DRONE

[:: Legends of the Jedi ::]

Message Drone - a mob which can be used to send items and messages to other
players in the game. Please use RP sense when using these mobs. Sending items
to players in jails is considered bad form and the practice if caught will be
punished. Also, sending active explosives by way of message drones is illegal
and constitutes a slay to the offending party.


Using a Message Drone -

First, you must CALL a message drone. Using the call command, type 'call
message drone'. Once it arrives, you can use a datapad (See: HELP DATAMEM) to
create a message disk that is addressed to the name of the person you wish to
send the drone to, then eject that disk from your datapad. Once the disk is
ready, give all the items to the drone that you wish to send, and then give the
disk to the drone. It is VERY important that all items are given to the drone
before the disk is handed over, the act of giving the disk to the drone will
cause it to immediately go to the person specified in the TO field on the
message disk.

NOTE: If sending multiples of the same item, it is advised that said items be
put inside of a bag before sending. If sending credits, inform the receipient
that they must destroy the drone, as the drone will not be able to give
specific amounts to the recipient.

Receiving a Message Drone -

When you receive a message drone, the drone itself will give you all of the
items it was carrying, as well as the message disk. This makes the drones
useful for carrying not only items, but messages too.

WARNING: Message drones will only go to those currently on a planet. Anyone on
a ship will not receive a message drone until they have landed on a planet and
left their ship, so make sure that your recipient is in a place where they can
receive it. Also, in the event of a crash, the drone will be lost during
transit along with the items it was transporting. We will not reimburse you.

Recent In-Game News

Arkania Space Holosimulator Complex Opens
After several years of development and speculation, the Arkania franchise of a chain of Space Holosimulators has announced its grand opening. A representative from the business mentioned that members of the public are welcome to tour the facility, located on the south side of Adascopolis, and experience the very latest in immersive space combat simulation technology. Features are reported to include four separate holosimulator pods and integrated leaderboard tracking, so repeat visitors and hotshot pilots can duke it out for the top standing in each scenario. Each pod comes with a monitoring system so onlookers can cheer on their friends or keep an eye on their rivals. The franchise owner was quick to point out that the company is not liable for any injury or death related to fights over leaderboard standings. At the time of opening, only one simulation scenario was reported to be functional, with representatives of the parent company indicating that more are planned for future development.

(8 years ago) Fight for Freedom halts Cybernetic Advancements
Despite the Trade Federation's victory over the &061O&093uter &061R&093im &061C&093oalition and Jedi Master Seela, the Twi'leks of Ryloth remained dissatisfied. They rose up and began a campaign of liberation shortly thereafter, including Tatooine and Naboo. A series of skirmishes began, which included several bombardments and full-scale assaults. However, once the dust settled and the &060T&103h&244e &060Ga&103l&102ac&244ti&250c &060Em&103p&102i&244r&250e decided not to bother with that quadrant of space, the residents began to pick up the pieces. As they cannot live on the surface, most of the damage to Ryloth's infrastructure was insignificant. However, an industry-leading enhancement laboratory was reduced to rubble by a 'lucky' rocket. Unfortunately, this has disrupted the cybernetic supply line, leaving the galaxy left only with what was already in circulation. In a stunning development, the Worlport General Hospital on Ord Mantell was able to collaborate with some of their industrial partners to reverse-engineer and reproduce some of the more application-specific cybernetics for sale.

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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