medic Require?

  • Titanium Aluminum, Eleton Reactive Gas(required for Advanced Injection Amplifiers)
  • Class 2 Liquid Petrochemical and Yavinian Fiberplast(required for Advanced Dispersal Mechanisms)
  • Tolium Reactive Gas and Class 1 Radioactive(required for Advanced Resilience Compounds)
  • Fungi, Radioactive, Insect Meat and Non-Ferrous Metal.

*Note: For a comprehensive Resource Chart, visit www.swgmedics.com

For an up to date readout on current medical resources available by server, visit here


What stats should I look for in resources?

High OQ and PE (and DR if possible) fungi, for your poisons
High OQ and PE (and DR if possible) radioactives, for your diseases
High OQ and PE (and DR if possible) insect meat, for your diseases
High OQ and conductivity, and toughness non-ferrous metal


How do I read the stats on a poison/disease/stim pack? What does it all mean?

  • Potency: Chances of poison/disease 'sticking', or effectively being applied
  • Duration: Length of time the effect will last, measured in seconds
  • Range: Base Distance in meters
  • Charges: Number of uses
  • Area of effect: Radius of effect for the AoE(from target)
  • Combat Medicine Use: Required Combat Medicine Use to apply the med
  • Effectiveness: Base Damage/Wound

How much damage will my poison do?

Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)


How far can I throw my meds?

Range = (Base Range of the med) X (1 + (CM range skill/100))

*note: this may have changed since original testing was done, and may change yet again if range caps are ever put into place.


How long does it take for a poison to 'tick'?

After application, it takes 10 seconds before the first 'tick'. The poison will then tick every 10 seconds thereafter.


How long does it take for a disease to 'tick'?

After application, it takes 40 seconds before the first 'tick'. The disease will then tick every 40 seconds thereafter.


Can I stack poisons and diseases?

Yes.


Can I stack different poisons and diseases on the same HAM Bar?

You can not stack two of the same level of the same type(area/single). You can, however, stack an area with a single as well as each of the different levels.


What are the Combat Medic Loot drops?

There is Rancor Bile, Dunkawah Poison, Spider Venom, and occassionally an 'Enhanced' version of a Component. There are also skill enhancing items that drop as well.


What is Rancor Bile?

Rancor Bile is a loot drop obtained from Rancors on Dathomir. It replaces the Dispersal Mechanism(Regular/Advanced) during the crafting stage. It usually provides a Large number of charges at the cost of range. It is very common.


What is Dunkawah Poison?

Dunkawah Poison is obtained from either Dunkawah Ewoks or Pubams, on Endor. It replaces the Infection Amplifier(Regular/Advanced) during the crafting stage. Unsure of what the effect is at the moment since it is apparently very rare.


What is Spider Venom?

Spider Venom is obtained from the Fire Breathing Spider inside the Geonosian Bio-Lab/Cave/Dungeon on Yavin. It replaces the Infection Amplifier(Regular/Advanced) during the crafting stage. This will usually raise the Effectiveness greatly. These aren't as common as they once were, but can still be found.


What are these 'Enhanced' Components?

Sometimes an Enhanced or Legendary version of a component will be looted. The stats and types vary but are usually much better then any player crafted component. These are very rare drops.


What do Combat Medic Effectiveness Skill Enhancers do?

They provide a bonus to a Combat Medics Effectiveness skill mod. However, Combat Medics have a hard cap of 100 to Effectiveness at Master so these items are only good for Non-Masters.


Do Combat Medicine Use Skill Enhancers work?

No. Just like the Medicine Use Skill Enhancers, these were disabled long ago. They would prove to be game breaking items for the Medical Professions and were never activated. They do still drop, however.


What is Acklay Venom?

A loot drop used by Weaponsmiths for Grenades. It is NOT a Combat Medic Component.


What is Sarlacc Bile?

An item used for a quest. It is NOT a Combat Medic Component


*note: this is taken completely from Gnuut/Grau'din. All props to him.

The Healing XP....

Go Support 4, Distance 4 then Speed 4. Personally I'd get some AE Poison A's (Any stat) and go to a durni lair (or any low HP mob lair will do). Poke the lair till about 10 or more come out at once, holster your weapon, peace and spam the poison.

At CM0002 you will get the xp equivalent to the rated effectiveness of the poison pack plus your effectiveness bonus. At CM0004 you can start using better poison packs, like AE Bs. At CM1004 your damage on the packs will start gaining more of a bonus to damage and distance. At CM4004 your bonus to damage and distance will be maxed until you reach Master. At this point you will fly through the Speed tree in approximately 30 minutes or so.

Now you may ask "But won't mobs die with so much poison being applied to them?" No, thanks to the +1 nerf the Devs have introduced the easiest way to Power Level a CM.

Another question you may have is "Will I still gain xp for applying a poison pack to a mob with only 1 HP?" Yes, you will gain full XP but it just won't do the damage. Spam the pack like mad. I recommend you buy or make some poison packs made with Rancor biles to maximize the charges. A good pack made with Rancor Bile can have upwards of 90-190 charges on them.

  User Deleted
 
OP  7/02/08 4:16:18 AM#136

Medic

Q) What should I grind for the crafting tree?

A) Make Biological Effect Controllers until you get the schematic for Advanced Biological Effect Controllers.

Q) I have 14 skill points that I want to spend on medic, how should I spend them?

A) 5 out of 6 Medics would suggest that you get First Aid II and Pharmacology III. This would use all 14 skill points. This combination would give you the ability to stop bleeds with FAII and the ability to use Stim C’s that have been experimented down to 30 Med use with Pharmacology III. However the one other Medic would suggest that you get Pharmacology IV and use stim pack D’s. These are a bit harder to find, cost more and you lose the ability to stop bleeds.

Q) I have 9 skill points available to spend on medic, how should I spend them?

A) With nine skill points, you can either go for Pharmacology III, which will allow you to use Stim pack C’s or you can get First Aid III, this would allow you to use Stim B’s, have the ability to stop bleeding and it will assist in making your Stims heal more damage per use. Getting Pharmacology III is probably the way to go, this will give you the most amount of healing, but if First Aid is important to you then go with option 2.

Q) I have diagnostics, why cant I heal my damage faster or any wounds faster.

A) The diagnostic skill allows you to heal other peoples damage faster. Due to a bug, it does not apply to yourself, also it does not apply to healing wounds. If you would like to heal wounds faster, you need to become a doctor.

Q) What kind of ingredients are useful for making stims and/or woundpacks.

A) This is a very broad question, but for the most part, you can count on the following:
1) All medical items look for Overall Quality, Potential Energy and Unit Toughness
2) The importance of each is as follows:
For effectiveness: OQ 66%, PE 33%
For charges: OQ 66%, UT 33%
3) Using advance components will greatly increase the overall quality of anything your making, But they require very specific resources.
4) A good practice for any starting medic is to get the scout skill and harvest meat off of any animal that you kill. This will be the ideal organic resource for crafting medical supplies.

Q) What resources do I need for advance components?

A) You will need the following resources:
Advanced Biological Effect Controller: (Used in creating Stims and Wound Packs)
Lokian wild wheat and Tatooinian fiberplast

Advanced Chemical Release Duration Mechanism: (Used in creating Stims and Wound Packs)
Class 4 liquid petro fuel and Herbivore meat

Advanced Liquid Suspension: (Used in creating Stims)
Dantooine berry fruit and Talusian water vapor

Advanced Solid Delivery Shell: (Used in creating Wound Packs)
Dolovite iron and Domesticated oats

Q) How much should I charge for my stims?

A) This varies widely from server to server and even from planet to planet. While you may be able to sell a poor quality Stim B for 1100 on Dantooine on the Tempest server, You may only be able to get 250 for that same stim, on the same planet, on another server. However a general rule of thumb is, Top quality Stim B’s sell for around 1100 and up, anything else sells for less. The best rule of thumb is, check your local market and price them according to what you see.

Q) Is there a macro for crafting?

A) There are macros that can assist you in the crafting process, but there are none that will do the process for you. Crafting goes far beyond the scope of just medic, however you can find some great information on how to create a macro in the following thread: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9678

Q) Can I heal myself without getting the Medic profession?

A) No you cannot heal yourself without being a Medic. In order to heal your self you need the /healdamage skill, this can only be acquired by taking the Medic profession.

  User Deleted
 
OP  7/02/08 4:25:57 AM#137

How to be usefull Dancer in PvP

05-01-2004 04:02 AM

Dancers play a crucial roll in decent PvP.  I think it's important that we start adressing the issues of PvP dancers. I'm starting this guide and encouraging anyone who uses their dancer in PvP situations to please chime in with any advice, tips and tricks you might know of.  The first session here will be directed towards preparing yourself for PvP.

 
You do need to have a combat proffession to compliment your dancing.  I have taken up pistoleer because of the action cost but at the moment it's not the greatest for PvP.  So consider the situations you might find yourself in when chosing your combat proffession.  Assuming you will master dancer (optimum healing and bufffing abilities are so important) you'll have to invest 106 skill points into dance so you can afford to master one elite weapon class as well as have some medic and scout.  I'd suggest something with strong defenses because it does happen that you will be attacked and not able to stop the dance animation and you want those attacks to miss.  I'd also suggest staying away from anything that costs mind as it will be your biggest vulnerability already and chances are good you'll not be mind buffed.
 
Invest in canape, brandy and (gag) muon gold, get the best armor you can and the best weaponry you can and get used to dying anyway.  Always insure and clone.  The points invested in dancing cause you to be gimped as far as PvP templates go so you have to adjust fire and make up for it in food, skill tapes, bio engineered clothing and really good equipment.  Trust me when I say that you will not have a hard time finding a group of people who will help you get all of this stuff. I have yet to pay for anything. They need you out there. You will take care of them and they will take care of you. 
 
I would suggest staying covert your first few times out just to get the feel of the things (but don't make a habit of it because it's not exactly honorable to heal overts and be covert). Try not to get too frustrated if you don't know what's going on, it tends to get a bit chaotic and as with anything else experience helps (/giggle i never know what's going on:smileywink.
 
-silly-
  User Deleted
 
OP  7/02/08 4:29:23 AM#138

Why You Should Care About Noolos? :) Or Why Its So Important What We Do.

Bots aren't going away anytime soon. Unfortunately, entertainers are. In fact, we need more entertainers now than EVER before, but as the proverb goes, "we must not wish for lighter burdens, but stronger backs." Because in the end, there is nothing that you can do in a game mechanics sense that a bot can't do better. But the real work that you do goes beyond the game mechanics.

Learning how to do this business from the ground up takes a lot of work, and it starts with the moment the patron walks in the door. Did you greet the patron with more than a /wink or a /blowkiss? Anyone can do those things. Throw out something that shows a little observation. For example, if a Zabrek named Noolos comes in with blue composite armour, say something like "My my Noolos, blue is definately your colour!" Of course, if your character is male, you may want to say something like "Hey Noolos! That's some mighty fine armour!"

Notice something. This shows right away to the patron that you take your in-game job seriously, that you took the time to notice both his name and what he's wearing, and that you made the effort to type it out. You'd be amazed how far that goes. Not only that, but it makes the patron feel good about himself, because usually players go to the cantina because something bad has happened, like they died and didn't clone. Remember, we are in the hospitality business, and it pays to be hospitable. Now some may say that this is why our professions are lowly and degrading. I prefer to think of it as armchair psychology, but not really psychology between two people, but between two characters. And let me tell you, it takes attentiveness and wit.

Because the conversation doesn't end with the greeting. And sometimes you have to remind the person behind the character that we are in essence playing roles, and that here he or she is not some assistant manager at some retail store, but here he is
"Noolos! Bounty Hunter extraordinaire!" Now Noolos has a background and a story. Maybe Noolos never thought about it, but its there. So you have to ask him, "First time in Coronet?" And he'll either reply yes or no. Then go from there. Say, "Where are you from?" Again, he'll respond, simply because he has really nothing better to do right now than to let you do your work, be it music or dance. He'll say, "Tatooine." Now, its your turn to say something about your character, like "Oh, Tatooine. I've been there a few times. I wanted to see some big-time merchant prince named Jabba. I hear his palace is huge."

Because you have to think in terms of your character in order to really say that, now don't you? Because we have all seen the movies, and know Jabba's palace is huge, but if your character has never been there, then your character truly wants to know. Indeed, it helps if you can research a little Star Wars background from the Holocron. Your knowledge of the background can be useful. This is also inviting Noolos to play in terms of his character, and he wants to do it. He does because he wants to forget about grinding the investigation tree for once and think about something else for a change. Something that defines who he is in the virtual world. Something that he has created, but has yet to really think about. But you have to take the initiative. He'll help you along, but ultimately its up to you to get at that thing which will get Noolos more interested in what you are saying to him than his BF and mind wounds. Because if you do it right, his BF and mind wounds will be gone long before your conversation is through, and he'll say "that was quick," and get this: painless, worthwhile, and fun. That gets you a tip. Send him a thank you tell when he leaves, so that he knows he's not alone out there.

Because the AFKers and many ATK players don't really give Noolos anything to think about other than the mere, preprogrammed flourishes and periodical spam. And this only gives Noolos the impression that he too is merely doing a mechanized routine himself with no enjoyment. That the things Noolos is doing are boring and repetitive. That its all about the XP and levels and boxes in the end-and not only that-but that Noolos is failing...MISERABLY. Because NOOLOS GOT BEAT BY THE SYSTEM. Otherwise, Noolos wouldn't be sitting in the cantina healing his BF and mind wounds. And let me tell you at-the-keyboard players, if you don't make Noolos care about what he's doing, he won't care about you, and he will not only not tip you, but he'll HATE you for having to go out and grind Investigation IV, while missing shuttles, wasting more droids, and fixing his armour; while you are in the comfort of the cantina flourishing your digital buns talking in groupchat with your fleshwrapped friends getting XP off his misery.

So to those who find difficulty in getting tips, ask yourself this: Was there something you could have done better to make Noolos care about what he's experiencing in the cantina? As Luke Skywalker and Kirah from my server say: I care.

....And with a little creativity, attentiveness, and skill, you can make Noolos care too.
 
Madame Sirii Ajaan
 
 
  User Deleted
 
OP  7/02/08 4:35:54 AM#139

Droid decay proposal

Ok, here's the first version of a droid decay proposal that will hopefully make everyone happy. Please share your comments/suggestions and lets see if we can get something that everyone is happy with. Ideas for this proposal have been drawn from the various previous proposals on these boards, as well as my own ideas.

What is the goal of decay?
Ideally, decay will accomplish the following goals.
 

  • Improve the droid market on all servers for all play styles

  • Bring droid customers back to the DE

  • Not be a reason for people to not buy droids



How will decay be measured?
In order for this proposal to be successful, a new integrity rating would need to be added to all droid frame's, chassis, and final deed's. Some droids will have more integrity than others (for example, Binary Load Lifters should last longer than R3's). I believe it would be better if the integrity of droids was not purely done on a higher-level = higher-integrity basis. Something like a MSE, which has very little moving/exposed parts should have a bit more integrity than something like a protocol droid which is a bit more delicate. Thats just something I thought might be interesting though, nothing vital to the plan. Not listing any integrity numbers here, but rough estimates as to time droids last will be included later


When should droids decay?
Ideally, there should be a number of factors that contribute to the gradual decay of droids. A general decay of 1 integrity point every x minutes the droid is out should be enough to ensure that every droid will eventually start to have some wear and tear. The decay on destruction should be kept as a means for speeding up the decay of combat droids (which should decay the fastest of all droids). Additionally, any time an astromech is in a ship that is destroyed, the droid should take some integrity loss.


What effect does decay have on the droid?
Decay should have a number of effects on the droid that progressively get worse as the droid gets further into a state of disrepair. Here is a list of possible ideas:

  • Decreased droid movement

  • Droid randomly "powers down" (stops working until stored/called)

  • One random stat (function) on the droid stops working (until stored/called again)

  • Batteries drain faster

  • Cosmetic effects (sparks, smoke, etc)



Again, not all of those need to be implemented, they're just some ideas.


What happens when the droid's integrity reaches 0?
Once a droid's integrity reaches 0, it is considered "disabled". Disabled droids may be called from the datapad, but cannot move. All modules in a disabled droid stop functioning (though items and data can still be removed from storage) and astromechs will not function in ships.


How can a droid be repaired/maintained?
A few new parts would need to be added to the profession for this part. First off, some kind of droid reconstruction kit would need to be implemented. This kit would be similar to BE vitality packs in that anyone can use them and they repair a droid's integrity (though they reduce the max integrity for the droid).
Possibility for full repairs:
  • Droid refurbishment kits: Expensive kits that can completely repair a droid's vitality

  • Anti-Decay Kits: Allow users to keep one droid from decaying

  • Droid Refurbishment Center: Takes a droid deed and a disabled droid and coppies name/commands/color over

  • Droid Refurbishment Center: Can change modules and reduce decay

  • Droid Deconstruction: Can deconstruct a disabled droid into the adv. chassis version


How long should a droid last?
This is largely up for debate, but my feeling on it is the average life span for a droid without any kind of repairs is 1 month (at this point the droid would still be useable, but all of the side effects from the low maintenance would make it very unreliable). If a user cares enough about his droid to keep up on the maintenance, I see a droid lasting 3-4 months. If they really like the droid and want to keep him around, the droid can last indefinately via the refurbishment kits.


Conclusing
Ok, lets look at our objectives again.


  • Improve the droid market on all servers for all play styles

By instituting this decay there will be an increase in droid sales to people who don't mind just replacing their droid and don't want to deal with keeping up with maintenance. There would be an increase in consumeable sales to the people interested in making their droid last as long as possible. There would also be a new market for customers that want their old droid refurbished. I think this should satisfy all play styles (not only for customers, but also for DE's).


  • Bring customers back to DE's

Customers will return to the DE in order to either get repair kits, have their droid refurbished, or buy a new droid. This should serve to be a good increase in traffic to DE shops (or emails/tells to backpack DE's)


  • Not be a reason for people to not buy droids


The decay should be slow enough that people don't have a problem replacing their droids, and people that have grown attached to their droids can have them refurbished.




Ok, questions, comments, concerns, ideas, thoughts... lets hear em.

Jenden Morn - Droid Engineer Correspondent

  User Deleted
 
OP  7/02/08 4:40:40 AM#140

FelKel LTD Weaponsmiths Stock List, 16 October 2003

PISTOLS

  • Scout Blaster (Marksman: Pistols II) -- Coronet only
    • 60-122 Damage; 1.7 Speed; 11-22-11 HAM; AP: None; Energy Damage
  • Advanced Scout Blaster (Marksman: Pistols II)
    • 74-145 Damage; 2.0 Speed; 11-22-11 HAM; AP: None; Energy Damage
  • Advanced Power5 Pistol (Marksman: Pistols III)
    • 59-182 Damage; 2.8 Speed; 16-39-15 HAM; AP: None; Energy Damage
  • Advanced FWG5 Pistol (Marksman: Pistols IV)
    • 50-193 Damage; 2.2 Speed; 11-36-18 HAM; AP: None; Heat Damage
  • Advanced Tangle Pistol (Marksman: Pistols IV)
    • 44-101 Damage; 3.4 Speed; 14-29-23 HAM; AP: None; Stun Damage
  • DX2 Pistol (Pistoleer: Novice Pistoleer)
    • 82-129 Damage; 2.4 Speed; 22-40-14 HAM; AP: Light; Acid Damage
  • Advanced Launcher Pistol (Commando: Novice Commando)
    • 65-235 Damage; 2.5 Speed; 17-51-17 HAM; AP: None; Blast Damage
  • Advanced Scatter Pistol (Bounty Hunter: Novice Bounty Hunter)
    • 114-182 Damage; 2.1 Speed; 17-51-18 HAM; AP: Light; Acid Damage

CARBINES

  • DH-17 Short Carbine (Marksman: Carbines I)
    • 60-150 Damage; 2.8 Speed; 25-27-14 HAM; AP: None; Energy Damage
  • E11 Carbine (Marksman: Carbines II)
    • 60-127 Damage; 2.6 Speed; 29-36-17 HAM; AP: Light; Energy Damage
  • Advanced Laser Carbine (Marksman: Carbines III)
    • 38-264 Damage; 3.7 Speed; 28-45-22 HAM; AP: Medium; Energy Damage
  • Advanced EE3 Carbine (Marksman: Carbines IV)
    • 80-186 Damage; 2.9 Speed; 38-32-17 HAM; AP: None; Heat Damage
  • DXR6 Carbine (Marksman: Carbines IV)
    • 97-149 Damage; 3.9 Speed; 27-48-20 HAM; AP: Light; Acid Damage
  • Advanced Elite Carbine (Carbineer: Novice Carbineer)
    • 104-182 Damage; 3.5 Speed; 28-45-22 HAM; AP: Light; Energy Damage

RIFLES

  • Laser Rifle (Marksman: Rifles II)
    • 29-376 Damage; 5.7 Speed; 14-22-59 HAM; AP: Medium; Energy Damage
  • SG-82 Rifle (Marksman: Rifles II)
    • 104-166 Damage; 5.6 Speed; 25-22-42 HAM; AP: None; Cold Damage
  • Advanced E11 Rifle (Marksman: Rifles IV) -- IN STOCK TONIGHT
    • 91-174 Damage; 4.7 Speed; 13-23-36 HAM; AP: Medium; Energy Damage
  • Jawa Ion Rifle (Marksman: Rifles IV)
    • 100-181 Damage; 6.2 Speed; 14-29-46 HAM; AP: Light; Stun Damage
  • T21 Rifle (Rifleman: Novice Rifleman)
    • 118-333 Damage; 7.2 Speed; 40-33-75 HAM; AP: Heavy; Energy Damage

HEAVY WEAPONS

  • Flamethrower (Commando: Novice Commando)
    • 422-810 Damage; 4.7 Speed; 75-17-17 HAM; AP: None; Heat Damage
  • Lightning Beam Cannon (Commando: Heavy Support Weapons III)
    • 1196-2687 Damage; 6.5 Speed; 40-88-23 HAM; AP: Light; Electricity Damage
    • 29 Charges

THROWN WEAPONS

  • C12 Fragmentation Grenade (Usable by anyone)
    • 200-821 Damage; 3.0 Speed; 66-56-14 HAM; AP: None; Blast Damage
    • 5 Charges
  • CryoBan Grenades (Commando: Field Tactics I)
    • 295-746 Damage; 3.5 Speed; 48-115-21 HAM; AP: Light; Cold Damage
    • 5 Charges
  • Glop Grenades (Commando: Field Tactics II)
    • 359-1742 Damage; 3.8 Speed; 115-48-21 HAM; AP: None; Acid Damage
    • 5 Charges

MELEE WEAPONS

  • Advanced Gaderiffi Baton (Brawler: One-handed I)
    • 128-218 Damage; 3.7 Speed; 59-36-17 HAM; AP: None; Kinetic Damage
  • Advanced Curved Sword (Brawler: One-handed I)
    • 74-171 Damage; 2.2 Speed; 26-50-34 HAM; AP: None; Kinetic Damage
  • Vibroblade (Brawler: One-handed II)
    • 36-132 Damage; 2.5 Speed; 16-28-16 HAM; AP: Light; Kinetic Damage
  • Advanced Rykk Blade(Brawler: One-handed III)
    • 75-174 Damage; 2.4 Speed; 49-39-34 HAM; AP: None; Kinetic Damage
  • Advanced Two-Handed Curved Sword (Brawler: Two-handed II)
    • 62-250 Damage; 2.5 Speed; 29-62-34 HAM; AP: Medium; Kinetic Damage
  • Advanced Two-Handed Cleaver (Brawler: Two-handed IV)
    • 102-220 Damage; 3.4 Speed; 50-47-29 HAM; AP: Medium; Kinetic Damage
  • Long Vibro-Axe (Brawler: Polearms III)
    • 100-356 Damage; 4.4 Speed; 85-69-31 HAM; AP: Medium; Kinetic Damage
  • Vibro Lance (Pikeman: Novice Pikeman)
    • 88-284 Damage; 3.9 Speed; 58-80-31 HAM; AP: Light; Electricity Damage
  • Vibroknucklers (Teras Kasi Artist: Teras Kasi Novice)
    • 29-130 Damage; 2.2 Speed; 37-54-37 HAM; AP: Light; Kinetic Damage
    • NOTE: While you do not earn the certification for VKs until Teras Kasi Novice, they will help you work up the unarmed tree quickly. The standard unarmed attack delay is 4.0. Wearing VKs will lower that to the delay of the weapon. So while you might hit for slightly less, you will hit nearly twice as fast.
  • Advanced Power Hammer (Swordsman: Novice Swordsman)
    • 133-453 Damage; 5.4 Speed; 114-35-23 HAM; AP: Medium; Blast Damage
  • Advanced Stun Baton (Fencer: Novice Fencer)
    • 86-129 Damage; 2.6 Speed; 18-49-42 HAM; AP: None; Stun Damage
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