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		<title>Joystick Required Forums - Jumpgate Evolution Suggestions and Ideas</title>
		<link>http://joystickrequired.com/forums</link>
		<description><![CDATA[Looking forward to Netdevil's upcoming revisions to Jumpgate? Post your visions for Jumpgate and discuss them in this forum. You never know who might read it and maybe it will end up in Jumpgate Evolution. Comment and critique but no don't take it personal!]]></description>
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			<url>http://joystickrequired.com/forums/images/jsr_2007/misc/rss.jpg</url>
			<title>Joystick Required Forums - Jumpgate Evolution Suggestions and Ideas</title>
			<link>http://joystickrequired.com/forums</link>
		</image>
		<item>
			<title>This will get me shot</title>
			<link>http://joystickrequired.com/forums/f99/will-get-me-shot-4348.html</link>
			<pubDate>Mon, 12 May 2008 23:39:51 GMT</pubDate>
			<description><![CDATA[Is it just me ...I dont want JGE ...I want JGC fixed...take all the time money and resorces you are wasting on JGE and use them to repair JGC.
At best JGE will just be JGC with better graphics and at worst it'll be EVE with a joystick... either way its a complete waste of money and time.:biggrinan 
I know Everyone will disagree and im used to being unpopular ....But I'm not often wrong.]]></description>
			<content:encoded><![CDATA[<div>Is it just me ...I dont want Jumpgate Evolution ...I want Jumpgate Classic fixed...take all the time money and resorces you are wasting on Jumpgate Evolution and use them to repair Jumpgate Classic.<br />
At best Jumpgate Evolution will just be Jumpgate Classic with better graphics and at worst it'll be EVE with a joystick... either way its a complete waste of money and time.:biggrinan <br />
I know Everyone will disagree and im used to being unpopular ....But I'm not often wrong.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>Drevent</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/will-get-me-shot-4348.html</guid>
		</item>
		<item>
			<title>New feature idea?</title>
			<link>http://joystickrequired.com/forums/f99/new-feature-idea-4323.html</link>
			<pubDate>Tue, 06 May 2008 05:49:53 GMT</pubDate>
			<description><![CDATA[So its all getting pretty stale with the feature ideas these days....

Has it all been discussed to death? I dunno, perhaps.

But I've been thinking, there has to be a good idea out there that we haven't all wrapped our heads around, a feature that is not just directly stolen from some other MMORPG....

How about, mini games for while our automining happens, err wait, scratch that, been done.

Ok, serious now.  I propose a "wish list" and "bug report" system in game.  An easy way for people to ask for features, that can be tallied and decided on for future patches, and a bug report system that allows people to submit a report, get a response, and even see when the next patch will fix it.

Cool?  Stupid? Let me know, lolcats are appreciated as is serious discussion as well.]]></description>
			<content:encoded><![CDATA[<div>So its all getting pretty stale with the feature ideas these days....<br />
<br />
Has it all been discussed to death? I dunno, perhaps.<br />
<br />
But I've been thinking, there has to be a good idea out there that we haven't all wrapped our heads around, a feature that is not just directly stolen from some other MMORPG....<br />
<br />
How about, mini games for while our automining happens, err wait, scratch that, been done.<br />
<br />
Ok, serious now.  I propose a &quot;wish list&quot; and &quot;bug report&quot; system in game.  An easy way for people to ask for features, that can be tallied and decided on for future patches, and a bug report system that allows people to submit a report, get a response, and even see when the next patch will fix it.<br />
<br />
Cool?  Stupid? Let me know, lolcats are appreciated as is serious discussion as well.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>netburnr</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/new-feature-idea-4323.html</guid>
		</item>
		<item>
			<title>How to pay...</title>
			<link>http://joystickrequired.com/forums/f99/how-pay-4275.html</link>
			<pubDate>Sun, 20 Apr 2008 20:27:04 GMT</pubDate>
			<description><![CDATA[Ok, I personally have no problem with the monthly fee. However, I'm seeing alot more games that have a basic/stripped down/limited version for free, or you can pay a monthly fee to access more areas/better equipment/more features/more exp/whatever, which is kinda cool, too.
 
I'm assuming Jumpgate Evolution will just have the regular monthly fee like it's always had, but how about this other pay plan?]]></description>
			<content:encoded><![CDATA[<div>Ok, I personally have no problem with the monthly fee. However, I'm seeing alot more games that have a basic/stripped down/limited version for free, or you can pay a monthly fee to access more areas/better equipment/more features/more exp/whatever, which is kinda cool, too.<br />
 <br />
I'm assuming Jumpgate Evolution will just have the regular monthly fee like it's always had, but how about this other pay plan?</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>God_Damage</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/how-pay-4275.html</guid>
		</item>
		<item>
			<title>For those of us who get killed a lot..</title>
			<link>http://joystickrequired.com/forums/f99/those-us-who-get-killed-lot-3917.html</link>
			<pubDate>Wed, 05 Mar 2008 10:33:10 GMT</pubDate>
			<description>Insurance...that you need to buy yourself. We know some stuff is covered, but how many times do we get things we like that isnt, and even though we could do stuff like this before, if done right, its worth mentioning that in Jumpgate Evolution having insurance sales in stations would be a good add. You could choose to put a small amount or a large amount on your ship, and get reimbersed for not being fast enough with a load of ore on to outrun the Pirate clans,lol. Maybe have seperate insurance for the ship and contents.:smokin:</description>
			<content:encoded><![CDATA[<div>Insurance...that you need to buy yourself. We know some stuff is covered, but how many times do we get things we like that isnt, and even though we could do stuff like this before, if done right, its worth mentioning that in Jumpgate Evolution having insurance sales in stations would be a good add. You could choose to put a small amount or a large amount on your ship, and get reimbersed for not being fast enough with a load of ore on to outrun the Pirate clans,lol. Maybe have seperate insurance for the ship and contents.:smokin:</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>Chaser</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/those-us-who-get-killed-lot-3917.html</guid>
		</item>
		<item>
			<title>Mobile Ship Yard</title>
			<link>http://joystickrequired.com/forums/f99/mobile-ship-yard-3862.html</link>
			<pubDate>Thu, 28 Feb 2008 16:58:27 GMT</pubDate>
			<description>Large Mobile ship yard, perfect for those extended missions, or in the case of pirates who cannot dock at a faction station.

Repairs, and Rearms ships. It however does not build them.  Slow to medium speed, expected to operate in deep sector. Weak structure and armor. Limited cargo capacity (to prevent it acting like a POS)

It can be resupplied by tows who latch on and resupply the ammo/fuel/ equipment items. (Maybe it would have an ability to turn a base commodity into necessary ammo).

Hosts multiple ships at a time, with the pilot acting as quartermaster (who gets resupplied with what, maintaining inventory levels).

This is not a carrier, and should not have an offensive capability. Maybe 1 close in support turret.

Cloaking ability yes/no not sure on that part. 

Thoughts?</description>
			<content:encoded><![CDATA[<div>Large Mobile ship yard, perfect for those extended missions, or in the case of pirates who cannot dock at a faction station.<br />
<br />
Repairs, and Rearms ships. It however does not build them.  Slow to medium speed, expected to operate in deep sector. Weak structure and armor. Limited cargo capacity (to prevent it acting like a POS)<br />
<br />
It can be resupplied by tows who latch on and resupply the ammo/fuel/ equipment items. (Maybe it would have an ability to turn a base commodity into necessary ammo).<br />
<br />
Hosts multiple ships at a time, with the pilot acting as quartermaster (who gets resupplied with what, maintaining inventory levels).<br />
<br />
This is not a carrier, and should not have an offensive capability. Maybe 1 close in support turret.<br />
<br />
Cloaking ability yes/no not sure on that part. <br />
<br />
Thoughts?</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>Odiche</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/mobile-ship-yard-3862.html</guid>
		</item>
		<item>
			<title>My new Greatest idea Ever.</title>
			<link>http://joystickrequired.com/forums/f99/my-new-greatest-idea-ever-3856.html</link>
			<pubDate>Thu, 28 Feb 2008 06:56:46 GMT</pubDate>
			<description>I want the ability to set a sound effect to a person, and when that person shows up on radar, the sound plays.

Imagine the infinite possibilities and bow in my awesome idea-ness.</description>
			<content:encoded><![CDATA[<div>I want the ability to set a sound effect to a person, and when that person shows up on radar, the sound plays.<br />
<br />
Imagine the infinite possibilities and bow in my awesome idea-ness.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>netburnr</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/my-new-greatest-idea-ever-3856.html</guid>
		</item>
		<item>
			<title>Custom HUD</title>
			<link>http://joystickrequired.com/forums/f99/custom-hud-3790.html</link>
			<pubDate>Fri, 22 Feb 2008 18:06:22 GMT</pubDate>
			<description><![CDATA[I haven't seen this metioned anywhere, and if it has, blame JSRs crappy forum search for me bringing it up again.
 
Of course, I'm suggesting they keep the ability to create your own custom HUDs in JGE.]]></description>
			<content:encoded><![CDATA[<div>I haven't seen this metioned anywhere, and if it has, blame JSRs crappy forum search for me bringing it up again.<br />
 <br />
Of course, I'm suggesting they keep the ability to create your own custom HUDs in Jumpgate Evolution.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>God_Damage</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/custom-hud-3790.html</guid>
		</item>
		<item>
			<title>a Tag for everyone</title>
			<link>http://joystickrequired.com/forums/f99/tag-everyone-3744.html</link>
			<pubDate>Mon, 18 Feb 2008 15:50:24 GMT</pubDate>
			<description><![CDATA[I wrote this a little while back. I know some of it won't actually fly with the way we've been told Jumpgate Evolution will work. But I think it would work in Jumpgate Classic and many of the concepts can be translated to JGE.

Also, I'm not claiming originality for all ideas contained below, just preference for them.

--------
   
  Tags to match the style of play. But since Tags affect so many areas of play, a couple of quick points first...
   
  The new nature of TRI: once a governing body of the 3 factions, now it is the most powerful corporation and remains totally non-factional and devoted to profits, influence, and behind the scenes power rather than overt governance. Though the factions asserted their independence long ago, they still do rely heavily on TRI contracts for certain services such as bookkeeping for currency, experience, kills, as well as non-military insurance coverage, universal communications, translation matrices, the mission computer network, etc. However, in the case of mission computers and insurance offered to less than reputable pilots, TRI's focus on the bottom line does tend to work against the factions from time to time. TRI is also a type of merchants' guild where pilots may temporarily join for TRI protection, for TRI guaranteed mission payouts, for access to TRI equipment and of course initially for the TRI nugget protection program.
   
  Repair, refuel, and rearm need to be optional upon docking, and take 2-3 times as long as it did in JGC. Death turnaround time needs to be longer also while they are thawing your latest clone and updating him with your current skill set (which was saved the last time you paid TRI a nominal fee to save it). Otherwise, we need to manually pilot the escape pods back home (or better yet, get tractored by a friend or tractored and held for ransom by an enemy). No more magical escape pods teleporting infinite distances instantly!
   
  I'm also assuming the mission system will be totally reworked, and it will behave intelligently. Multiple simultaneous missions also is desirable, but not required for the following systems.
   
  So on to Tags, the short version (next post will be the long version):
* MTs are mostly the same, but without war-state restrictions. MTs are limited to MT mission computers. No Black Market access. Foreign equipment is black market, so MT's must fly homegrown fighters or trade with Indies for foreign, uninsured gear. But all homegrown gear is free to MTs and MT insurance is free and full. (Soldiers don't buy their own boots and guns, nor do US soldiers use AK47's.) This is for the "launch, die, re-launch, re-die" PvPers who don't want to be forced into PvE just to fund their PvP. You can join the MT of another faction. MTs cannot give/trade their own faction's gear to non-MTs. MTs pay no Faction tax on commods (typically a 1% savings).


* Pirates are renamed to Outlaws and have access to the Black Markets at every station. Outlaws are limited to Indie and Outlaw mission computers. This is for the bad boy PvPers. Hopefully they can self fund via loot, Black Market items, missions, PoD muggings and burglar piracy. Black Market has no tax, but Outlaws pay Factional taxes on other items.


* TRI is a highly protected class. TRI tagged pilots are limited to the TRI mission computer (works for the good of the global econ). TRI may not launch with any equipment  in cargo (beyond a very small personal use allowance). No Black Market access. This is for those who hate non-consensual PvP and want to be left alone to PvE. TRI pays both Factional taxes and a 1% TRI fee to cover membership fees and insurance, which is full for gear and 75% on cargo. TRI gear (I'm thinking Guardian+ shields) is only for TRI pilots. Drop your TRI tags, and you are not allowed to launch with TRI gear installed.


* Independent pilots are truly without affiliation (No Tags). They get the Indie mission computer which aims for the best profit and higher payouts than TRI and offers inter-factional gear missions as well as some Black Market missions (but not the whole Outlaw mission computer). This is for the "space is dangerous" group of PvEers who will take big risks for big pay. They pay Factional taxes, but no TRI fee. They get no official protection at all, and pay for insurance a-la-carte. They can easily customize their ships with gear from every faction, so this is also for the PvPers who want the top gear and are willing to self-fund.

]]></description>
			<content:encoded><![CDATA[<div>I wrote this a little while back. I know some of it won't actually fly with the way we've been told Jumpgate Evolution will work. But I think it would work in Jumpgate Classic and many of the concepts can be translated to Jumpgate Evolution.<br />
<br />
Also, I'm not claiming originality for all ideas contained below, just preference for them.<br />
<br />
--------<br />
   <br />
  Tags to match the style of play. But since Tags affect so many areas of play, a couple of quick points first...<br />
   <br />
  The new nature of TRI: once a governing body of the 3 factions, now it is the most powerful corporation and remains totally non-factional and devoted to profits, influence, and behind the scenes power rather than overt governance. Though the factions asserted their independence long ago, they still do rely heavily on TRI contracts for certain services such as bookkeeping for currency, experience, kills, as well as non-military insurance coverage, universal communications, translation matrices, the mission computer network, etc. However, in the case of mission computers and insurance offered to less than reputable pilots, TRI's focus on the bottom line does tend to work against the factions from time to time. TRI is also a type of merchants' guild where pilots may temporarily join for TRI protection, for TRI guaranteed mission payouts, for access to TRI equipment and of course initially for the TRI nugget protection program.<br />
   <br />
  Repair, refuel, and rearm need to be optional upon docking, and take 2-3 times as long as it did in Jumpgate Classic. Death turnaround time needs to be longer also while they are thawing your latest clone and updating him with your current skill set (which was saved the last time you paid TRI a nominal fee to save it). Otherwise, we need to manually pilot the escape pods back home (or better yet, get tractored by a friend or tractored and held for ransom by an enemy). No more magical escape pods teleporting infinite distances instantly!<br />
   <br />
  I'm also assuming the mission system will be totally reworked, and it will behave intelligently. Multiple simultaneous missions also is desirable, but not required for the following systems.<br />
   <br />
  So on to Tags, the short version (next post will be the long version):<ul><li>MTs are mostly the same, but without war-state restrictions. MTs are limited to MT mission computers. No Black Market access. Foreign equipment is black market, so MT's must fly homegrown fighters or trade with Indies for foreign, uninsured gear. But all homegrown gear is free to MTs and MT insurance is free and full. (Soldiers don't buy their own boots and guns, nor do US soldiers use AK47's.) This is for the &quot;launch, die, re-launch, re-die&quot; PvPers who don't want to be forced into PvE just to fund their PvP. You can join the MT of another faction. MTs cannot give/trade their own faction's gear to non-MTs. MTs pay no Faction tax on commods (typically a 1% savings).</li>
</ul><ul><li>Pirates are renamed to Outlaws and have access to the Black Markets at every station. Outlaws are limited to Indie and Outlaw mission computers. This is for the bad boy PvPers. Hopefully they can self fund via loot, Black Market items, missions, PoD muggings and burglar piracy. Black Market has no tax, but Outlaws pay Factional taxes on other items.</li>
</ul><ul><li>TRI is a highly protected class. TRI tagged pilots are limited to the TRI mission computer (works for the good of the global econ). TRI may not launch with any equipment  in cargo (beyond a very small personal use allowance). No Black Market access. This is for those who hate non-consensual PvP and want to be left alone to PvE. TRI pays both Factional taxes and a 1% TRI fee to cover membership fees and insurance, which is full for gear and 75% on cargo. TRI gear (I'm thinking Guardian+ shields) is only for TRI pilots. Drop your TRI tags, and you are not allowed to launch with TRI gear installed.</li>
</ul><ul><li>Independent pilots are truly without affiliation (No Tags). They get the Indie mission computer which aims for the best profit and higher payouts than TRI and offers inter-factional gear missions as well as some Black Market missions (but not the whole Outlaw mission computer). This is for the &quot;space is dangerous&quot; group of PvEers who will take big risks for big pay. They pay Factional taxes, but no TRI fee. They get no official protection at all, and pay for insurance a-la-carte. They can easily customize their ships with gear from every faction, so this is also for the PvPers who want the top gear and are willing to self-fund.</li>
</ul></div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>ZeroZ95</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/tag-everyone-3744.html</guid>
		</item>
		<item>
			<title>Suggestion for dev and GM training for JGE</title>
			<link>http://joystickrequired.com/forums/f99/suggestion-dev-gm-training-jumpgate-evolution-3742.html</link>
			<pubDate>Sun, 17 Feb 2008 22:27:46 GMT</pubDate>
			<description><![CDATA[Here are a few threads with debates over things I think could be solved with my training program were it used on the devs that aren't Jumpgate vets.

http://joystickrequired.com/forums/f102/hyper-jump-gates-3278.html
http://joystickrequired.com/forums/f102/difference-between-wow-jumpgate-3146.html
http://joystickrequired.com/forums/f102/asshattery-jumpgate-evolution-3071.html
http://joystickrequired.com/forums/f102/please-explain-safe-zones-3135.html
http://joystickrequired.com/forums/f102/how-shard-without-ruining-game-3048.html
http://joystickrequired.com/forums/f102/docking-rings-jumpgate-evolution-2682.html
http://joystickrequired.com/forums/f102/jumpgate-evolution-loot-system-2733.html
http://joystickrequired.com/forums/f102/s-not-pve-vs-pvp-s-consensual-pvp-vs-non-consensual-pvp-2401.html

All work done by said "green" devs should abruptly cease, and they should be sent to play Jumpgate as a regular pilot for a period of 1-2 months.  During that time, they need to try to get into every conceivable squad activity - RPed PvP, PvP because they're bored (whether or not the opponent is equally bored), mining, hauling cargo, fluxing, and pirating.  Once they have an idea of what a good game in the genre is like, instead of this horrible infestation in their brain of the mechanics of fantasy MMOs, they can go back to work.

The same program should be applied to any GM that will interact with the community in any way, especially those that will be responding to in-game petitions and other support requests.  I can already envision the scenario a few days after launch : PirateGuy chooses to "blockade" GVB.  He pays no attention to faction or tags - if you want through the sector, you pay his toll or be shot down.  TotalJGNewbieGuy decides to try and outrun him across the sector rather than pay, and is promptly shot down.  His mission was cargo, so he's back at a station with more of the commodity, and he picks it up and sets off again.  Stubborn that he is, he doesn't take a different route.  Six or seven tries to outrun the pirate later, he petitions that he's being griefed.  (Ignoring the fact that on more than one attempt, he tried to run the blockade while the pirate was dealing with another traveler, and on yet another attempt he saw someone else get shot down.)  The GM's response should be clear to anyone who is playing the good version of this game...  "The system is working as intended.  You might try asking other pilots for an escort.  Is there anything else I can help you with today?"]]></description>
			<content:encoded><![CDATA[<div>Here are a few threads with debates over things I think could be solved with my training program were it used on the devs that aren't Jumpgate vets.<br />
<br />
<a href="http://joystickrequired.com/forums/f102/hyper-jump-gates-3278.html" target="_blank">http://joystickrequired.com/forums/f...ates-3278.html</a><br />
<a href="http://joystickrequired.com/forums/f102/difference-between-wow-jumpgate-3146.html" target="_blank">http://joystickrequired.com/forums/f...gate-3146.html</a><br />
<a href="http://joystickrequired.com/forums/f102/asshattery-jumpgate-evolution-3071.html" target="_blank">http://joystickrequired.com/forums/f...tion-3071.html</a><br />
<a href="http://joystickrequired.com/forums/f102/please-explain-safe-zones-3135.html" target="_blank">http://joystickrequired.com/forums/f...ones-3135.html</a><br />
<a href="http://joystickrequired.com/forums/f102/how-shard-without-ruining-game-3048.html" target="_blank">http://joystickrequired.com/forums/f...game-3048.html</a><br />
<a href="http://joystickrequired.com/forums/f102/docking-rings-jumpgate-evolution-2682.html" target="_blank">http://joystickrequired.com/forums/f...tion-2682.html</a><br />
<a href="http://joystickrequired.com/forums/f102/jumpgate-evolution-loot-system-2733.html" target="_blank">http://joystickrequired.com/forums/f...stem-2733.html</a><br />
<a href="http://joystickrequired.com/forums/f102/s-not-pve-vs-pvp-s-consensual-pvp-vs-non-consensual-pvp-2401.html" target="_blank">http://joystickrequired.com/forums/f...-pvp-2401.html</a><br />
<br />
All work done by said &quot;green&quot; devs should abruptly cease, and they should be sent to play Jumpgate as a regular pilot for a period of 1-2 months.  During that time, they need to try to get into every conceivable squad activity - RPed PvP, PvP because they're bored (whether or not the opponent is equally bored), mining, hauling cargo, fluxing, and pirating.  Once they have an idea of what a good game in the genre is like, instead of this horrible infestation in their brain of the mechanics of fantasy MMOs, they can go back to work.<br />
<br />
The same program should be applied to any GM that will interact with the community in any way, especially those that will be responding to in-game petitions and other support requests.  I can already envision the scenario a few days after launch : PirateGuy chooses to &quot;blockade&quot; GVB.  He pays no attention to faction or tags - if you want through the sector, you pay his toll or be shot down.  TotalJGNewbieGuy decides to try and outrun him across the sector rather than pay, and is promptly shot down.  His mission was cargo, so he's back at a station with more of the commodity, and he picks it up and sets off again.  Stubborn that he is, he doesn't take a different route.  Six or seven tries to outrun the pirate later, he petitions that he's being griefed.  (Ignoring the fact that on more than one attempt, he tried to run the blockade while the pirate was dealing with another traveler, and on yet another attempt he saw someone else get shot down.)  The GM's response should be clear to anyone who is playing the good version of this game...  &quot;The system is working as intended.  You might try asking other pilots for an escort.  Is there anything else I can help you with today?&quot;</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>Desirsar</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/suggestion-dev-gm-training-jumpgate-evolution-3742.html</guid>
		</item>
		<item>
			<title>Welcome to Starfleet?</title>
			<link>http://joystickrequired.com/forums/f99/welcome-starfleet-3568.html</link>
			<pubDate>Thu, 31 Jan 2008 21:53:23 GMT</pubDate>
			<description><![CDATA[Um, regarding the new _factional logos (http://www.jumpgateevolution.com/database.php?c=11)_... 

I was unaware that _the Bandit (http://www.worldcarfans.com/9070924.017/the-bandit-is-back%21)_ had joined _Starfleet (http://images.google.com/images?q=starfleet+symbol&ie=UTF-8&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&sa=N&tab=wi)_ and started wearing gaudy green earrings.

Seriously though, the Solrain one really needs to not go "_cherotwicka (http://www.zianet.com/miked/trek/Treksnds2/WAV/TNG%20Close%20Program.wav)_" when you push it.]]></description>
			<content:encoded><![CDATA[<div>Um, regarding the new <u><a href="http://www.jumpgateevolution.com/database.php?c=11" target="_blank">factional logos</a></u>... <br />
<br />
I was unaware that <u><a href="http://www.worldcarfans.com/9070924.017/the-bandit-is-back%21" target="_blank">the Bandit</a></u> had joined <u><a href="http://images.google.com/images?q=starfleet+symbol&amp;ie=UTF-8&amp;oe=utf-8&amp;rls=org.mozilla:en-US:official&amp;client=firefox-a&amp;um=1&amp;sa=N&amp;tab=wi" target="_blank">Starfleet</a></u> and started wearing gaudy green earrings.<br />
<br />
Seriously though, the Solrain one really needs to not go &quot;<u><a href="http://www.zianet.com/miked/trek/Treksnds2/WAV/TNG%20Close%20Program.wav" target="_blank">cherotwicka</a></u>&quot; when you push it.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>ZeroZ95</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/welcome-starfleet-3568.html</guid>
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			<title><![CDATA[Sarah-mari's Squad suggestion]]></title>
			<link>http://joystickrequired.com/forums/f99/sarah-maris-squad-suggestion-3333.html</link>
			<pubDate>Thu, 17 Jan 2008 15:44:55 GMT</pubDate>
			<description>Its quite simple actually, if the leaders goes inactive, allow for the next in squad rank to be able to allow people in/out and such. This would allow WB to get teammates in and such :)

ELP (posting on behalf of Sarah-mari).</description>
			<content:encoded><![CDATA[<div>Its quite simple actually, if the leaders goes inactive, allow for the next in squad rank to be able to allow people in/out and such. This would allow WB to get teammates in and such :)<br />
<br />
ELP (posting on behalf of Sarah-mari).</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>ELPIRATA</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/sarah-maris-squad-suggestion-3333.html</guid>
		</item>
		<item>
			<title>Multilingual Automated Communication</title>
			<link>http://joystickrequired.com/forums/f99/multilingual-automated-communication-3316.html</link>
			<pubDate>Sun, 13 Jan 2008 12:13:21 GMT</pubDate>
			<description><![CDATA[There are things that members of a combat group need to be able to communicate to each other.  For instance "Check your six you got a bogie heading up your tailpipe"  Or "Help help OMG help!!!11"

In recently joining a multilingual squad I have discovered that a lot of times...I wish I knew what the other people were talking about.

To that end, I suggest a certain set of phrases or instructions be coded in multiple languages, perhaps unlocked via keypresses...like hitting z and then 2 would say "thank you"  Since these are coded multilingually however, when I press the "thank you" button sequence, Hurricane would hear it in his native Spanish if that's the setting he chose.  

I could set mine to German after I memorize the keystrokes to actually help myself learn those phrases...so that later I can use them on teamspeak and everyone can laugh at my accent.

Anyway, just another 4 a.m. idea that I had to get out of my brain before I could sleep.]]></description>
			<content:encoded><![CDATA[<div>There are things that members of a combat group need to be able to communicate to each other.  For instance &quot;Check your six you got a bogie heading up your tailpipe&quot;  Or &quot;Help help OMG help!!!11&quot;<br />
<br />
In recently joining a multilingual squad I have discovered that a lot of times...I wish I knew what the other people were talking about.<br />
<br />
To that end, I suggest a certain set of phrases or instructions be coded in multiple languages, perhaps unlocked via keypresses...like hitting z and then 2 would say &quot;thank you&quot;  Since these are coded multilingually however, when I press the &quot;thank you&quot; button sequence, Hurricane would hear it in his native Spanish if that's the setting he chose.  <br />
<br />
I could set mine to German after I memorize the keystrokes to actually help myself learn those phrases...so that later I can use them on teamspeak and everyone can laugh at my accent.<br />
<br />
Anyway, just another 4 a.m. idea that I had to get out of my brain before I could sleep.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>GrimGriz</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/multilingual-automated-communication-3316.html</guid>
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			<title>Publish Pilot Information</title>
			<link>http://joystickrequired.com/forums/f99/publish-pilot-information-3254.html</link>
			<pubDate>Tue, 01 Jan 2008 02:28:09 GMT</pubDate>
			<description><![CDATA[Now before you get upity hear this out. I understand many pilots especially PVP do not want information published about the pilots but many times that information is very useful for other pilots, or useful for 3rd party tools. Its even more useful for PVE and/or events. What I'd like to see is an authorization token system. Basically you can publish the information you want and if you want it to be semi private you could have a public token you can give out for people/systems to access your pilot information. I'd also like to have a squad token as well so squadies can see more, if you choose, than a public one. 

Some of the things I would love to see: 

* Sector location
* Cargo
* Ship type
* Ship config
* Docked/Flying

You could also employ a similar technique for squad mechanics.]]></description>
			<content:encoded><![CDATA[<div>Now before you get upity hear this out. I understand many pilots especially PVP do not want information published about the pilots but many times that information is very useful for other pilots, or useful for 3rd party tools. Its even more useful for PVE and/or events. What I'd like to see is an authorization token system. Basically you can publish the information you want and if you want it to be semi private you could have a public token you can give out for people/systems to access your pilot information. I'd also like to have a squad token as well so squadies can see more, if you choose, than a public one. <br />
<br />
Some of the things I would love to see: <br />
<ul><li>Sector location</li>
<li>Cargo</li>
<li>Ship type</li>
<li>Ship config</li>
<li>Docked/Flying</li>
</ul>You could also employ a similar technique for squad mechanics.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>Wild_Cujo</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/publish-pilot-information-3254.html</guid>
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			<title>Tutorial Based Missions</title>
			<link>http://joystickrequired.com/forums/f99/tutorial-based-missions-3205.html</link>
			<pubDate>Sat, 22 Dec 2007 23:26:38 GMT</pubDate>
			<description><![CDATA[Just a wild thought...

One of the areas of Jumpgate that I personally thought had a bit of a steep learning curve, was cargo missions, and what was involved in producing certain items....

A lot of this may be my own ignorace but I never made the connection as to why I never did see a cargo mission to bring "Water" for example to Wake Station when TRI was spamming f5:chat with Wake Station is in great need of Water....  Maybe I just missed it but, if Wake Station was in such a great need of water, why was there no mission for it?  Again, im sure there was a reason why it was designed this way or I am missing something...

Also, I understood the logic of what materials were needed and basically where to go to make certain items such as Flash Fires, engines, missles ect....

But this was something that was not in any book, or training manual...

Maybe to help ease the learning curve for new players JGE could implement Tutorial based missions to assist the players in learning the different ways a pilot can choose to make his careeer in JGE.

or maybe this is already in the works and I should go back to my hole... :)]]></description>
			<content:encoded><![CDATA[<div>Just a wild thought...<br />
<br />
One of the areas of Jumpgate that I personally thought had a bit of a steep learning curve, was cargo missions, and what was involved in producing certain items....<br />
<br />
A lot of this may be my own ignorace but I never made the connection as to why I never did see a cargo mission to bring &quot;Water&quot; for example to Wake Station when TRI was spamming f5:chat with Wake Station is in great need of Water....  Maybe I just missed it but, if Wake Station was in such a great need of water, why was there no mission for it?  Again, im sure there was a reason why it was designed this way or I am missing something...<br />
<br />
Also, I understood the logic of what materials were needed and basically where to go to make certain items such as Flash Fires, engines, missles ect....<br />
<br />
But this was something that was not in any book, or training manual...<br />
<br />
Maybe to help ease the learning curve for new players Jumpgate Evolution could implement Tutorial based missions to assist the players in learning the different ways a pilot can choose to make his careeer in Jumpgate Evolution.<br />
<br />
or maybe this is already in the works and I should go back to my hole... :)</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>Diver012</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/tutorial-based-missions-3205.html</guid>
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		<item>
			<title>On the Topic of Music</title>
			<link>http://joystickrequired.com/forums/f99/topic-music-3196.html</link>
			<pubDate>Fri, 21 Dec 2007 04:38:57 GMT</pubDate>
			<description><![CDATA[Whoever made the music for JGC, don't take this the wrong way! I think that doing a higher quality job on the music would add a lot to the experience. Not that the music for JGC is 'bad'. It's just not up to snuff for the quality that we see coming in all the other aspects of the game.
 
Things I'd like to see:
 
1. Fully instrumented themes for each faction (specifically played on station, not techno (not that I don't like techno).
 
2. A different theme for each station space sector, then differing music for different areas of space, not just 'quant space' 'oct space' etc.
 
3. I'd really like event driven music. When you jump into the Edge play a 30 second theme, then move on to general sector music. When a bogey comes within a certain range, probably around 10k, bring in suspense music geared towards their type (pirate, factionalist, flux). If shots start being fired, or some other form of battle detection, bring up battle music.
 
4. In order to keep varying themes from becoming dreadfully repetitive, let us set a 'jukebox directory' that the game will randomly grab .mp3s from. Basically, loop sector themes through 3-5 times (depending on their length i suppose), and then switch to the jukebox. Put in a couple options for bypassing sector and/or event driven music for people who just want to listen to their music.
 
One of the things that helps immerse me in the Final Fantasy games is how awesome the music is at supporting the action/emotion that is happening. With how good everything else is looking, having a great music system in place would make greatness legendary.]]></description>
			<content:encoded><![CDATA[<div>Whoever made the music for Jumpgate Classic, don't take this the wrong way! I think that doing a higher quality job on the music would add a lot to the experience. Not that the music for Jumpgate Classic is 'bad'. It's just not up to snuff for the quality that we see coming in all the other aspects of the game.<br />
 <br />
Things I'd like to see:<br />
 <br />
1. Fully instrumented themes for each faction (specifically played on station, not techno (not that I don't like techno).<br />
 <br />
2. A different theme for each station space sector, then differing music for different areas of space, not just 'quant space' 'oct space' etc.<br />
 <br />
3. I'd really like event driven music. When you jump into the Edge play a 30 second theme, then move on to general sector music. When a bogey comes within a certain range, probably around 10k, bring in suspense music geared towards their type (pirate, factionalist, flux). If shots start being fired, or some other form of battle detection, bring up battle music.<br />
 <br />
4. In order to keep varying themes from becoming dreadfully repetitive, let us set a 'jukebox directory' that the game will randomly grab .mp3s from. Basically, loop sector themes through 3-5 times (depending on their length i suppose), and then switch to the jukebox. Put in a couple options for bypassing sector and/or event driven music for people who just want to listen to their music.<br />
 <br />
One of the things that helps immerse me in the Final Fantasy games is how awesome the music is at supporting the action/emotion that is happening. With how good everything else is looking, having a great music system in place would make greatness legendary.</div>

]]></content:encoded>
			<category domain="http://joystickrequired.com/forums/f99/">Jumpgate Evolution Suggestions and Ideas</category>
			<dc:creator>Istanbul</dc:creator>
			<guid isPermaLink="true">http://joystickrequired.com/forums/f99/topic-music-3196.html</guid>
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