Slick JtL Commands and Abilities !

Post Reply
Okay, either I'm going to be very happy with this expansion or very disappointed. But, regardless right now I am sure as hell geeked about it! :-D

Check it! Acoording to the trusty JtL Guide Book here are some cool commands and abilites offered throughout the respective Pilot professions.

All Factions:

IFF Transponder Scramble (/iffscramble): Identifier Friend or Foe Scramble: Scrambles your ship's identity to always appear as friendly. Run this when you are under attack - but if you succeed , do not attack that same ship!

(Mmm, I'm getting special feelings here. I catch future whiffs of Smuggler bonuses to this skill in future revamp. :D A nice skill regardless.)

Imperial:

Bomber Strike 1 thru 3 (/bstrike1-3): Calls for Imperial help when you have the target selected. Help only atacks your transmitted target, and will not accept updated targets. Higher success rates on this command improve the attack assets. Higher commands (2-3) give larger force.

(looks like a nice balancer for the player-starved Imperial population and it just happens to make sense RP-wise that an Imp senior officer would be able to drop Rolling Thunder on your azz, calling in a flight of TIE Bombers, Decimators, etc).

Nebula Blast (/nblast): If issued while in a nebula, triggers an area-effect explosion. Your success level affects how much damage you take yourself.

(Siiiiick :D )

Rebel:

Jump Start Level One (/jstart1): Uses your ship's weapon capacitor to recharge a targeted ally's shields. Capacitor must have at least 50% charge. Higher levels (2-3) add 50% and 90% resp. of your current shield power to recharge pool for your targeted ally.

(Once again, very RP Rebel-ish if not strict canon! "Biggs, I'm cooked! Can you flash me some juice!" Basically Healing in space).

In Space Repair (/inspacerepair: Calls in freighter to repair your ship, as long as your are not under attack or moving. Pay the repair ship to get repaired. Note that your ship will decay when using this command.

Underway Replenishment (/inspacereload): Variant of /inspacerepair, except that a freighter re-arms your ship with countermeasures and munitions. However, they aren't as effective as the ones you originally bought.

(Rebel Hit & Fade in it's essence. On your way back from one sortie you get a /tell for immediate assistance or Imperial weakness from another Zone. Instead of landing and loading new arms, reload "holler", hyper and hit 'em :D ).

Privateer:

Emergency Thrust (/ethrust) : Converts reactor power to engine speed. This makes your ship extremely fast, but effectively shuts down your weapons and shields while you're traveling. At lower success rates, you run the risk of reduced thrust over time, as well as disabling your systems.

("Watch THIS!" *ships screams out of danger or whines and clunks like the Falcon.* "Watch WHAT?" :lol: . Not hyperjump tension, but in the same spirit. SWG version of the SLAM system from the old Tie Figther game).

And now for my personal Privateer favorite...

Pirate Trap Level 1-2 (/ptrap1-2): Issues a fake freighter distress call over pirate frequencies in order to lure pirates into the region. They will attack whatever you have targeted at the time. If you're successful, they won't attack you - if you fail, they will. Amount of pirates arriving depends on your success rate. Level Two lures more lucrative ships.

(Words...cannot *choke*...express...)

NOW, the disclaimer. Will it live up to the press?!!! I remember the original game guide making me feel the same way. Hell, I still read that outdated thing for RP inspiration.

As Grand Moff Tarkin said "This had better work."

Apart from that, I'm geeked with optimism!!cubedrootof1331!!!
Last edited by Keer on Sat Oct 30, 2004 3:53 pm, edited 1 time in total.
Keer
Moff
Moff
Server
Restoration 3
Character Names
Keer Tregga
Yeah, I wanna start getting some commands that are cool. Especially the ones that call ships to your location.
Dwilah
SWG Tales Founder
SWG Tales Founder
Contact
Of the 3 factions, the Rebel abilities seem to be the least useful in a combat situation. They seem to shine after the fact where they can repair and rearm.
Ekade
The Kika'Vati Order
The Kika'Vati Order
Oh, man I love it! From page 12 Area 4 - Passenger Station - Plasma Conduits:

Passengers can make repairs to certain components (like the engine or reactor) by using a conduit and applying a conduit repair kit. You'll need these because if one of these components take damage during combat, your passengers will see a hot plasma leak, and an alarm will sound. Soon, your passengers will catch on fire. They can extinguish the flames by leaving the compartment, but your component will be disabled unless it's repaired.

Ohh, RPRPRPRP!

*sniff sniff* "What's that smell coming from the passenger area? Someone eating? Sure smells good. Smells like Fried...CALAMARI! Dooooooo!!!" :lol:
Keer
Moff
Moff
Server
Restoration 3
Character Names
Keer Tregga
OMG but finally a use for my fire estinguishing blankets!!! Doc Dwilah on the case!!!!!! "CLOSER!??!?!!! Here, have a fire blanket. BUT THE ODDS OF SURVIVAL ARE......"
Dwilah
SWG Tales Founder
SWG Tales Founder
Contact
Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest