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Dynamic Event: Jumptown

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Dynamic Event: Jumptown

Unread postby icycalm » 15 Dec 2022 19:11

https://robertsspaceindustries.com/spec ... ck-in-town

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Chris Wayne Schmitt | CIG @Wayne-CIG wrote:Jumptown v2.1
What started as emergent gameplay before being implemented as a Dynamic Event is now in its third iteration.

After evaluating your feedback, Jumptown's illegal drug labs have doubled in size for version 2.1. They also now have a second entrance, a second drug dispenser, and multiple windows and skylights. To improve gunplay inside, we made the labs circular and removed most of the doors for better visibility and fire lines.

And, if you run the mission on the illegal side, you can now also sell the captured Maze at junkyards alongside Grim HEX.


TWICE THE SIZE! SECOND DISPENSER!!!

Jumptown in 3.18 will be epic, and now we have two Carracks and two clones to bring along. For anyone who doesn't know what this is, Jumptown is basically PlanetSide inside Star Citizen. It's the same goal: to capture a base, but here you make tons of money the longer you keep it (if you manage to carry out the contraband without it being stolen that is, and transport it etc.), and you can be attacked from everywhere across an entire planet including space.

I wouldn't call this update 2.1, I'd call it at least 2.5 if not 3.0.

Background links:

Jumptown 2.0
https://robertsspaceindustries.com/comm ... umptown-20

Jumptown Wars Documentary
https://www.youtube.com/watch?v=LI6tx3Enx2M
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icycalm
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Unread postby icycalm » 15 Dec 2022 19:22

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You can see the size difference with the 2.0 version, which was itself larger than the 1.0 I believe.
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Unread postby icycalm » 15 Dec 2022 22:52

https://robertsspaceindustries.com/spec ... wn/5605640

LtHedonist @LtHedonist wrote:Jumptown is both an occasional event and always a shady location you can visit regardless of ongoing events, to loot and interact with. Jumptown on Yela, Paradise Cove on Lyria, and Raven's Roost on Calliope.


That doesn't sound right to me. Unless the dispensers generate contraband only during the timed events.
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Re: Event: Jumptown

Unread postby icycalm » 15 Dec 2022 23:00

https://robertsspaceindustries.com/spec ... wn/5606027

Venomancer @venom400 wrote:Please consider adding strong anti air (like those found at regular bunkers) at jump town that shoot at ANY ship criminal or not to incentivize ground vehicles and ground combat. at least as an initial strike force while the ground force removes the turrets. right now the ships bombing everyone removes or make FPS and ground vehicle combat very difficult. specially now that the atmosphere protection has been removed from the lab., it means now ships will be able to bomb and shoot inside the lab.

Add 6 anti air turrets to protect ground troups and give them a self repair timer. I guarantee you it will make the gameplay more fun.

Also remove sat comms from drug labs as it makes no sense that a drug lab is being monitored by the UEE and keeping track of crimes in the area.


ROWDY-PIPER @ROWDY-PIPER wrote:I'd much rather they just fixed the Centurion's emissions so it's barely detectable and let players defend it with the vehicles that are meant to do that job. If they do what they said they were gonna do with the altitude restriction on the A2 bombs, a Centurion should have no issues with taking out the bombs. The best thing about JT is that it's a pure sandbox PvP location without any AI. I think they should keep it that way.


[Exile] JadeStarwatcher @Exile-JadeStarwatchr wrote:No. They should not bias gameplay towards one thing or another. It's a sandbox. Just make the anti-air ground vehicles more effective (lower emission, higher range). Like someone else said, the best thing about JT is that it's a Sandbox. The original Jumptown 1.0 was community created and didn't have any AI help, nor should this. The minute they start adding automatic turrets and stuff they need to rename it as it's no longer Jumptown.
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