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Explained: The LotJ Timeline

by Xerakon

 

This guide was written with the purpose of granting a new player some insight into LotJ’s unique timeline/storyline system.

As Legends of the Jedi is an RP-enforced MUD, it contains a cyclical storyline for us to enjoy. A storyline (commonly known as a TIMELINE) is comprised of three parts, each known as an ERA. Each era contains a separate and significant part of the timeline and typically revolve around a major governmental shift and/or conflict between two factions. If we were looking at the official Star Wars story as a timeline, the following comparison could be made of our eras:

 

Era 1:  Old Republic versus rise of the Empire

Era 2:  Galactic Empire versus a scrappy Rebel Alliance

Era 3:  New Republic/Resistance versus a reformed Empire-type/Other outsider antagonist

A screenshot demonstrating how 'SHOWCLAN' can give basic story information.

 

Are all timelines like this? Are we always following “The Canon”?

No. Many of our timelines follow this example, but no two have ever been the same. In the past, we have had Mandalorians, Argazdans, Hapans, Chiss, Hutt Cartels, outsider threats, insider threats, criminal clans, and many more opponents that have risen to defeat the predominant clan of each era. We strive to create new stories each timeline that are different, interesting, malleable, and enjoyable. The above screenshot depicts a spin on the canon First Order that did not go according to plan due to player involvement!

 

So… Who decides what happens throughout a timeline?

The short answer is that a combination of Immortal planning and player interaction determines what happens. LotJ is unique in the sense that although the Immortals may plan for how a timeline begins, or how each era should progress, the players are ultimately the ones that are “living” the story out. Timeline stories and era events shift due to the decisions that influential characters and organizations make. Even the least-known character can change the galaxy, if they plan or handle it correctly.

 

How long is a timeline? Are there player wipes between each one?

There are no set time constraints on timelines or eras, but an era is generally between 6-9 months, making timelines somewhere in the ballpark of two years. You will have a good amount of time to either enjoy or to affect change within a storyline! Characters are not deleted or wiped until a timeline change occurs. However, sometimes the Immortals will wipe player shops, message boards, and player homes between eras to assist the galaxy from becoming cluttered by the remnants of inactive or bugged characters.

 

A screenshot of a 'HELP MOTD' file.

How do I know what era we’re in?

The login Message of the Day will tell you what era we are currently in, as well as a summary of events that got us there. If you are having trouble finding it, you can enter ‘HELP MOTD‘. Most players on the OOC channel can also answer this question for you – they just cannot go in-depth!

 

A screenshot displaying the 'NEWS' list and a news article.

Where can I find information on the history of current storyline?

By reading the news, of course! Entering the command ‘NEWS ALL’ will show you all of the news articles of the major events that have occurred during this timeline – Beware, it is long! You can read each article with ‘NEWS #’. This is the best method to quickly catch up on the events that have occurred thus far. For more in-depth information, you can always use IC communications (covered in another guide) for current information.

 

When will this era/timeline end?

We hold End of Era (EoE) and End of Timeline (EoT) events to mark the significant changes within the mud. These can be major battles or large RP events that your character can take place in. EoE and EoT events are typically known via a ‘CHANGES’ announcement, in which the staff will also ask the playerbase to submit applications for new characters, positions, or clans for the next era or timeline. This allows the entire playerbase an opportunity to take place as influential change agents as the story progresses into its next phase.

 

Now that you know how our unique storyline works and progresses, put that knowledge to use and enjoy the current story that Legends of the Jedi is offering! Please visit the other guides on LotJ’s website for more assistance in getting started.

 

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Recent In-Game News

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Recent Changes

Various Space Updates
- You can now add or remove squadron ships for a landed ship, and you can remove ships from a squadron even if they're not currently on the ship. - In space combat, being in sustained action actually caused you to receive 0 experience from destroying the target, and that's been fixed. You'll receive experience based on the value of the target ship shown on "info". - All automated squadron ship actions now depend on autopilot being enabled, so when using them in a fight, you'll generally want to ensure autopilot is on. It is still enabled automatically when scrambling any squadron. - Autopilot logic now kicks in even when a ship has players onboard. - There's a new autopilot config: useion. Rather than using only lasers or only ions, you can now toggle each one separately using this. - Squadron ships will now honor these weapon settings when engaging targets. Be sure to update the settings on your existing squadron ships. - Squadron recall now takes precedence over engaging their target. - When you add a ship to your squadrons, it will automatically enable all three weapon types and turn on autorecharge. - Autopilot and squadron ships will now fire weapons at the same ranges players can. This mostly just means they'll be firing projectiles from farther away than they currently do. - Autopilot and squadron ships can now miss based on all the factors affecting whether players miss, such as relative ship size, target speed, and distance. Previously, they'd only miss due to ship dodging. - Autotrack will no longer cause you to re-course toward your target due to "evading collision" - When any ship in a battlegroup is attacked, all of the ships in the system from the same battlegroup are now marked as fighting, meaning they will stop regenerating fuel/projectiles. - Autopiloted ships with CLANPOST enabled will now attack any ship which they see bombarding that clan's worlds, regardless of the bombarding ship's affiliation. (As long as it's not owned by the same clan as the planet; your own orbitals will not attack you for bombing your own planets using your own fleet, but they will currently attack a ship piloted by a clan member but not owned by the clan.) - Orbitals will now switch to the closest invading pirate, no longer considering target ship size as a factor in prioritizing pirate targets.

Standardizing Mob Stats and Experience
We've introduced standardized mob "difficulty levels". This will allow us to ensure that easy/medium/hard/very hard mobs are set up consistently, controlling things like their hp, attacks, and attributes in one setting. This change will largely be transparent to players, with a few exceptions: Experience gain calculations have been revised for ground combat. Fighting the same mob repeatedly will no longer reduce experience gains from it, but the number of mobs you'll need to kill in order to level has been increased toward higher levels. Our combat gyms will soon feature mobs from the first half of the difficulty scale, with the higher-end ones being tougher than they historically have been. It'll still be pretty quick to level combat there up to the low-100s, but as you approach the top end of the level range you may find that our long-ignored combat class quests will help you level faster. And also: - Fixed output of score level to actually give you a gauge of progress from your current level to the next.

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