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PostPosted: Fri Dec 11, 2009 5:46 pm 
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And finally, the Sith Inquisitor.

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 Post subject: Re: Star Wars: TOR
PostPosted: Tue Jan 12, 2010 1:51 pm 
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Targeting Spring 2011

http://kotaku.com/5446301/bioware-confi ... d-republic

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BioWare today confirmed the spring 2011 release window for Star Wars: The Old Republic that EA CEO John Ricitiello mentioned yesterday, promising exciting updates and reveals throughout 2010.

Ricitiello spoke about the release window yesterday during an EA financial update conference call. Now BioWare's Sean Dahlberg confirms the news via a message posted this morning on the official Star Wars: The Old Republic message boards.

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While we have not announced a specific date, we can confirm that we are targeting a spring 2011 release for Star Wars™: The Old Republic™. We've got a lot of exciting updates and reveals planned throughout 2010, including the first-ever hands-on testing for the game. It's not too late to sign up to be a game tester, so go to www.swtor.com/tester and sign up today. We can't wait to share more about the game with you as we progress through the year, so make sure you stay tuned to the official website for details.


While it is a bit of a disappointment that we won't be seeing the game launch this year, I like the idea that BioWare still has a year's worth of new things to reveal. It makes you wonder what cards the developer is holding close to its chest.

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PostPosted: Tue Jan 12, 2010 6:18 pm 
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People that thought this game would be released this year are **** crazy.

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PostPosted: Tue Jan 12, 2010 8:13 pm 
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Raltar wrote:
People that thought this game would be released this year are **** crazy.



Yeah. They should go over to the buffet table where all the Diablo 3 fans are hanging out.

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PostPosted: Tue Jan 12, 2010 8:49 pm 
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Good. It'll give me time to sit back and enjoy Star Trek Online before an IP that attracts me more viscerally starts competing for my attention. =)

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PostPosted: Tue Jan 12, 2010 9:06 pm 
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Numbuk wrote:
Yeah. They should go over to the buffet table where all the Diablo 3 fans are hanging out.


Isn't that the table next to the Starcraft Ghost fans?

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PostPosted: Wed Jan 13, 2010 6:51 am 
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Kaffis Mark V wrote:
Good. It'll give me time to sit back and enjoy Star Trek Online before an IP that attracts me more viscerally starts competing for my attention. =)



Yea know, I didn't expect it this year but I want to build a PC that will run it this year...

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PostPosted: Wed Jan 13, 2010 7:45 am 
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Raell wrote:
Kaffis Mark V wrote:
Good. It'll give me time to sit back and enjoy Star Trek Online before an IP that attracts me more viscerally starts competing for my attention. =)



Yea know, I didn't expect it this year but I want to build a PC that will run it this year...

STO uses the same engine as Champions Online...

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PostPosted: Wed Jan 13, 2010 8:40 am 
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I was talking about SW but I will keep that in mind.

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PostPosted: Wed Jan 13, 2010 9:21 am 
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Ah, I misinterpreted the quotation of my comment on STO, then. Carry on. =)

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PostPosted: Mon Jun 14, 2010 4:38 pm 
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[youtube]HYz7BxXUuJU[/youtube]
new trailer


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 Post subject: Re: Star Wars: TOR
PostPosted: Mon Jun 14, 2010 6:01 pm 
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Holy ****! That new trailer is awesome! It was even better than the "Deceived" trailer they released last year.

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The class composition of that video is so skewed. Don't get me wrong, if a game could inspire that kind of class ratio in a SW license game, I'd probably play it for a long, long time.

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PostPosted: Tue Jun 15, 2010 6:18 am 
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I was just coming to post that...

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PostPosted: Fri Jul 09, 2010 1:12 pm 
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http://swtor.com/news/news-article/20100709_002

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PostPosted: Tue Aug 17, 2010 7:53 pm 
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http://swtor.com/media/trailers/space-combat

That is rather...surprising. It actually looks fun. And amazing at the same time. I knew there would be some space combat involved(I mean, it is Star Wars), but I thought it would be more along the lines of the original KotOR space battles where you are on a turret. Not a full blown space shooter game.

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PostPosted: Tue Aug 17, 2010 8:46 pm 
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Meh. I honestly didn't need space combat out of the gate. I'd have settled for a more robust system as an expansion 12-15 months in.

Rebel Assault: The MMO doesn't really do anything for me. Especially not when it appears to be all light freighter-sized ships doing the Rebel Assault tunnel shooter action... If it were starfighters, it might at least make sense.

It'll be interesting to see how well it's received, especially given that a much older game in the same genre delivered a very decent, on the whole, actual space sim experience for their space combat expansion. Will this be seen as a step backwards? Or will it be welcomed as more accessible? Probably both, to different degrees, I suppose.

Really, though, neither approach would really, *really* scratch my long fallow dream for Star Wars space combat gameplay; namely, I've long desired a game that would deliver a PlanetSide vehicles approach to starship combat. Ships ranging from light, agile single man fighters to more heavily gunned two-seaters and rugged, lumbering light freighters assault boats with player-mannable turrets. The X-Wing series of games finally had started to approach that, but the technology still wasn't quite there yet, and then Space Sims fell off the map of gamer relevancy with the rise of the console. (X-Wing Alliance finally accepted the "larger craft with turrets" as something that players might want to take a crack at, but latency on the internet was still a bit too prohibitive to make cooperative operation of a single craft an enjoyably smooth experience...)

Ah, well. I suppose i get to continue to dream.

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PostPosted: Tue Aug 17, 2010 9:09 pm 
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This game continues to impress me, and I look forward to it killing my WoW addiction.

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PostPosted: Tue Aug 17, 2010 10:23 pm 
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Kaffis Mark V wrote:
Meh. I honestly didn't need space combat out of the gate. I'd have settled for a more robust system as an expansion 12-15 months in.

Rebel Assault: The MMO doesn't really do anything for me. Especially not when it appears to be all light freighter-sized ships doing the Rebel Assault tunnel shooter action... If it were starfighters, it might at least make sense.

It'll be interesting to see how well it's received, especially given that a much older game in the same genre delivered a very decent, on the whole, actual space sim experience for their space combat expansion. Will this be seen as a step backwards? Or will it be welcomed as more accessible? Probably both, to different degrees, I suppose.

Really, though, neither approach would really, *really* scratch my long fallow dream for Star Wars space combat gameplay; namely, I've long desired a game that would deliver a PlanetSide vehicles approach to starship combat. Ships ranging from light, agile single man fighters to more heavily gunned two-seaters and rugged, lumbering light freighters assault boats with player-mannable turrets. The X-Wing series of games finally had started to approach that, but the technology still wasn't quite there yet, and then Space Sims fell off the map of gamer relevancy with the rise of the console. (X-Wing Alliance finally accepted the "larger craft with turrets" as something that players might want to take a crack at, but latency on the internet was still a bit too prohibitive to make cooperative operation of a single craft an enjoyably smooth experience...)

Ah, well. I suppose i get to continue to dream.


Just curious, Kaffis. Did you ever play MS Allegiance at all? That sounds a lot like what you were looking for. Small agile scout ships, interceptors for dogfights, and large bombers with manable turrets for taking out the larger bases. You could even equip your scout ships with nano-repair guns and have them escort the bombers and heal them as they made their final run on the base. I played it for a while, and while fun and a hella cool concept, I feel MS really dropped the ball on that one. It could have been SO much more. I know that it is Freeware now, and that there's still a rather sizable community attached to it. I wonder if they've made any changes to the game itself that would be worth going back for. Hmmm, I might have to look into this some more.

As far as TOR is concerned, looks pretty good to me. And didn't they say, at one point, that there would be PvP space battles? If so, it seems like the "tunnel shooter" aspect won't work in that environment. I'm curious to see where they go with this. But I'm already getting the game at this point, so it really doesn't matter.

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PostPosted: Tue Aug 17, 2010 11:03 pm 
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Yeah, they did say there will be pvp space battles. Also, they have plans for introducing capital ships that serve as a kind of guild hall. They will be usable in the pvp space battles as well. The capital ships won't be there at launch, but they have plans for them.

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PostPosted: Wed Aug 18, 2010 12:05 am 
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Yeah, even if it remains a tunnel shooter, if the rest of the game delivers on the intent to offer a story-driven multiplayer experience where there are interesting choices that affect the way events play out, I suspect that I'll view the space portions as a minigame I can suffer through when it pops up.

If it's a placeholder for a more elaborate system (that can support PvP and player directed (at some level) capital ships, for instance), I question the wisdom of offering a minigame only to replace it later, but will shrug and move on (and happily accept the new system if it turns out well).

No, Caleria, I think that one must've slipped under my radar. It does sound quite intriguing; how do you feel the ball was dropped?

I suppose, in retrospect, that it's technically possible that this isn't a tunnel shooter at all, but merely uses very odd (for Star Wars) flight mechanics (namely, lots of "strafing" to maneuver) and very poor pilot choreography to demonstrate the system. In other words, it could just be that the uninspired demo pilots were just flying predominantly straight. I'm not holding my breath, after seeing the way the enemy targets were laid out, though.

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 Post subject: Re: Star Wars: TOR
PostPosted: Wed Aug 18, 2010 12:12 am 
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Rogue Squadron? Meh. I am disappointed, but I am not surprised. I am sick and tired of space having a "horizon." I was hoping for XvT.... but alas. I knew I wasn't going to get it, but I still hoped.

And I complain about this only because I care so damn much about this universe and I know how damn fun it is to have real honest-to-God dogfights in that universe. It's like racing indy 500 cars and then suddenly having to race your buddies in a station wagon. It's just not the same. To people that never raced anything but station wagons, they will have fun. And they will say how awesome and how fast they were able to get their cars. But they will never, truly know what it means to RACE.

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PostPosted: Wed Aug 18, 2010 1:03 am 
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Kaffis Mark V wrote:
Ah, I misinterpreted the quotation of my comment on STO, then. Carry on. =)


I didn't think anyone was still playing STO. I so really really really wanted to like it, but just couldn't bring myself to subscribe when my free month was up.


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PostPosted: Wed Aug 18, 2010 2:50 am 
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Microsoft Allegiance
Wikipedia wrote:
Allegiance is an online multiplayer real time strategy/space simulation game. Players pilot spacecraft (from small one-man vessels to large capital ships), flying in a team with other players and trying to gain victory through various means, such as destroying or capturing all enemy bases, or eliminating the enemy's will to fight. Teams are led by a single Commander who makes tactical decisions and invests in technology and bases. Flight and combat is done in either a first or third person view in a 3D environment, with a real-time, top-down "Command View" of your immediate surroundings also available.

Flying a ship is unlike other space sims as Allegiance uses a non-Newtonian flight model. It is unlike air combat sims too, as drag is diminished and inertia plays a greater role in how ships handle. In fact, the ships handle as if the entire game were set underwater, not in space. Although this makes the game unrealistic it maintains game balance, and allows the furious close dogfighting which typifies first person shooters.


Kaffis Mark V wrote:
No, Caleria, I think that one must've slipped under my radar. It does sound quite intriguing; how do you feel the ball was dropped?

Well, first of all, there's a HUGE learning curve. That discouraged a lot of players right off the bat. The game used several voice-recorded comm messages that you could broadcast with a keystroke (such as, "Assist Me," or "I need turret gunners!") that were pretty cool, but there were so many, that there were literally pages and pages of keyboard shortcuts to use. On top of all your flight commands, etc. Second, MS decided to do a completely retarded Pay-to-Play model (similar to Hellgate: London). There were free servers (on MS Gaming Zone), with just the basic gameplay modes and units. And then there were the paid servers (Allegiance Zone) that offered different factions and/or ships & technologies. Also, they were supposed to regularly introduce new factions and ships, etc, but they really never did many updates.

But the game itself was pretty frakkin' cool. Biggest game I got in was 32 vs 32, and it was pretty epic. Each team starts off in seperate sectors, and there were wormholes connecting all of the different sectors together. But you had to find them, first. You also had to find Asteroids to mine for resources that your team's Commander (who was basically playing an RTS) could use to advance up the tech tree and build units that the rest of the team could fly and use. So at the beginning of the game, almost everyone was in Scout ships, that were fast and weak, but had a huge scanning range. And the scouts would basically "map out" all the zones/sectors.

Wikipedia wrote:
Gameplay involves expanding from one's starting Garrison in order to secure mining areas, and then either destroying your enemy's bases or destroying his capacity to fight (through economic warfare), much like a conventional Real time strategy game. However, due to Allegiance's combination of RTS and space sim elements, some reviewers classify Allegiance in a genre of its own. Like an RTS, there is a commander who builds bases and miners, controls the team's cash and develops the team's plan for victory. On the other hand, individual units are controlled by other human players instead of a computer AI which faithfully carries out the commander's orders.

All teams start with a single Garrison base, a single miner, a set amount of cash and access to a couple of starting ships. One of those starting ships is always the scout. One of the most important ships in Allegiance, the scout is responsible for finding all of a map's sectors and alephs (wormholes) at the beginning of the game. It is also capable of repairing friendly ships under attack, deploying probes to detect enemy movements, deploying minefields which destroy or delay enemy ships, and assisting more powerful ships by spotting enemy targets.


One of the other cool things about the game is your radar signature. There were stealth ships/bombers that you could tech up to. But you had to be careful how you equip your ships, because certain things, like shields and missles would raise your radar signature, and make you much easier to spot. You could, however, place your shields/missles in a spare cargo slot, and just load them up when you were close to your target. Hella cool!

Anyway, there were a lot of cool things about the game. It just never really took off. All this talking about it is making me want to play again, heh. I might have to download the Freeware copy, and give it a try again, since there's still a fairly good community of die-hards that have taken over.

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PostPosted: Wed Aug 18, 2010 7:40 am 
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Okay, that sounds downright awesome. Sign me up.

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