Author Archive
Ship In Star-Wars-Galaxies
by credits on Feb.21, 2011, under SWG GUIDE
Ship (also known as starship) is a type of space vehicle flown by a pilot in space sectors. Space travel may be undertaken by booking passage at a starport, but since the introduction of individual ships in the Jump to Lightspeed expansion, players are free to go wherever they wish in space (with limits), to engage in combat or do a little space mining. Players may fly starships for the Alliance, the Empire or for various Freelance groups, each of which has its own special starships available.
Player starships each fall into a distinct role that determines a ship’s handling characteristics. Roles determine acceleration, deceleration, rotation rates, momentum/slide, throttle “sweetspot” (the throttle level resulting in greatest rotation rate), and high-speed rotation penalty:
Light Fighter
Low mass light fighter. Very very crisp rotation, but sacrifices acceleration and deceleration to accomplish this. Very slide heavy, but very little rotation penalty at high speeds.
Medium Fighter
Moderate mass medium fighter. Sloppier rotation, slightly more acceleration, less sliding and more significant rotation penalty.
Heavy Fighter
High mass heavy fighter. Much sloppier rotation, but amazing acceleration and deceleration. Penalty when going at top speed for rotation is severe.
Interceptor
Fairly light mass space superiority fighter. Mixes characteristics of light and heavy fighters. Expect to sacrifice mass to get the maximum performance out of this one.
Bomber
Very high mass, very heavy craft. More diverse weapons arsenal available.
Multipassenger Ship (POB)
Most have 2 turrets, except for the Y-8 Mining Ship which has 4, and the gunships (6 turrets).
These ships have decoratable interiors that can be occupied by group members as if it were the inside of a house. These ships have turrets that can be jumped into and out of by people aboard the ship.
POB ships no longer take up one of your structure lots, but still hold a maximum of 75 items on board, gunboats can hold 150 items.
Cannot launch a third POB if two others have items inside of them. For the purposes of this maximum of two PoBs, the Sorosuub Luxury Yacht Veteran Reward counts as a PoB.
Gunboat
Multiple decks (1 deck on the Imperial gunboat, 2 on the Rebel gunboat, and 3 on the Blacksun gunboat). They have 6 manned turrets, and two pilot operated weapons or countermeasure launchers.
150 default interior item storage.
Star Wars Galaxies – The Complete Online Adventures
by credits on Feb.21, 2011, under SWG GUIDE
Star Wars Galaxies – The Complete Online Adventures
This included the original game with the first three expansion packs, a DVD of never-before released bonus features, a slide show of more than 800 pieces of Star Wars Galaxies concept art and screenshots, all set to more than an hour of orchestral in-game music, excerpts from the popular “From Pencil to Pixel” book that chronicles the art of Star Wars Galaxies and interviews with the producers, and all the cinematic trailers for the game. It also included an exclusive in-game item for use while playing – a personal AT-RT vehicle as seen in Revenge of the Sith.[27] This version was the first to be released in Australia, instead of An Empire Divided.
Star Wars Galaxies – The Complete Online Adventures Premium Digital Download
This includes An Empire Divided, Jump to Lightspeed, Rage of the Wookiees, Trials of Obi-Wan, and players who purchase it also receive a bonus instant travel vehicle, the Queen Amidala Transport Ship and an AT-RT walker. No disc media is provided as it is an Internet download.The Internet download later came with:
1. A Queen Amidala Transport Ship (one per character)
2. A General Grievous Wheel Bike as seen in “Revenge of the Sith”, a Double seated Bike for you and a friend (one per character)
3. A Lava Flea mount as seen in “Revenge of the Sith” (one per account)
4. A Underground Mustafar Bunker player house (one per account)
5. An AT-RT walker mount (one per account)
6. A Varactyl mount as seen in “Revenge of the Sith” (one per account).
About Star Wars Galaxies
by credits on Feb.21, 2011, under SWG GUIDE
The base game, titled Star Wars Galaxies: An Empire Divided, was released on 26 June 2003 in the USA and on 7 November 2003 in Europe. A localized version for the Japanese market was published by Electronic Arts Japan on 23 December 2004. Japanese acceptance of the game was low, and in November 2005 the servers were shut down and existing accounts migrated to US servers.
At the time of its initial release, the game was very different than it is now. Vehicles and creature mounts were not yet implemented. While player housing was available at the time of launch, the ability to incorporate groups of houses into cities didn’t come until November 2003. Each character and creature possessed three “pools” (called Health, Action, and Mind; or “HAM”) that represented his or her physical and mental reserves. Most attacks specifically targeted one of these three pools and any action the character took also depleted one or more of the pools. When any one of those pools was fully depleted, the character would fall unconscious. Combat, then, required the player to carefully manage his or her actions to avoid depleting a pool.
Character progression was vastly different at release as well. Characters started out in one of six basic professions (Medic, Brawler, Marksman, Scout, Entertainer, or Artisan) and could pick up any of the other five at any time after character creation. Each profession consisted of a tree-like structure of skills, with a single Novice level, four independent branches of four levels each, and a Master level which required completion of all four branches. Characters purchased these skills with experience points gained through a related activity. For example, an Entertainer could purchase skills to get better at playing music, but only with Musician experience points. Dancing experience points were entirely separate and could only be used to purchase dancing skills.
In addition to the basic professions, characters could specialize into advanced professions such as Bounty Hunter, Creature Handler, Ranger, Doctor, and Musician. There were a total of 24 advanced professions, although there was no way for characters to obtain all of them at once. Each advanced profession had certain skill requirements from the base professions that had to be met, some more restrictive than others.
Jedi were not available as a starting profession, or even as an advanced profession. The developers stated only that certain in-game actions would open up a Force-sensitive character slot. The actions required were left for players to discover. It eventually turned out that characters had to achieve Master level in random professions. At first the player had to complete four master level classes which were randomly chosen and unknown to the player. The developers then introduced Holocrons which would inform the player of the first, then after completion second master class required. At various times the number of master levels needed ranged from four to seven and the number revealed by holocrons varied from two to four. The first Force-sensitive character slot was unlocked on 7 November 2003
SWG Star Wars Galaxies Architect Guide
by credits on Jan.13, 2011, under SWG GUIDE
Hello all and welcome to my guide to becoming an architect. This guide is designed to discuss specifics of architect and so will try no to get bogged down with subjects covered in the crafting guide. Found at www.starwarsgalaxiesonline.com also there is some reference to the architect calculator found at the same site.
Couple of notes to begin with. At the time of writing this guide, a couple of things are worth noting, Architects never get rich of their constructions, Architects require huge amounts of resources to both master the profession and craft the various items available, and there are few opportunities to experiment when crafting.
Despite all this, Architect can be a great deal of fun as a crafting profession, giving you the ability to supply various items to both the public and your friends. Personally I don’t craft to sell (at the moment) I craft to provide for my guild, ensuring that the members have what ever they need to achieve their own goals. And build myself whatever housing takes my fancy at the time.
Most servers have low prices on buildings, thus making it very difficult to make a living on this, and with only 10 slots, its even harder to compete with the multi-account, and super guilds that have large numbers of harvesters (upwards of 150) supplying the thirst for resources. Furniture (in particular the white furniture made by master) can fetch a good price (10 – 20 credits per unit) and if you want a viable business, this will be the provider of most funds.
Finally the final choice of career would be in interior design, look around at some of the malls, there are some fantastically imaginative designs for rooms. And this can on occasion prove a lucrative business, charging for both the items used and the time to place them.
OK so where to start? You are going to need artisan, if you intend to mine your own resources, (cheapest method of collection) then your will need to work up the surveying tree. (see crafting guide for details on this). Regardless of this you need to work your way up the engineering tree.
Beginning as an artisan:
Start by acquiring (either by mining or purchasing) a metal, (steel is normally good) then begin making as survey tools. Actually create the 1st tool, then use practice mode for the rest. To speed things up you can use the macro below to save some time.
/ui action toolbarSlot01; //uses first tool in F2 box
/selectdraftschematic 33;
/pause 5; // this pause is to add resources, change to suit
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot02; //uses 2nd tool in F3 box
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot03;
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot00; /loops macro
To use this macro, place the macro in the F1 slot of one of the toolbars, and place 3 generic crafting tools in the F2, F3 and F4 slots. This will run untill you type the following command:
To stop the macro:
/dump
This macro can be explained in more detail, in the crafting guide. And all that is required is the entering of the resources each time. (Hint: double click on resources to add them).
Use this and get trained on the engineering tree untill you reach engineering level 3, then you can now switch to building personal harvesters, again create as many of these as you want, then use practice mode to prevent your inventory becoming clogged.
This will earn XP at a much quicker rate and you will reach level 4 in no time, then carry on right through to Novice Architect.
Now you have Novice Architect, a decision must be made, you can either grind the profession, (takes about an hour but very, very heavy use of resources) or the more “traditional” method, taking time, storage but creating objects that are required later in your career.
Grinding Architect
Be warned this method takes a great deal of resources, and if you decide to buy these, it will cost a great deal of money.
First thing you need to do is build yourself 5 structure crafting tools, and place them in the F2 – F6 slots of a new toolbar.
Now you need to build “Structure Modules” you can modify the artisan crafting macro to work with all 5 crafting tools and utilizing the correct schematic. You need to build these modules in groups of ten, then use these 10 structure modules to craft a wall module, then begin the process again, keep the wall modules somewhere safe for use later.
Once you have gained enough XP for your first skill box, go and get trained in “Structures 1″ this will allow you to create the gungan head statue, and thus grind the remainder of architect.
Grinding gungan head statues gives 5250 xp per item on practice mode (advice you practice as they take valuable storage space) to master Architect you will need to build a total of 258 if these statues, and each uses 2000 units of ore and 1000 units of gemstone. This is where things get expensive.
Resources required to grind:
Total of 516,000 of any ore
Total of 258,000 of any gemstone
If you are lucky you can buy these materials at 2 credits per unit (CPU) thus total cost will be 1,548,000 providing you don’t make any mistakes, this as you will agree is a large sum of cash. To harvest the resources, you would need several BER13 mineral harvesters (at approximately 100k each) and the time required to mine these quantities. Thus if you seriously want to grind the profession then be prepared to spend a lot of money.
Advantages of buying the resources and grinding the profession is that it can be done in less than an hour providing a trainer is near by (I ground near coronet starport, trainer is in front of the entrance)
Once you master Architect feel free to go off and build what ever your heart desires.
Mastering by “traditional” method:
This is the same as most professions, you will spend a great deal of time building structure modules and walls, but other items provide interest and a good learning curve to the methods required by an architect.
Architect as a profession
As already stated, due to buildings technically lasting forever providing they are maintained, there is a serious limit to the demand for you services. However new guilds, player cities could provide a good supply of bulk orders, furniture is where you will make the most money.
As you build more complex items, you will require items crafted by other professions. One good example is the power converters and energy distributors required for large houses and guild halls, these are built by a master artisan, so if you want to create these yourself you should master the artisan profession. It is possible to buy these items and many others at a small cost so this may be worth considering.
Something worth serious consideration is the crafting stations, an architect has the schematics to create these, but the experimentation points are Artisan points, therefore mastering both artisan and architect would provide better quality stations.
Factories, note that the structures factory occupies 2 slots instead of the normal 1, so be aware. Many of the more advanced structure require sub components that are created in a factory, and are thus identical to each other, so I have a couple of hints for factory manufacture.
Always use the same resources to create the manufacturing schematic as you place in the factory for production, a different batch of the same resource may get rejected by the factory, and it could take 2 or 3 minutes for the factory to detect this.
If you are creating an object in a factory (eg power core for guild halls) that require other components (generator turbine) you must first create a batch of the sub component in your factory, then use one of these to create the schematic before using the remainder to complete the construction of main component.
ie build 5 generator turbines in factory, then take 1 to create power core schematic, place remaining generator turbines in factory to create the power core items.
Experimentation is limited to heavy extractors and the fusion ion generator, thus you only need very high quality components if crafting these items, purchase the best resources you can find, experiment fully on every component and stage of construction, and you should be able to produce BER 13 installations, these are always in good demand and fetch between 100 and 150k in the servers.
OK finally when building items for your friends think a little about how much things actually cost. I personally buy all my resources, as mining with only my 10 slots would take far too long to create the larger items. However this does mean for example, it costs at least 100k to actually build a guild hall, so giving them away freely is very expensive. I have seen many architects come to hate the profession because there guild or player city expect the items for free, not realising just how much it costs to create these items. Weaponsmiths and armorsmiths can ask 100 – 500 CPU for good items, where as an architect is only looking at between 3 and 5 CPU for buildings and between 5 and 20 CPU for furniture. So don’t be bullied, if it’s a large item or a great deal of items, then tell them how much it is actually costing you just to build it, when people realise this, they are normally surprised but happy to help cover your expenses.
Finally before I forget, I have created an automated calculator to help with determining total resources required for items, and factory run times, this will help show quickly how much things cost, and determine how much to sell items for, what resources are required and factory run time calculator.
SWG Star Wars Galaxies Cheats
by credits on Jan.13, 2011, under SWG Cheats
Cheats in a MMORPG are very uncommon. There would be no point to implement them as the developers would not want other players to have god like powers and abilities over others. If there were any, they would be for special characters like developers designated by Sony Online Entertainment and could only be used by those certain characters. The use of cheats in gaming comes from single player games where the developers hide certain codes in the game which give the players abilities which make the game a whole lot easier.
There really are no Cheats in Star Wars Galaxies, but some people choose to refer to them as exploits. Exploits are bugs in the game which can give the player an unfair advantage over others.
There are no known public databases of cheats or exploits in Star Wars Galaxies but there is a large and updated database of SWG exploits at Skryer.
SWG Star Wars Galaxies Crafting Guide
by credits on Jan.13, 2011, under SWG GUIDE
Due to the fact I have such a dull job, I thought I would write a guide on macroing your way through artisan. I will write both the macros I use personally and the command line meanings, its always better ot write your own specific to your character.
Artisan is generally split into two halves experience wise, crafting and surveying. any one looking at going into one of the elite crafting professions would be advised to concentrate their efforts on the engineering tree and the surveying trees. Now regarding the merchant path very quickly, this makes vendors available to the player, so allowing them to sell their goods.
However I have heard that the merchant elite profession is a throw away profession, in that once you unlock more vendors you can then surrender your skill points without losing any of the vendors you aquire, this is to be confirmed, and will post update as to if it still the case.
Surveying
This is as important as the crafting its self. if you want to be able to make competitive products then you will have to mine your own resources, without survey 4 it will take a great deal of time to track down good areas for mining.
OK so surveying and sampling is dull when grinding it for xp, so how to speed things up. first select your survey tool, then goto one of the metals then click survey, some numbers will appear on the small map, these percentages are the quantity of the mineral in that area, find a metal with good percentage (70% +) then move to the waypoint created for highest spot. survey again and move to highest, keep doing this till you are in the highest concentration area. (hint look for harvesters already placed).
Now I did this as TKM hence the meditate command, I would also strongly advise getting medic and a good quantity of stims.
All macros are both case and space sensitive if it doesn’t work check your typing, all else fails delete offending line and re-type carefully.
Also when running macros for prolonged periods of time client can get confused, best bet is to try stopping macro and restarting or exit swg and re-enter.
SURVEY XP MACRO:
/survey;
/pause 3;
/sample;
/pause 120;
/stand;
/tenddamage self;
/pause 3;
/tenddamage self;
/pause 3;
/meditate;
/pause 60;
/stand;
/pause 3;
/ui action toolbarSlot 00;
Code meanings:
“/survey” simply surveys the area (don’t need it but I found it helped keep reliable xp come in)
“/pause” pauses the macro whilst character is doing action, time is in seconds.
“/sample” this samples and extracts the area, and it is this that gives you xp.
“/tenddamage self” is the heal self command, sampling uses action, this restores your actions at the expence of mind wounds.
“/meditate” for TKM this heals your wounds.
“/ui action toolbarSlot00;” this is a very very useful command and u will see it quite often, it basically points to the F1 box at the top of the screen. so if you place your new macro in the box it will loop the macro
Now if you aren’t TKM there are 2 options available to you, 1st is to use stims, (same command as in game, look at action box ctrl-A for command if not sure) this will recover your action without wound cost. alternatively you can use the “/sit;” command followed by “/pause 60; placing what ever time is required to recover your action. be sure to allow action to fully recover before it loops otherwise you will eventually catch up with yourself and be unable to sample. experiment with times to find best combination of time sampling and time recovering.
Ok this macro is completely automated and fully looped, requiring no input by the user at any time. so how do you stop it to go and get trained?
Create another macro:
END MACRO:
/dump;
/dump;
/dump;
and place this in your toolbar aswell. reason for 3 of same line is on occasion dump doesn’t always work and so multiple attempts may be required. NOTE: dump command only works when in pause section of macro! ie macro paused whilst character is doing last commanded action.
Ok so this makes the whole XP thing quite easy, on a good patch you should be able to get 1000 – 2000 xp per hour, not a lot, but better than manual. esspecially when u leave it running and goto bed.
Right so what can u do whilst you are sampling? When you have reached the 1st or second level you will have enough metal to start crafting, and strangely enough you can craft (MANUALY) whilst running this macro. simply build lots and lots of wind survey or solar survey tools. I reached level 2 business and engineering whilst running this macro in waking time (was AFK for the rest), simply place the metal you have extracted into the tools and create the 1st for real and the subsequesnt ones as “PRACTICE” items, (so not to waste storage). (see holo help ctrl-H for crafting basics)
Right now you have level 4 surveying and made some way towards your engineering, how can you pick up the pace on crafting? very simply using below macro. to start with you need to build a total of 3 – 5 generic crafting tools and structure crafting tools. then place each type in a row starting with F2 in a new toolbar. (ie one set of generic and one set of structure).
Now you need to find your schematic number. untill you have level 3 engineering we will be practice building survey tools (solar or wind are good) when have level 3 will be building small harvesters.
Goto datapad and click on schematics (DO NOT SORT THE LIST BY CLICKING ON ANY BUTTONS!!!!) and count down to the item you want, then place in following macro. (eg 33rd item)
FIND SCHEMATIC NO:
/ui action toolbarSlot01;
/selectdraftschematic 33;
Then run it, it will open the crafting tool in F2 and open a schematic, if this is the one you want then great, otherwise close and adjust the schematic number. basically there is no definite way of getting the schematic number, but counting down the datapad list will give you a rough area, eg 33 + – 5 (28 to 38) so trial and error within range to find it.
When u have schematic number we can build the crafting macro. Now crafting macros do everything automatically except adding resources, this is impossible without cheating programs that will get you banned but its only a double click to add them anyway
Place the following macro in box F1
CRAFTING:
/ui action toolbarSlot01; //uses first tool in F2 box
/selectdraftschematic 33;
/pause 5; // this pause is to add resources, change to suit
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot02; //uses 2nd tool in F3 box
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot03;
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot04;
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot00; /loops macro
Meanings:
“/selectdraftschematic 33;” selects schematic number 33 and places in crafting tool.
“/nextC;” or /nextcraftingstage basically goes to next stage in crafting.
“/createprototype practice no item;” creates a practice item.
I will double check how to actually create the item if u want to do so and post later.
This macro uses 4 tools, adjust depending on how many tools and schematic you use. also adjust timing to get smothest run. and allow plenty of time to double click resources.
As a level 2 engineer building wind survey tools I was getting 18,000 XP per hour using just three crafting tools whilst practice building wind survey tools. use this till you reach level 3 engineering.
Now once you are at level 3 engineering build or buy the constrction tools mentioned earlier, goto a new toolbar and follow same proceedure as above, this time we are going to be building mineral harvesters. minimum of 400 xp per item. now for the rest you are going to need a lot of resources, ore, metal and aluminium, once aquired these then you can run the macro for harvesters, and you sould be able to get about at least 2000xp per minute. (tip: adjust the times for entering resources to 10-15, there are more resources and it takes longer to load this schematic). with this you will have level 4 and your novice specialisation in no time.
The macro can be adjusted and place on other toolbar for other crafting tools, and the basic principals can be used in any crafting, meds to weapons
SWG Spy Abilities Guide
by credits on Jan.05, 2011, under SWG GUIDE
In the galactic civil war that Star Wars Galaxies players participate every time they log into the game, not every character class is full of romance or attempts to gather the glory to itself. There is one class in Star Wars Galaxies that is extremely important to the war efforts of both the Empire and the Rebellion that gets little to no attention. The spy sneaks through the galaxy trying to steal the secrets of opponents while trying to avoid detection.
To level up as a spy in Star Wars Galaxies a player will need to have is character rely on stealth, poisons, and dirty tricks to increase his combat level and gain expertises. The abilities available to a spy in Star Wars Galaxies make this process easier as he levels up. This article will guide you through the steps on how to be an effective spy when gaining combat levels.
Stealth: the Most Important Spy Weapon
It is important for a spy not to get caught when trying to steal secrets. With dark Jedi running around making far more inventive and easier torture options available in the Star Wars Galaxies universe than those used in the real world, it is important not to end up in their hands or in the hands of the rebellion depending on which side you’re on. Luke Skywalker’s whining has been banned as an interrogation method on 30 planets. As a spy in Star Wars Galaxies increases his combat level, he will gain tricks that enable him to strike from the shadows.
The abilities you learn as a spy increases as your combat levels go up. The hiding abilities are:
Sneak
Skulk
Shroud
Vanish
As =a spy tgains experience as a Star Wars Galaxies he tries to avoid detection by enemies by going behind their backs. At higher levels a combination of skills and technological marvels, your spy can literally disappear from sight. How long a spy can perform this amazing feat depends on your stats. Not only do these abilities allow your Star Wars Galaxies spy to avoid detection, these abilities also allow you to strike deadly blows against your opponents from the shadows.
Ranged abilities and poisoned traps help take down the spy’s foe to help him extract the vital information for his side. Even a complete neophyte will figure out when and how to use them soon enough, but you need to know what the ranged combat abilities are before your spy can use them.
Using Poison Traps and Ranged Abilities in Star Wars Galaxies
The professional thieves of secrets in the Star Wars Universe are not expected to rely on stealth alone, but carrying around a large, high-damage weapon tends to attract unwanted attention from the law enforcement on the planet where you are carrying out your mission. There are times when a simple blaster is not enough. When you find you need more firepower, your spy gets to use even more cool spy high technology of the Star Wars Galaxies universe to make sure your shots pack enough punch.
The three ranged abilities are poisoned fang, flash bang, and Arachnine’s web. The first is a simple poisoned dart attack used best at range. Flash bang is a grenade attack that blinds the spy’s opponent and lowers accuracy and Arachnine’s web is an escape ability that slows the opponent buying you time to get away from your enemies.
The ranged combat abilities are nice to use, but if you want to master the spy arts, you must learn to combine them with traps to make sure to take your opponents down so that you get the experience to progress to the highest combat levels.
Star Wars Galaxies Droid Engineering Guide
by credits on Jan.05, 2011, under SWG GUIDE
Star Wars Galaxies gives players the opportunity to create star ships capable of going faster than the speed of light, grand civic structures, or technologically advanced clothing that enhances a character’s statistics and abilities, but one trade skill that separates the Star Wars Galaxies from its lesser sci-fi mmorpg competitors, it is the ability to create a number of the droids that help the humans and other intelligent aliens of the Star Wars universe.
Trader characters have the fun of making the valuable commodities that the players of the game need, but droid engineering holds a special place in the heart of a true fan. What player would turn down his own chance to create C-3P0 or R2-D2? The right crafting tools and components are what a Star Wars Galaxies player needs to start creating technologically advanced artificially intelligent robots.
Making Droids: Prototypes and Factories
All crafted items are made from schematics in Star Wars Galaxies. Schematics tell a player the materials he needs to build the item. The needed materials are metals and electronic components for droids. A player who possesses the schematics can make a prototype that is highly customizable, or mass produce droids from a factory, according to the SWG Stratics web site.
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Protoype droids offer far more options for customization, but they are harder and more expensive to repair than other types. The player who wants to sell the droids he creates to other players should make them in a factory.
Droid Functions in Star Wars Galaxies
Protocol droids follow a player around and the astromech models help a pilot repair his ship and perform navigational tasks in space, but there are other types of the robots that make up the Star Wars Galaxies universe. Characters with this skill can construct mouse droids to carry message and droids that explode that can be sold to bounty hunters. Occasionally the robot companions of other players need repaired or components need replaced and then it is time to find someone with the droid engineering skill.
Star Wars Galaxies trade skills are not incredibly complex. Sony Online Entertainment’s video game programmers created a trade skill system that does not require a lot of research outside of the game to create useful items. Player-created macros can speed up the droid crafting process and give the player a chance to capture the high tech feel of the game.
How Star Wars Galaxies Pilots Gain an Edge When Flying in Space
by credits on Jan.05, 2011, under Swg Credits
Jump to Lightspeed gave players the chance to put the star in Star Wars. The expansion has more in common with flight simulators than an mmorpg.
Jedi, Commandos, Bounty Hunters and Officers have the planetary combat side of Star Wars Galaxies covered, but a game can hardly call itself Star Wars without including the opportunity for players to have their pilots portray the brave pilots of the Rebel Alliance, the Empire, and pilots who choose to associate themselves with the legitimate businessman such as Jabba the Hutt.
Pilot is not a profession that a character starts out with, but rather an added profession a character can join to give his character something more to do. Unlike the ground game which plays the same way as many other traditional mmorpgs do.
The space game of Star Wars Galaxies does not rely on levels as much as the ground game does. The skill of a pilot is more important in determining who gets the victory. The space game has more in common with a flight simulator than it does with an mmorpg.
Starting Out as a Pilot
Because players do not start out as pilots in Star Wars Galaxies, a character who wants to experience the space end of the game should seek out an Imperial or Rebel pilot recruiter. Which faction recruiter a character seeks out will depend on which faction he has chosen to ally himself with.
Getting Your First Star Fighter in Star Wars Galaxies
Players who choose to be pilots will at first be given plans for a Z-95 fighter, which for the past several years has had hyper drive capabilities. While this fighter is good enough to get them through the first missions, a character will want to upgrade eventually. As the experience of a character earns as a pilot increases, he will be able to fly better star fighters with better shields and weaponry. The star fighters a pilot character can fly is determined by his faction.
Star Wars Galaxies Pilot Tricks
While getting experience as a pilot is a matter of blowing up opposing craft, there are a few tricks a Star Wars Galaxies pilot can use to give him an extra edge. Many of these tricks work in many other flight simulator games.
Read on
SWG Beginner’s Officer Guide
SWG Entertainer Leveling Guide
SWG Smuggler Leveling Guide
The first tip that Star Wars Galaxiespilots can use is that they should fire their lasers where they think the target will be when it hits. Giving the targeting indicators a slight lead helps prevent a shot that might otherwise be wasted.
The second tip that Star Wars Galaxiespilots can use is to hit the brakes when fighting whose star fighter can achieve higher speeds. This forces an opponent to either slow down to the pilot’s own speed or causes the opponent to overshoot, giving the character a chance at an extra shot. Pilot players often refer to this as jousting.
Jump to Lightspeed: A Welcome Diversion from the Level Grind
The space game of Star Wars Galaxiesintroduced space combats and the pilot profession to this Sony Online Entertainment mmorpg. While many things have changed since Jump to Lightspeed’srelease, the pilot profession and how experience was gained remains more or less the same as it has since its introductions. (Some changes must be made for several years of patches, however.) When a character tires of killing monsters, he should take his Star Wars Galaxies pilot out to the black.
Three Ways About Star Wars Galaxies Credit Guide
by credits on Dec.14, 2010, under SWG Credit Farming Guide
Entertainer’s Star Wars Galaxies Credit Guide
As mentioned in the Entertainer’s Leveling Guide, entertainers make a good portion of their money from the tips other players give them. After a hard day of grinding experience, there wounds a person suffers are not only physical, but mental. Watching a dancer or a musician gives an adventurer time to relax. The best thing to do is just be there when grinding experience, as there are players who will not tip an entertainer who is away from his keyboard.
Getting Star Wars Galaxies Credits by Doing Missions
Missions are short term quests that denizens of the galaxy ask adventurers to complete. These can be simple delivery tasks, a job hunting down a certain kind of monster, or in the case of bounty hunters tracking down one of the notorious criminals of the galaxy.
Each mission gives the player some credits and using certain terminals can give the player faction with either the Empire or the Rebellion, depending on which faction in the civil war the player has sided on. These will provide the bulk of money to the average player, as farming is possible in Star Wars Galaxies, but it is not as profitable as it is in other games.
Read on
SWG Beginner’s Officer Guide
SWG Entertainer Leveling Guide
SWG Smuggler Leveling Guide
Gaining Star Wars Galaxies Credits by Finding Exceptional Loot
Star Wars players do not go seeking powerful swords, although some items, such as the crystals used to make light sabers are in high demand. Even though magical items do not drop off the monstrous and not-so-monstrous creatures to be found in the Empire, it does happen that sometimes a non-player character possesses a well-crafted item that they reluctantly part with only after being forced to give it up.
A more practical way to do this is through reverse engineering of starship components. This loot can be obtained by pilots or gunners and then sold to a structures traders who specializes in building ships.
Good Luck Getting Credits
The author hopes the reader who cannot make the Kessel Run in under twelve units of measurement useful. As noted, it will not make the reader rich, and the author disapproves of credit guides, but they do occasionally serve a useful purpose.
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