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Star Wars Galaxies Jump to Lightspeed Guide-chapter009
by credits4swg on Jun.28, 2010, under SWG GUIDE, Swg Credits
Star Wars Galaxies Jump to Lightspeed Guide
Kashyyyk: There are some very useful spots to mention in Kashyyyk C mostly
around the Kashyyyk Space Station. Some Tier 4 Mercenary Freighters spawn no more than 2000-3000m from it, and they are on an extremely fast timer C as soon as you kill them, they’ll pop right back to life. You might be able to make extremely high amounts of experience here if you kill them quickly C in fact, it might be the fastest experience gaining spot of all, and it is perfect for the Tier 4 boxes. There is some very good level 6 loot on them too, and it drops very frequently
Dathomir: Maybe the toughest spawns apart from some Kessel and Kashyyyk
ones reside here. If you ever get bored of other systems and wish for something a bit more exciting, the Dathomir sector is a good place for a nice change of pace. There’s quite a bit of Imperial spawns there too.Eve Online ISK
Kessel: Gunboats, gunboats, gunboats. If you know how to take on gunboats,
they can give you approximately 25-35k XP per single kill. Kessel is full of factional Tier 5 ships and the good thing about it is that, if you’re a Freelance Pilot, the GCW factioned enemies won’t attack you at all (you will still have to worry about various pirate spawns but they are pretty rare) C you’ll be able to single them out and take them on one by one without interference. This makes Kessel a “grinding” haven for Freelancers, with other ships ranging from 6500 to 10000 XP per kill. Not to mention the pretty good loot drops, a nice place to take a turret-equipped fighter, and a great way to gain Faction Points as a GCW factioned Pilot.
4.2.2. Maximising XP gain
The experience point gain in JTL works a bit differently than the SWG ground
game. Every time someone scores a hit on an enemy fighter, that person will be rewarded with full experience no matter what their Pilot tier is and no matter who finally destroyed the enemy ship or dealt it the most damage. This can allow for much faster “powerleveling” by grouping with Pilots from a higher Tier than yourself.
To do this, your best choice would be to follow your Pilot friend on a duty mission
and stay away from the enemy ships (depending on the Tier difference, you could be just fine if you attacked one or a few of them C judge that by yourself), wait for him to disable them all and simply fly to each one and destroy it. Both of you will get the XP, and he will probably get the credits and the loot, as it is automatically assigned to the personEve Isk who dealt the most damage.
All you need to pay attention to is for your Pilot factions to be compatible C if the
group leader who’s taking the duty missions is,Eve Gold for example, Rebel and you’re Imperial, he
Star Wars Galaxies Jump to Lightspeed Guide-chapter005
by credits4swg on Jun.28, 2010, under SWG Credit Farming Guide, Swg Credits
tar Wars Galaxies Jump to Lightspeed Guide
Tier 3: Finally, the ability to get some serious firepower. Since the X-Wing has
three gun mounts and isn’t nearly as sluggish as the Y-Wing variants were, it would be wise to take it and do the rest of the missions in it C it’sEve Money a great and very versatile ship. If you went with the Y-Wing and plan on keeping it, Advanced Alliance Starship Components would be the best to take to upgrade it, and if not, go with the Space Superiority Fighters box first, and then take the Starship Components. If your missions consist of a lot of gunboat or TIE Aggressor blasting, get the level 3 shield adjustment programs and learn how to use them, as well as all of the other level 3 overloads from Imperial and Freelance Pilots – you’ll be using them from now on as there is no need for level 4 ones (except for a very few specific commands).
Tier 4: Given that you are of Rebel ground faction, unfortunately, you won’t be
able to fly an ETA-2 “Actis” Interceptor (Jedi Starfighter). This leaves the A-Wing, which is a pretty good PvP ship (so you won’t be needing that one for now, except if you really like the extreme maneuverability at the expense of firepower) and the ARC 170 ROTW quest reward ship, which is not very suitable for “grinding”. It would be best to stay in an X-Wing for now and finally get the Heavy Alliance Starship Ordnance box to use Level 8 components. Hopefully, you managed to loot quite a number of those by now and will be able to equip your ship properly. The otherEve Online Money three boxes are your choice C you probably won’tEve Power Leveling need a level 5 Astromech since the capacity of the level 4 ones should be enough for the few commands you’ll be using but you might want to pick it up to use level four Capacitor To Shield Shunt commands.
Freelance Pilots:
Tier 1: At your first chance, train the Basic Starship Component Use box or the
equipment and the Basic Fighters box for the Dunelizard. With two guns, very decent maneuverability, and approximately 85k of mass, the Dunelizard is probably the best Tier 1 fighter available in all Pilot factions. If you decide to customise it as you go along, loot and keep components to Reverse Engineer and progress through the equipment tree, you’ll be more than able to pass through all 4 tiers of missions, including the Master Pilot mission by using this ship alone. After that, get the Droid Interface Basics box for overloads and other useful programs C combined with them, lower tier missions will be incredibly easy to complete. There’s not much in the Techniques tree up until Tier 3 when you get the IFF Scramble ability, so leave that one as the last box to learn until then.
Tier 2: Skip the Kihraxz unless you really like how it looks C a Dunelizard will be
much better for Tier 2 missions so put the Advanced Fighters box on hold for now. Forget about the Pirate Trap command in the Starship Defense box too, as it (although it sounds
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Star Wars Galaxies Jump to Lightspeed Guide-chapter004
by credits4swg on Jun.28, 2010, under SWG Credit Farming Guide, Swg Credits, swg characters
tar Wars Galaxies Jump to Lightspeed Guide
5. Master Pilot mission
5.1. Introduction
“The approach will not be easy.”
5.1.1. How to get to Kessel
The Kessel system isn’t a “normal” system you can just hyperspace to. It is
accessible only through the conversation dialog with one of the factional Deep Space stations. Unlike Deep Space, you don’t have to be a Master Pilot to enter Kessel and it isn’t a mandatory PvP zone anymore C anyone can enter Kessel whenever they wish. However, the NPC ships are quite tough (there are no ships lower than Tier 5 at all) so lower-level Pilots will have a very hard time.
The space station waypoints are available in the POI section of your datapad
(Imperial Claw Station, Station: Deep Space, Last Nav Station), but nevertheless, here is a list of their waypoints and actual names if you wish to go there manually.
Pilot Faction Space Station Name Space Sector Waypoint
Imperial Imperial Space Station Endor 6250, 4950, 5920
Rebel Rebel Space Station Dantooine -4200, -2940, -6000
Freelance SpaceEve Online Gold Station Dathomir 4000, 175, -4750
Depending on your Pilot faction, if you ever die in Kessel, you’ll hyperspace back
to the space system you came from C in other words, Imperial Pilots will get back to Endor, Rebel Pilots to Dantooine and Freelance Pilots to Dathomir. Watch out as you can’t repair your ship fully in DantooineEve Gold and Dathomir, so you’ll have to hyperspace out to a different sector to get your ship completely repaired (Kashyyyk, Corellia or Naboo is recommended because of the hyperpoint/space station distance).
5.1.2. Preparation and aftermath
The first part of the Master Pilot mission: It is advisable for everyone in your
Master Pilot mission group to have done the first part of the mission C killing 30 enemy ships in the Kessel space sector, before assembling for the Corvette part of the mission. Of course, you can all doEve Money it together before the actual Corvette run, but having people who are still doing the first part of the mission in your group while you’re searching for the Corvette just complicates things and diverts you from the more important task at hand C destroying the Corvette.
Star Wars Galaxies Jump to Lightspeed Guide-chapter003
by credits4swg on Jun.28, 2010, under SWG GUIDE, SWG News, Swg Credits
Star Wars Galaxies Jump to Lightspeed Guide
What happens when you die: If you have the second part of the Master Pilot
mission in your journal, you won’t have to take it again from the trainer C it will still be there when you respawn. This allows for some suicidal rush tactics as you can simply repair your ship and get back to Kessel right away.
Needful things: If you’re doing the mission for the very first time, a large group is
always good to have. If you can get some Master Pilots to help you, especially Imperial ones with the Bomber Strike ability, your job will be much easier. Be sure that you get Pilots of appropriate factions, as Imperial and RSF Master Pilots won’t be able to hurt the Star Ravager, and Rebel Master Pilots won’t be able to hurt the Rebel-aligned Corellian Corvette.
- Droid programs: If you haven’t used them yet, this is the right time to start. All overload
programs, as well as the Capacitor To Shield Shunt will be extremely useful in this fight. Don’t engage the Corvette without them!
- A well-organised group: Although group chat should be enough alright, you might want
to use one of the widespread voice chat programs likeEve Power Leveling TeamSpeak or Ventrilo, provided you’re grouping with people with enough linguistic knowledge to understand each other, of course.
- Missiles: Assuming you’re using a relatively high-mass ship, which you should use for
this mission, load some Spacebombs or Proton missiles or get at least one person in your group to do so.
- Flying experience: Due to the difficulty of handling both theEve Online Money Corvette and its
fighter/gunboat escorts at the same time, it’s recommended to practice a bit on Rebel/Imperial gunboats and rear-turreted ships just to get the hang of it C making a run at all of them at once willEve Online Power Leveling be suicidal if you don’t know how to handle each of them individually
- Time: This is one of your most important assets. The Corvette mission can be very
frustrating if your group members keep going offline and you struggle to keep a decent group size more than you struggle to destroy the Corvette. Be sure that everyone involved can wait for the ship to spawn as well as have enough time to try again if your first attempt fails.
How to ensure you’ll get the credit for the mission: It is not enough to simply
be in the group which destroys the Corellian Corvette in order to get the credit for completion of the Master Pilot mission. First of all, you must be in the Kessel system at the exact moment of destruction C preferably within a reasonable distance of your group. You also have to take part in doing some damage to the subsystems of the Corvette prior to the destruction (any subsystems targeted with “[" and "]” keys C gunboats and escort
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Star Wars Galaxies Jump to Lightspeed Guide-chapter002
by credits4swg on Jun.28, 2010, under SWG GUIDE, Swg Credits
tar Wars Galaxies Jump to Lightspeed Guide
ships don’t count!) and you, of course, must have the Master Pilot mission in your datapad/quest journal.
Rewards: Apart from your Master Pilot box and the sheer happiness due to
pleasing your superiors, after successful completion of your mission, you will get a bio badge identifying you as a Master Pilot of your faction, a factional Ace jacket, an Ace helmet and a Medal of honor. Sadly, none of the factional gear is seen in the Star Wars movies, and there is no actual SW X-Wing Pilot helmet in-game, but the rewards are still quite nice.
Note: If you have completed the Master Pilot missionFiesta Gold before the
implementation of Medals of honor (a recent addition to SWG), you can get them by simply speaking to your former Master Pilot mission giver one more time!
5.1.3. Where does it spawn?
Both Corvette ships will spawn on predetermined static waypoints in Kessel, go
along their route to their respective exit waypoints and then hyperspace out of the system. The spawn rate is tied to the server time and doesn’t have anything to do with your specific master mission. They are on quite long respawn timers, so be prepared for a rather long mission and a possible 1-hour waiting time before the mission even starts.
When the Corvette enters Kessel space sector, it will remain flying along its route
for about 45 minutes. After that, it will hyperspace out and be gone for about 1 hour and 15 minutes. In other words, the spawn times are spaced about 2 hours apart. The difference between Imperial andFiesta Money Rebel Corvette spawn times is around 1 hour so, if you notice the “wrong” Corvette spawning, it means you have an hour to wait for the one you have to destroy to spawn.
Note: Use the /who command and send a few tells to see if anyone in the
space sector has noticed the Corvette recently toFiesta Online Gold inform yourself and your group about possible waiting times.
These are the approximate entrance and exit waypoints for both Corvettes (note
that the “Rebel” Corvette is, in fact, the one Pilots with the Imperial-aligned Master Pilot mission have to destroy, and the “Imperial” Corvette is the one meant for Rebel Pilots):
Corvette Name Faction Entrance Hyperpoint Exit Hyperpoint
Star Wars Galaxies Jump to Lightspeed Guide-chapter001
by credits4swg on Jun.28, 2010, under SWG Credit Farming Guide, Swg Credits
Star Wars Galaxies Jump to Lightspeed Guide
Tip: While searching for the Corvette, it’s much easier to do so by looping a
/target macro and flying between the exit and entrance waypoints C just /dump it as soon as itFiesta Online Power Leveling targets the Corvette you’re looking for. This is the macro you should be running:
- Macro name: corvettesearch
/target corvette_name; (where corvette_name is either “Corellian” or “Star”)
/pause 5;
/macro corvettesearch;
If you can’t find the Corvette even after the timer should have expired, it could be
that whoever destroyed the previous Corvette spawn didn’t bother withFiesta Online Money destroying the gunboat escorts. Get to the exit waypoint and see if there are any gunboats or fighter escorts around the WP C if there are, destroy them all and the Corvette should respawn normally. Otherwise, while the gunboats are still lingering around the exit waypoint, the Corvette will not spawn at all. In fact, it might be a really good idea to check the exit waypoint before you even start searching for the Corvette and then continue to the entrance WP C noticing the gunboats first, if they exist, might save you a lot of time you’d otherwise spend flying around.
5.2. The Corellian Corvette: tactics
“Don’t worry, my friend’s down there. He’ll have that shield down in time… or this’ll
be the shortest offensive of all time.”
5.2.1. General tactics
It is presumed that you and your group are using blasters to manually target the
subcomponents as this is the hardest way to do it and the best way to learn the specifics of Corvette design. If you want to use missiles, theFiesta Power Leveling process is exactly the same but it takes less time and involves a bit less risk as you don’t have to get that close to hit the subsystems from the right angle C they will guide themselves to their target automatically once locked.
Most of the Corvette mission depends heavily on controlling your position C if you
make the wrong move, you could find yourself faced with some very serious firepower. You will find that, due to the weapon placement and the position of the gunboats before
Fading from Fact, to Legend, to Myth
by credits4swg on Apr.15, 2010, under SWG GUIDE, Swg Credits
Time is the weathering that acts on memory. In the real world of historians, especially those investigating ancient history, resurrecting lost knowledge is their principle task, but one fraught with difficulty. And when the historian deals with the very ancient, the task is exceptionally challenging.
In Source World Ghosts, I took the endeavor of the historian and magnified its difficulty over 27,000 years and thousands of light years. In addition, I added biological technologies which form the principle geologic record left for Nodal historians to piece together.
The ancient civilization in question, the Ghost Culture, was built with organic materials and genetically-engineered “machines,” leaving few stone or metal objects behind, and where they did leave traces, few people ever venture to. Indeed, like many of the earliest modern historians, cultural and philosophical assumptions often lead the truth seekers in the wrong directions.
But a few, clever scientists always have particularly clear insight into the minds of men and women. They understand that even the murkiest of histories leave non-physical traces behind, often in the form of legends and myths.
A favorite example of the overlay of legend on top of history is that of the legend of the Minotaur of Greek Mythology. For centuries, scholars believed that King Minos of the legend was likely completely fictional, and that his bull-headed son, the Minotaur, was certainly of little historic value. And yet, in the early 20th Century, on the island of Crete, the British archaeologist Sir Arthur Evans, unearthed King Minos’ palace, decorated in brilliant frescoes depicting bulls. Soon, it was concluded that, there were eerie connections between the Legend of the Minotaur and the true story that took place on Kephala Hill thousands of years before. Where the legend had hapless victims lost in a labyrinth suffering the hunger of a bull-headed monster, the historical record would show that a real King Minos did sacrifice humans to a bull-god.
Along these lines, Source World Ghosts, looks at how the legends of the Ghost Culture are directly related to true places and events, if actually quite distinct in the details.
The Legend of the Ghost Culture, the Yali Su, is that they stood at the summit of human progress, straddling a galactic empire the likes of which would never be seen again. They were masters of a great many, nearly magical powers, including the ability to pass through space-time at will. But due to a fatal flaw they were never able to overcome, they began experimenting with their own DNA until they had produced a great many subspecies.
Variations of the Great Decline, as it would be called, have the subspecies rebelling against and overcoming their superiors. Other versions say that no true humans were left after several generations of mutations swept the species; or that the few that remained, disappeared into deep space or to another dimension altogether. What is certain is that the subspecies inhabiting the Nodal Era, have no knowledge of their source world, their source DNA or the history that brought them to where they are now
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The Pladjin Are Coming!
by credits4swg on Apr.15, 2010, under SWG Credit Farming Guide, swg characters
Six thousand years have passed since humans last had contact with the alien Pladjin. But now, rumors are reaching the Node that somewhere, deep in the distant starfields of the Eos, the enemy of humanity is on the move again.
The last battle between the Pladjin and humans is more legend than history now. The story goes that from the time of the Pictimoni Incident, when humans and Skizan began working together to fight the Pladjin, the tide turned slowly, but steadily in favor of humanity. But victory was hard to define in the closing centuries of this ancient conflict. The worlds of the Eos were left in utter ruin, many devoid of any life, human or Pladjin. And for most of the rest of the human Diaspora, civilization hung precariously to the tattered web of worlds still intact from the war. Many accounts hold that the Pladjin were equally wrecked and that rather than any single decisive battle, both sides simply lost the ability to organize attacks on the other.
However, such lackluster historical accounts are not dramatic enough to enjoy much popularity, so a suite of other stories are more widely known. Most popular of all, are the accounts of the Vesa people who sacrificed their own worlds in a heroic last effort to destroy the last active armada of the Pladjin. According to this story, the Vesa lured the Pladjini armada close to their home world, which they had booby trapped with spatial distortion arrays. The array of weapons were aligned with the gravitational fields of their world in such a way that when activated, the spatial energy present within the planet itself was instantly released in a colossal explosion that engulfed not only the Pladjini armada, but the Vesa planet as well. Experiments with this technique have never been successful, however, in reproducing such a chain reaction.
However the ware did ultimately conclude, an uneasy silence has fallen over the galactic neighborhood ever since. Occasionally, rumors and even panics do spread, but no sign of the Pladjin have been detected for six thousand years. Until now.
Readers of Demons of the Nemenusu will learn that the Pladjin are stirring and in the sequel, Crucible of Empires, firm evidence of this is obtained. So does this mean war? And if so, why do the Pladjin feel they have the power to take on the Skizan-Human alliance when they failed in the past? Stay tuned for answers in forthcoming editions of Source World Ghosts
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Truly Alien
by credits4swg on Apr.15, 2010, under SWG GUIDE
Far too often, the imagination of science fiction authors stops at the doorstep of alien life. The author’s universe may contain exotic technologies and perhaps strange physics, but too often, speculation on alien beings is hopelessly unoriginal. You might call it the Star Wars affect, where an alien is any human being with an animal head on its shoulders and maybe five-fingered hands.
In Source World Ghosts, a major emphasis was placed on conceiving of alien life that was distinctly alien. There are no humanoids in Source World Ghosts, except within the family tree of human subspecies, who all descend from the original human species. Rather, the alien life of SWG was designed with one thing in mind: evolution on planets with entirely different masses, chemistry and densities would follow entirely different paths.
Not even the usual starting point for alien life, DNA, is a given for all species of alien. Whereas the Skizan and Pladjin are DNA-based lifeforms, the molecular basis of two other lifeforms in the SWG universe is something else. With the mysterious Belemyolan, for example, the genetic basis (if they even have genes) is not assumed. Rather, it is inferred that nobody really knows, with the possible exception of the Freika shepherds that harness the space-shifting power of the Belemyolan. The other non-DNA lifeform is the Frijasunu, an Ammonera species that Yuen Ukura interacted with just before her death. Living on a world with ammonia seas and average global temperatures of -40 degrees Celsius, the biochemical reactions DNA-based life requires could not make life possible. Instead, other molecular chains were required.
All of these alien environments, even the most terrestrial-like of them, have produced wildly different biologies that are adapted specifically to the planetary conditions they came from. And these different evolutionary paths have not only resulted in stark differences in morphology, but also in consciousness. Such is the cause of considerable difficulty in communicating between aliens and humans. Even with the Skizan, the most similar lifeform to human beings, communication is approximate at best, left to broad interpretation and often entirely ambiguous. With creatures such as the Belemyolan or Frijasunu, complex understanding is completely impossible, due to the fundamentally different ways our mental systems operate. Indeed, it is often speculated that the Belemyolan do not even have a brain in the sense of the individual brain every human has. Instead, they are seen as possessing a hive brain and each individual to be as mentally complex as a plant.
Star Wars Galaxies Cut Footloose
by credits4swg on Apr.15, 2010, under SWG GUIDE, Swg Credits
What happens when gamers need a break from fighting in Star Wars Galaxies? They dance! Dance like they’ve never danced before to the musical stylings of Kenny Loggins. That’s what!
Watch your favorite Star Wars: Galaxies characters reenact dance moves from the last scene in the ’80s classic teen flick Footloose!
Check out the fancy digital footwork here:
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