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betsy's blog / Uncategorized / Star Wars Galaxies: Jump to Lightspeed
Star Wars Galaxies: Jump to Lightspeed
11 June, 201111 June, 2011 2 comments Uncategorized Uncategorized

 

Jump to Lightspeed brings to Galaxies the essential element that it's been lacking since launch: the ability to travel to space. In retrospect, it seems absurd that a Star Wars MMO launched without these elements, but regardless, the game's player base grew large (and not to mention vocal). With Jump to Lightspeed, Galaxies finally feels complete, at least in terms of features.

I'm sure many would argue that the game's scheduled combat revamp has to happen before it can claim any semblance of completeness, but there's no denying the sense of wholeness and cohesion that Jump to Lightspeed brings. The fact that it's fairly seamlessly integrated with what was there before helps this significantly; if you've been playing Galaxies since before the expansion, the ways in which you progress star war galaxies credits through the new content will immediately make sense. You'll also be quite accustomed to how long it takes to advance. But that's a whole other topic.

Don't get it twisted: even though it's essentially an action game when it comes to the minute-to-minute gameplay, Jump to Lightspeed is all about the equipment. Manual dexterity definitely comes into play when determining the victor of any given engagement, but you could only consider it a legitimate determining factor when both sides are equally equipped. Just like in other MMOs, if you take on an enemy that clearly outclasses you stats wise, you're dead meat. Given its swg credits nature, Jump to Lightspeed would have you think otherwise, but if you work on this assumption, you're in for a series of beatings.

 That said, acquiring ship upgrades that keep you on-par to most A.I. enemies isn't too difficult; enemy ships drop these kinds of components quite frequently, and even when you can't use them, my experience is that they're decently salable in the bazaar. You star war galaxies credits can also acquire modest amounts of credits by shooting down enemy ships and completing space missions, which helps quite a bit. It's actually possible to get by in the space game simply by playing it enough, so if you don't want to mess around the ground, it's half-way viable.

But only half-way. When I said "get by," I meant it. As you'd expect, the ones who will truly excel as pilots -- meaning, the ones who will kick ass in the player-versus-player elements, and have all their ships hooked up with custom components -- are the ones who had acquired massive fortunes before Jump to Lightspeed swg credits was ever released. If you try to take these guys on in Kessel (the lowish PvP space zone) with a ship upgraded via the "grind," prepare yourself to be humbled by a cold dose of reality.

The same is true for "shipwrights," the new craft-focused profession added with Jump to Lightspeed. Those most successful at this pursuit are players buy swg credits who had all the crafting connections well before JTL came out. They can get all the rare ingredients to make the best ship components, and subsequently sell these to rich pilots at a tidy profit. Not that you won't get to interact with them as a beginner; they're the ones that will draft schematics for you when you're in need of a ship upgrade. However, locating someone qualified to do this usually isn't too difficult, as many of swg credits serious crafters have begun to seriously dabble in this pursuit.

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