Slick JtL Commands and Abilities !
PostedSat Oct 30, 2004 3:51 pm
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.
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
)
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
).
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!!!
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.

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

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

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!!!