Friday Feature: Schisms of the Force Dev Q&A!

Schisms of the Force: Dev Q&A

Schisms of the Force was the highly anticipated update many moons in the making that debuted on May 4th, 2021, and brought the long-awaited Jedi profession to Empire in Flames. Since then, players – both new and returning – have had the opportunity to embark on the journey to becoming a Jedi and choose the path of light, dark, or somewhere in-between. As is the norm here on EiF however, the process to become a Jedi was new, different, and the profession itself differs from what someone might remember from Live. The secrets of the unlock and progression journey were also kept a complete secret to everyone but Lead Developer Halyn. After weeks of community trial and error, exploration, and crazy theory crafting, the first Master Jedi entered EiF on June 3rd but much of the intricacies of the profession, and what it took to being released, were as yet unknown. In this iteration of the Friday Feature, we got a more in-depth look behind the scenes with developers Halyn, Anishor, Abi, and Demiurge, and learned just what went into the making of Schisms of the Force, and what players can expect to see in the future. For those of you that have not completed the unlock process and want to maintain the mystery, be aware that there are significant spoilers ahead. If not, read on!

Continue reading

EiF Armor Crafting 101

In today’s feature, we bring you a very in-depth write-up on armorsmithing by the illustrious armor crafter Demiurge. In this article, Demi outlines what it takes to be a successful armorsmith on Empire in Flames as well as give insight into the changed systems you’ll find, some best practices, and tools of the trade to help any aspiring crafters become the best they can be and in his words, “knock him off of his pedestal”. Thank you, Demiurge!

——

EiF Armor Crafting 101

Artwork courtesy of AgentOrangeJuice

Introduction

The purpose of this guide is to explain how armor crafting works on EiF and demonstrate how it is different from any other server you might have played on.  I intend to explain every important aspect and consideration in order to teach you how to craft armor with the exact same stats that I am able to currently make.  I have been making armor continuously on our server for the last three years.  In that time, due to the among of sheer work I’ve put into it, I believe I have become the dominant armor crafter here.  I hope to teach and inspire you to be able to match what I am capable of, and ultimately to surpass me.

For those of you who have experience crafting armor on any other SWG server, a good bit of this will be familiar or previously understood the content.  But what makes armor different on EiF is the usage of armor cores.  The purpose of an armor core is to allow all types of armor to be of similar or equal stats.  A core consists of up to three armor segments, with each segment containing zero to nine armor layers.  Armor on EiF requires one to five armor cores, depending on the armor type.  This means that, unlike other servers where specific segment types are required for its corresponding armor type (composite or advanced composite segments to go into any piece of composite), the same armor core can be used in ANY armor type.  This modification to the system allows basically all armor types to be craftable within a very tight range of stats between one another (I will explain further below) and opens the door to a wide array of looks, styles, and viable options.  You won’t just see people running around in RIS or Composite.

Before I break down layers, segments, and cores further, it is important for you to understand how a piece of armor gets its stats.  On EIF, 95% of the stats provided to a final, crafted piece of armor comes from the armor core itself.  The remaining 5% are derived from the final assembly resources that are specific to a type of armor.  For example, crafting a piece of RIS would require (among other things), a specific resource like Platinite Copper, while a piece of Bone armor would require a generic resource such as “metal”.  This fact alone allows Bone armor to have a much wider array of possible resources to satisfy that requirement.  This is critical because all resources have min and max possible stats in several key areas that are very important to armor.  Plantinite has a less advantageous range of stats than many other types of metal, such as steel, iron, or even other types of copper.  This deviation in final assembly resource requirements is what allows a range of 1-5% variance between what you might see on the final crafted product (speaking specifically on the final types of damage resistances).  The maximum craftable resist per damage type is a theoretical 55%.  If perfectly sliced by a Smuggler, this value can reach 60%.

Halyn, and sometimes in conjunction with various staff members, has made numerous design decisions that set EiF apart from how things are done elsewhere.  In an attempt to completely eliminate spawn camping, the team has removed the ability to use looted components from various mobs as augments to crafted armor pieces.  Items like Janta Hides, Rancor Hides, etc, are not used in armor crafting here.  Therefore, the essential factors that determine your final product are:

  1. Your resources – This is the single most important factor in determining armor’s final quality.
  2. The crafter – Are you a 12 point smith, fully taped for assembly and experimentation?
  3. Your crafting tool – The stats of your crafting tool matter (while the stats on the crafting station itself does not).  The maximum stat of a crafting tool is a 15.0
  4. Food/Drink – Foods such as Pyollian Cake will offer a decent assembly bonus to your crafting roll, helping your chances of crafting an amazing assembly.  Drinks such as Bespin Port will do the exact same thing for each of your experimentation rolls.  Experimentation is the more desired buff of the two (though both can be utilized at the same time).
  5. Where you perform the craft – Crafting in a player city is always the most desirable way to make something.  A level 5 player city gains the ability to set a “city bonus”.  Two of these (Manufacturing Center = Assembly bonus, and Research Center = Experimentation bonus) grants bonuses to every craft that occurs within its city limits.

These are the five factors to keep in mind when you craft something.  Other factors, such as a crafter’s current battle fatigue or wounds do not factor into the crafting equation!  With this in mind, let’s look at the single most important factor in your crafting process: the resources used.

Continue reading

Friday Feature – Galactic Career Day 5/31/2019

This week’s Friday Feature is courtesy of player Jacobus with contributions by Kelta. Thank you for the excellent breakdown of EiF’s profession choices!


For those of you familiar with the rise and fall of Star Wars Galaxies during live, you’ll remember several professions to choose from during the Pre-CU and CU eras.  NGE shrunk that number to nine linear professions. There was good and bad to be found in both systems and the developers of Empire in Flames have combined all of the good into one brand-new system!

The developers here put it best:
“Think of the professions as what you do and the skill trees as how you do it.”

With Empire in Flames you build your template by investing skill points into branches across several skill trees ranging from rifleman to pistoleer, artisan to armorsmith, or musician to image designer.  All of that, I’m sure, sounds familiar. However now there are eight trees which have been set aside as “professions.” These professions allow you to play with builds you enjoy while also finding a unique niche in the galaxy!

Professions

Bounty Hunter

Bounty Hunters have a whole slew of special abilities which can be used with any weapon from sword to pistol, rifle to pike, in order to apply states, bleeds, fire, or just unadulterated levels of damage.  Bounty Hunters also make use of the Bounty Hunter Mission Terminals to get access to NPC bounties which have some rather profitable payouts in addition to a chance to drop some decent loot.

Unique Skills & Abilities

  • Droid Track: The ability to use droids to track NPC bounties across the galaxy.
  • Rich Movepool: Bounty Hunters have access to more specials (and therefore more states and debuffs) than any other profession making them a powerhouse when it comes to DPS.

Commando

The commando has access to heavy weapons and blast damage allowing them to deal serious damage against turrets and walkers in GCW events, as well as anything else with those specific vulnerabilities. As Masters of heavy weapons, they can use:

  • plasma flame throwers and their specials to inflict action burns
  • acid launchers to do the same to the mind pool
  • launcher pistol with blast damage and access to all of the pistol specials one may learn as a pistoleer.

Unique Skills & Abilities

  • Rocket Launchers & Grenades: With these weapons, commandos can do massive amounts of damage in one volley.

Doctor

Doctors are some of the best healers in the galaxy.  What gives the Doctor their edge is in their abilities to heal states, heal from a distance, and heal over an area. Those skills make them a much better healer for groups or large-scale engagements than the pocket/single-target healer that is the typical medic.  Additionally, they are able to buff players beyond their normal levels to bolster the numbers found floating in their health and action pools for an added edge in combat. Also, a doctor with a good understanding of crafting can produce some very good medicines for themselves or those in the market.  

Unique Skills & Abilities

  • Area Heal: In large engagements where many players are taking damage, this is a welcome reprieve.
  • Ranged Heals: Able to heal from a range, a doctor is able to keep themselves further from danger and therefore healing longer.
  • Heal States:  Be it something like blind, dizzy, or stun or something more pressing like bleeds and fire, the doctor is able to cure the state and remove the disadvantage.
  • Buffs: Though not necessary like they once were given the redistribution of HAM stats in Empire in Flames, buffs are still a necessary bonus when every point matters.

Entertainer

Entertainer is a great complement for the other professions that were a part of its line on live. They are able to earn a new fame stat which increases the payout for entertainer missions and they get access to more flourishes and instruments than one otherwise would as just a dancer or musician.

Unique Skills & Abilities

  • Fame: Money tight?  Well for anyone famous enough, the NPCs on the mission terminals will be more than happy to pay larger sums for someone worth the notoriety.

Merchant

Merchants are able to run a business like no other. They set up vendors and have some interesting ways to cut costs when it comes to things like overhead, maximizing their profits or the profits of those utilizing their unique service.  As a Merchant, crafters can make some serious money by getting their product out there rather than just waiting for referrals or requests. With the server’s reliance on merchants over the bazaar terminal, their services are invaluable!

Unique Skills & Abilities

  • Lower Maintenance Costs: This helps cut down overhead on your place of business for better profit margins.
  • Hire & Dress Vendors: This will allow for branding as well as organization of your goods for your shoppers.

Ranger

Rangers are the explorers and frontiersmen of the galaxy, having better terrain negotiation and burst run duration than any of the other professions, an ability to track players, NPCs, and animals, as well as added defenses against wild creatures they may encounter.   Additionally, they can craft and throw traps in order to apply all sorts of debuffs and snares to both creatures and players. All of that coupled with a unique ability to harvest organic resources from felled animals makes them unrivaled hunters. Lastly, when all is said and done, rangers can also craft and set camps in the wild in order to provide the benefits otherwise found back in cities.

Unique Skills & Abilities

  • Harvest: Rangers are the only profession able to harvest animal resources for crafters, giving them a rare niche in the galactic economy.
  • Traps: Throw these can help prevent animals or players from escaping and can complement your build with debuffs you may not otherwise have access to.

Smuggler

Right now this profession is waiting for the Underworld Release which will come after the Jedi Release on the current development road map.  However that does not make them useless by any means, as they have access to some specials that are unique and damaging and (just as is the case with bounty hunter) weapon agnostic.  Smugglers also have the ability to purchase faction points, effectively buying their way into the good graces of either the New Republic or the Empire. Skilled slicers, Smugglers can also assist crafters by slicing weapons and armor for better results and they are able to slice mission terminals for bigger paydays.

Unique Skills & Abilities

  • Slicing: Be it a terminal for a larger payout or improving weapons and armor, this is how a smuggler will make their money.

Squad Leader

As the name implies, this is a profession designed to lead groups into battles and other content. Squad Leaders possess abilities which can increase the damage output of their group, increase the group’s speed and mobility, help with wounds, utilize system messages for better communication, etc. They are a valuable asset in the increasingly tough instanced dungeons being released and an absolute necessity in the large-scale PvP offered by the Galactic Civil War events.

Unique Skills & Abilities

  • Retreat: This temporarily allows for better movement speed and terrain negotiation for everyone in the group.
  • Volley Fire: Makes the attacks of those in the group more effective as a whole.

Jedi

 

 

 

 

 

 

 

 

 

 

Sandarie
Community Manager

Friday Feature: Last Six Months! Whew!

I took a little hiatus and returned recently to so many updates and additions to an Empire in Flames. I started to compile the list and realized I likely wasn’t the only one who would like to know what EiF has been up to! It was a lot of fun turning the devs loose on the list I started. I was able to see which areas were important to each staff member. EiF is blessed to have gathered a diverse group of people who give so much to the community. Contributing to this article was Halyn, Anishor, Jeil, Kelta, Phoenix, and Abi.

Enjoy! If you haven’t visited EiF in awhile, this is the time! The Easter event is coming and Anniversary Week is around the corner!

Content

  • Planets
    • Coruscant
    • Moncal
      • Screenplay added
    • Kuat
      • Screenplay added
    • Chandrila
    • Hoth
  • Instances
    • Sith Shrine
    • Nym’s Auction coming soon!
  • Loot
    • Tatooine, Dantooine, and Dathomir have receive major loot overhauls
    • 650+ new paintings added
    • Corvette SBD Loot Tables Fixed
  • Faction Recruiters
    • More items
  • GCW
    • Warfame
    • New planetary control system
    • Planetary Control Bonuses
  • Painting Vendor
    • AOJ’s Original Artwork
  • Annual Events
    • Anniversary Riddles
    • Boonta Eve
    • Galactic Egg Hunt
      • Sponsored by A.M.A.
  • EiF Events
    • Jato RP Campaigns
    • The Exchange – Black Market (Get sponsor 😛 )

Crafting

  • Architect
    • New wall appearance added
    • Some furniture has color choices added
    • New craftable houses
  • Armorsmith
    • New craftable armor types
  • Artisan
    • Flooring appearances – 100+
  • Bio-Engineer
    • Backpacks can now be crafted with BE tissues.
  • Droid Engineer
    • C1 Droids
    • Wearable Dark Trooper Exoskeleton
    • BB Droids coming soon!
  • Tailor
    • Backpacks can now be crafted with BE tissues.
    • Armored dusters
  • Weaponsmith
    • Updated Proton Carbine with original fire & sound effects.

Quality of Life

  • Newsnet Terminals in Starports
    • Patch notes
    • GCW updates
      • Galactic Politics Results (Imperial Council/NR Senators)
      • Planetary Control
    • Current events
      • Player Sponsored
        • Weekly Game Night
        • New Zeltros Lottery
        • Galactic Racing Circuit
      • EiF Sponsored
    • Around the Galaxy
  • Player City banks also have a Bazaar terminal
  • /Rattle can be used to make your pets/droids “Talk”
  • NPC droids now come in variety of colors.
  • New armor encumbrance calculations – minisuits now equivalent to full suits
  • Player buildings can now have additional lots added to increase storage – assign as many of your 10 lots as you’d like to a building you own
  • Locked briefcases can now be sliced
  • HIgh-speed airspeeders – T-16 Skyhoppers, T-47 Airspeeders, Twin Pod Cloud Cars

Combat Professions and Skills

Smuggler

  • Last Ditch has been updated – use it as a last ditch.
  • Added Shoot First – used to initiate combat
  • Added Lucky Strike – roll the dice and be rewarded with a high damage special

Doctor

  • Revive Player now revives player with more than 1 health.

Melee Damage SEAs turned on, gives up to 5% extra damage

Sandarie, Community Manager

Welcome to Empire In Flames

An Empire in Flames is a post-Endor server offering a new, unique Star Wars Galaxies experience!

What’s the 10,000 foot view?

Empire in Flames began conceptually before the shutdown of the live servers with a design friendly to Roleplayers, PvE players, PvPers, and pilots. It started as, “What’s your ideal server?” It started with a new profession system, expanded to housing and races, and dreamed of a Galactic Civil War in practice instead of imagination. In short, it’s the concept of a Star Wars game as dreamed by a small group of long-time Starsider players – players who were RPers, PvErs, PvPers, crafters, and pilots, none of whom fell into the trap that any of the major combat systems – pre-CU, CU, or NGE – was by any means perfect.

A new profession system

Empire in Flames offers a new approach to the system – one that combines the best of the ideas of the NGE and pre-CU.

Trees are categorized as “professions” and “skills.”

Professions cost no skill points (though they require XP to level). However, a player can only have ONE profession at a time. Professions include:

Bounty Hunter
Commando
Doctor
Entertainer
Merchant
Ranger
Smuggler
Squad Leader

Abilities acquired from professions can be used with any weapon, or even unarmed. Professions offer enhancement, access to specialized skills like slicing, vendors, creature harvesting, and so forth.

Skills, on the other hand, require skillpoints and can be freely mix-and-matched. They, too, require XP to level; however, all skills can be learned from their novice box up. Prerequisites are not required.

Architect
Armorsmith
Artisan
Bio-Engineer
Carbineer
Chef
Creature Handler
Dancer
Droid Engineer
Fencer
Image Designer
Medic
Musician
Pikeman
Pistoleer
Rifleman
Shipwright
Swordsman
Tailor
Teras Kasi Artist
Weaponsmith

Skillpoints have been adjusted to allow a player to pickup approximately 2 1/2 trees, with some exceptions. (Image Designer, Dancer, and Musician together reach 250 points, for example.)

A new approach to housing

Like most branch servers, Empire in Flames offers additional housing options not available on Basilisk – and a few not available on any other branch server. However, player cities take a central role; player houses are required to be built inside city limits.

No more crust of housing on the edge of the no-build zone around NPC starports. No more endless sea of houses on Tatooine. Instead, players have more reason than ever to cooperate – “home” is now a community.

New Races

While “new races” are proliferating across the branch servers, they started with Empire in Flames. After unauthorized use of our code on other servers, we decided to release them for other servers to use…and used they have been. Still, we’re not resting on our laurels – we’re working to add even more options, even when it means we’re pestering Timbab for a new tool to make it happen.

A New Setting

The decision to move post-Endor is partly driven by roleplay, but also by a desire to implement a proper Galactic Civil War. While the immediate ramifications of the time shift are largely cosmetic, it does mean new themeparks will be coming – after all, Jabba the Hutt, Darth Vader, the Emperor, and Xizor are all dead.

How will you position yourself to rise to power?

We respect existing lore that has happened before Endor, but past that we will be creating our own lore, pulling bits and pieces from varying sources. We simply don’t think the way things go in the new canon with Jakku and all makes for very compelling gameplay or storytelling, but we also can’t trod down the path of Legends as its over saturated and restricting.

Crafting Revamp

One of the most controversial changes we have adopted is a crafting revamp for weaponsmith and armorsmith.

Instead of the old crafting system, we moved to a “core”-based system. The base of every weapon is a core, whether it’s a pistol, carbine, rifle, or melee weapon. The core determines critical stats like HAM cost, damage, and speed. Additions like stocks, scopes, and customized barrels are done at the weapon-level to modify those core stats. In essence, any weapon or armor can be made good. Empire in Flames is more than powerhammers and T-21s and composite armor.

A Roadmap Forward

Post-launch, the next three major patches are planned: Galactic Civil War, Schisms of the Force, and Underworld. The first is to bring a proper Galactic Civil War to the galaxy; the second to implement the Jedi profession; the third to reveal black markets, smuggled goods, player bounty hunting, and Crime Lords.

Along the way, other content is planned – new themeparks for the New Republic and the Empire, a three-faction questline over the fate of Jabba’s criminal empire, and a series of post-Endor based heroic encounters.

Also check out our Q&A from the summer!
And the whole Friday Feature Archives