• Jumpgate Evolution
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[url]http://jumpgateevolution.com/[/url] [b][i]Jumpgate Evolution[/i], Overview[/b] Jumpgate Evolution is a Space Based MMO featuring missions, PVP combat, player based Economy, and much more. Jumpgate Evolution will most likely be a worthy adversary to eve online, the combat in JGE will be considerably different to eve online, more on that below. In JGE there are three major races, Solrain, Quantar, and Octavian. PVP combat will consist of combat between the three nations for control of sectors.There are 4 major classes of spacecraft in JGE, with each containing many variances. Control of the ships will be mouse and keyboard, you will also be able to use a joystick to control your ship. At the moment JGE has come out of the closed beta and is still waiting on a date for the open beta. [b]Ships[/b] [b]Trainers:[/b] Fairly obvious what these do, lightly armored ships with few modification capabilities that are designed for handling, light combat, and light cargo transport for training novice pilots. These will be the starting ships for players new to the game. [b]Fighters[/b] Fighters are the basic combat ship, each nation will have its own set of fighters and various corporations and other factions will field their own models as well. Depending on the type of fighter, each one will contain its own armor, maneuverability, defense, and weapon capabilities. There are two kinds of fighter, Combat Fighters, and Advanced Fighters. Combat Fighters: These are fast, strong, lightly armored ships that can take on offensive to defensive roles. These can range from light ships used in basic defense to heavy ships designed from extreme combat. Advanced Fighters: These fighters are not nearly as strong as their combat brethren but they make up for their lack of strength in speed and ECM abilities. Advanced Fighters are best fit for reconnaissance and no contact interceptions. [b]Gunboats[/b] Gunboats are some of the heaviest armed and armored ships in a fleet. They are designed to take and deal massive amounts of damage, they are the true strength of a fleet. Two major types of gunboats as well, Combat Gunboats and Support Gunboats. Combat Gunboats: Extremely heavily armored, very slow to maneuver but they pack a punch. These are the backbone of any fleet, designed for taking down enemy capital ships. Escorted with a few fighters and you are ready to take down many challenges. Support Gunboats: Still heavily armored and slow, these ships do not do as much damage but instead field heavy ECM and electronic warfare capabilities. Support gunboats are great assists for missions or PVP. [b]Commercial Cargo Ships[/b] Cargo Ships field medium to heavy armor and large cargo spaces for moving manufactured goods or for mining. These ships are the backbone of the JGE economy as it is player based similar to eve. Cargo Ships come in two major categories, Runners, and Freighters. Freighters: More heavily armored then a Runner, a freighter contains much more cargo space then a runner does, it is designed for transport of large amounts of material and make for good mining ships. A freighter is the backbone of the economy in JGE. Runners: Runners are fast industry ships, small cargo hold and small armor but fast enough to be able to get things done ahead of schedule. Runners are good for smugglers, light mining, prospecting, and minor courier duties. [b]Story[/b] Quoted from the website seeing as they will tell it better then I ever could: The Shift Less than a hundred years ago, humanity was locked in battle with a brutal alien force known only as the Conflux. The motivations for the struggle remain a mystery. Conflux ships never acknowledged any attempts at communication, and showed no interests save slaughter. The death toll rose, and stories say that burning planets outshone the stars themselves. Some believe that humanity would have eventually defeated the Conflux; others say that the species was on the verge of extinction. The truth will never be known. As the allied forces gathered around their surviving worlds, a mighty hand reached out from across the galaxy and pulled. This was the Shift, and it changed human destiny forever. The Shift pulled ships, stations, and even a few planets across the universe. The worlds were scattered across space; even if someone had known where to look, the distance was too vast for sublight travel to be an option. The survivors adapted, but change was inevitable. The Octavians treasure the memory of their ancestors and their empire, but the old society is lost and a new Octavius has risen from the ashes. Quantar faith splintered in the wake of this cosmic event, and the struggle for survival transformed The Solrain. In time the TRI corporation perfected jump seed technology and restored contact between the nations, creating the network now known as the Skein. Humanity has survived the Conflux War and the Shift, but there are many questions still unanswered. Most archaeologists and scientists believe that the Shift was the work of an alien species known as the Amananth, and that the Shift has pulled humanity to the galaxy that gave birth to this race. Yet the Amananth are long dead. Explorers have found abandoned Amananth stations and ruined starships - ships that appear to have been shattered in battle. What destroyed the Amananth? Did the Shift save humanity, or simply prolong its destruction? The Skein Three decades ago, the TRI Corporation perfected modern jumpgate technology and restored lines of trade and communication between the transported worlds and their new colonies. Moving between sectors at sublight speeds is the work of generations. Fortunately, placing jumpgates doesn't involve travel to the target sector at sublight speeds. Instead, it's a matter of identifying a spatial anomaly - a "jump seed" - and sending a gatebuilding ship to this point through an existing gate. The seed ship can't return or communicate until the gate is completed, a process which can take weeks. The people who perform this work are known as forerunners. It's dangerous work; if a forerunner team vanishes, there's no knowing whether they were destroyed by hostile forces on the other side or simply lost in transit. Once a gate is established, two-way travel is possible. Because of this system, civilized space is not a solid mass; it is a set of stones cast over a pool, tied together by quantum thread. This network has come to be known as the Skein. Those sectors with permanent human settlements are said to be part of the Core. In the wake of the Shift, three distinct cultures have come to dominate the Core. Most ships encountered in the Skein owe allegiance to The Octavian, The Solrain, or The Quantar. The Hyperial Protectorate was a mighty power before the Shift, and there is a Hyperial station in the Core; however, so far no Hyperial world has been found within the Skein. TRI is always casting new threads out into the darkness, and any newly discovered or unsettled sector is part of the Edge. It's dangerous to run along the Edge of space, but there's tremendous opportunity for those willing to take the risk. However, many say that there are threats in the darkness far greater than pirates or asteroids. Has the Conflux finally returned? Or is there be something worse waiting out beyond the Edge? [b]Factions[/b] [b]Solrain[/b] Once a benevolent mercantile state, the Solrain have been corrupted by greed and the thirst for power. Corporate powers rebuilt Solrain society after the devastating Shift, and today it's difficult to tell the difference between the corporations that maintain the global infrastructure and the criminal organizations that lie just below the surface. Major syndicates such as the mercenary Combine and the bloated Zelcane Trust now control trade and compete for domination of the Solrain Council, where executives rule alongside mere elected officials, and often hold far more power. This has created a culture of cynics and opportunists. mercenaries, smugglers, and privateers searching for new ways to make a profit. While it is no place for the altruist, Solrain is filled with opportunities for those with the courage and skill to seize them. And beneath the cold veneer, there are a few hidden heroes. Idealists such as the underground Commonwealth Restoration Organization, who oppose the corporate cancer and struggle to restore Solrain virtue. As internecine conflicts take place in the councils and boardrooms, Solrain's frontiers are threatened by enemies both new and old. The other major nations remain an ever-present source of expansionist pressures and competition for resources, but in the century since the Shift, more vicious groups have arisen with much less to lose. Border disruptions and pirate raids may be an occasional nuisance in frontier systems such as Bleakstone, but when even the busy manufacturing centers of the Zelcane Triangle are threatened, the Solrain's citizens must wonder if the bright trading hub at Solrain Core is still truly safe. Solrain Culture The once benevolent Solrain Nation has in the years since the Shift become corrupted by greed and the thirst for power. During the struggle for vital resources in the anarchic post-Shift years, major corporations and criminal cartels merged into powerful monopolies. The Commonwealth Council still governs, but it is now almost entirely controlled by mega corporate Syndicates, such as Zelcane, AgCore, and the Combine, whose criminal roots are regularly exposed by their harsh business practices and extreme ruthlessness. Combine Ship Within Solrain space, nearly all opportunity for productive work originates with the Syndicates. Most citizens work for the Syndicate corporations or for one of their many subsidiaries. The Solrain business culture now fosters a stark divide between these powerful mega-corporations, sources of all wealth and security, and the vastly weaker contractor companies and individual free agents that compete bitterly to feed off Syndicate largess. Even the Solrain military itself is largely supported by the Syndicates, with mercenary companies, paramilitary corporations, and contracted freebooters making up the bulk of available forces. The once-proud Commonwealth Navy survives only as a small kernel of professional soldiers, supported by government defense appropriations. Though self-promotion and opportunism still thrive among ambitious corporate climbers, Syndicate regulations and corporate controls have largely suppressed the individualism and bold entrepreneurship for which Solrain was famous. Solrain now risks becoming a nation of corporate drones. Only on the frontiers in space are innovation and individual freedoms still considered commonplace; Solrain expatriates are common on the Edge, mining, operating waystations, founding small businesses, and plying the spacelanes as independent traders or smugglers in the old Solrain tradition. The one organization working to change the status quo is the Commonwealth Restoration Organization, better known as the Crows. Nearly forced into the role of a secret society by the Syndicates, these traders, pilots, smugglers and operatives are most active on the Edge, reminding their fellow citizens of the past swashbuckling virtues of Solrain society -- bold initiative and business acumen, but also independence, compassion, and honor. [b]Quantar[/b] Outsiders often scoff at Quantar mysticism, but faith has sustained the Quantar people through many trials. In the wake of the Shift and corruption in the world gone before, the Quantar have splintered; there are over a dozen Quantar paths, each with a different view of the universal truth. They are united by the fundamental belief that human destiny lies among the stars, and that the Skein itself will guide the thoughts of any pilot who learns to listen. The Quantar construct their ships according to spiritual principles, and they believe that the pilot and ship become a single being. While few outsiders take these ideas seriously, there is no question that the Quantar are gifted pilots. This may simply be the result of being raised among the asteroids and having learned to dodge rock as children. Or it may be that the prophets speak the truth, and that it is the Skein that flows through the hands of the helmsman. Quantar Culture Long ago, Quantar's priesthood was its salvation, preserving through the great vehicle of religion all of this ancient civilization's culture, its history, and its science. The Shift a century ago shattered what had been a burgeoning golden age of knowledge, and along with it, the political unity of Quantar. Before the Shift, Quantar had been a coherent nation-state, bound by religion, culture, and a growing technocracy. After the Shift, the remnants of this proud nation were scattered among strange stars, and every surviving clan and tribe had a different interpretation of the profound meaning of what had happened to them. Quantar split into the Paths. Quantar no longer possesses a central government. Each of the Paths exists somewhat like a separate and independent tribe. However, many philosophies still bind the Quantar culturally, and the people of the Paths manage somehow to cooperate successfully, congregating in space habitats, living, trading, and as their neighbors have learned, defending their territory with the accustomed pre-Shift zeal. Some of the various ideas the surviving Paths hold in common include a reverence for the universe around them, an ethic of mutual harmony and cooperation, a sense of the Skein as nearly an entity unto itself, and a prophecy of a coming Storm that threatens all humanity. In many ways, Quantar is an enigma to the other nations. Dismissed as superstitious or even ignorant by those who see only a facade of cultural mannerisms, the Quantar often astonish unsuspecting visitors with their sophistication. Quantar technology is every bit as advanced as that of Solrain or Octavius, and though their society seems to have slipped backwards toward tribalism, its adaptive fluidity may actually be more mature than the societies of their brethren. The Quantar are walkers of many paths: the philosopher, the zealot, the peacemaker, the warrior, the scientist, and the evangelist each has his place, both within the society and even within the heart and mind of each individual. Before the Shift, the Quantar followed an ethic suggesting that habitable planets were like gardens to be tended, but despite a clear tendency toward spaceborne industry and asteroid mining, they used planets as did any other nation. With the loss of their homeworld and pre-Shift colonies, the Quantar have chosen not to exploit worlds they do not consider theirs. The Quantar survivors of the Shift felt there was actually less security to be had on the surface of a new world, and preferred the flexibility and potential mobility of space construction and asteroid habitats. Ambrosius, a Quantar philosopher of the decade immediately following the Shift, asked "Why tie ourselves to worlds, when even them the Storm can shatter, and tear us away? Our homes are now temporary things that we have built for ourselves in the sky. We must aspire to a new sort of existence, and be ever adaptable. My Brother is the Stone. Within the Asteroids can be found all that we need for life." Even now, all Quantar live in deep space habitat complexes, using planets only as gravitational anchors. Many Paths are represented in each complex, though the two largest Paths have each claimed one of the three major complexes as their home and taken primary responsibility for local operations. Despite the meditative and harmonious aspects to Quantar society, there is a clearly militant undercurrent to many of the Paths. This martial spirit has served Quantar well in defense, with the major Path called Void Storm teaching the arts of war as vital in preparation for the nation's future trials. Militancy has also caused incidents of civil strife. At least one Path has left the fold of Quantar society when its aggressiveness overcame the principles of harmony. History may be repeating itself even now with the isolation and rebellion of the ultraconservative Hamalzah'din Path. [b]Octavian[/b] Founded untold centuries ago and preserved through history by the honor of its soldiers, Octavius is a society grounded on military discipline. Every man, woman, and child of Octavius is born into a legion and driven by the desire to restore their ancient empire to its former glory, dreaming of a day when the Empire once again rules known space. Octavius is governed by the Senate, which rules from the transported world of Ares Prime. For the moment, the imperial throne stands vacant. Generals and prelates alike dream of seizing the imperium, but in the struggles of the past century, no one faction has had the power to enforce a claim. The aggressive Phoenix Rising faction calls for conquest, to reunite and preserve humanity beneath the banner of the Nation. Aegis, meanwhile, fights to guard the Imperial Bastion and cooperates with trusted human allies against alien threats. The continual intrigue is a drain on Octavian spirit and resources and a distraction within the Senate. Should a new emperor one day be acclaimed with the full support of the legions, it could herald a dramatic Octavian resurgence. Octavius Culture / Society Once, Octavius ruled a thousand worlds, and not for a moment is that forgotten by anyone with Octavian blood. Brought low many times before by ancient disasters or internal strife, Octavius has always survived to rise again. Though the Shift scattered the once-mighty Imperial forces and ripped the Nation's very heart away from stars humanity knew, the stoic traditionalists of Octavius regard this merely as a stark turn of Fortune's wheel, a challenge to be met with resolution and courage. Famine, struggle, and desperation have characterized this most recent Dark Age. Enemies old and new seemed to assail the remnants of Octavius on all sides, and only through careful management and resilient defense have the Senate and the Navy once again preserved their people. As in ancient times of threat, the Imperial military organized the people. All resources were marshaled for survival. Farmers and grocers became quartermasters, clerks became military staff, scientists were placed in Research and Development divisions, and laborers fell under the auspices of the Imperial Corps of Engineers. For everyone there has always been a place of honor within Octavius, and no task too mean to be performed with pride. Internal contention is not unknown, of course. The seat of Emperor has lain vacant since the Shift. Authority now lies with the Senate. Generals and prelates, as ever, strive amongst themselves for influence and prestige, hoping one day to be acclaimed worthy of that highest seat. Every family seeks to improve their station. Honor above all is the unspoken code, yet even bloody deeds may be forgiven by superiors if the victor can honorably prove that the good of the Nation was in some way preserved. Even Senators, trusted to direct consuls, prefects, and generals alike, quarrel over policy and engage in bitter political intrigue. Politically, two factions dominate. Phoenix Rising advocates the traditional policy of conquest, reunion of all humanity under the Octavian banner, for the sake of mutual survival. Briefly discredited in decades past, and most certainly impractical in times of scarcity, the voice of this faction has been growing gradually louder. The opposite side of the same coin, Aegis promotes the venerable creed of peace through strength. Seeing Octavians as leaders of humanity rather than conquerors, Aegis promotes a shining future of cooperation with other Nations, while defending the civilized Bastion against any threat. The Bastion is indeed threatened. Ravager pirates and mercenary Nova Wolves gather close, seeking to wrest from Octavius that which it needs to survive. Whether opportunity or further threat lies beyond is merely a matter of perspective. But not without reason is the phoenix, the firebird reborn, the symbol and crest of Octavius. Now, after a century among these new stars, the stalwart Octavians have at last looked about themselves and found that, once again, they are strong. For pictures check out [url]http://us.jumpgateevolution.com/media/screenshots[/url]
hmm is it not going to be a monthly subscription like eve online? because if its not them im getting it :P
[QUOTE=MrCoffee93;19418442]hmm is it not going to be a monthly subscription like eve online? because if its not them im getting it :P[/QUOTE] i sure hope not... only reason why im not playing EVE is because of that monthly fee, and if jumpgate is gonna be a monthly fee game im going to be pretty pissed caus im really looking forward for it to be released
the thread i made about this is infinitely better
When the hell is this coming out? It feels like I signed up for the beta over 2 years ago.
I don't know, I'm hoping it will be soon, the closed beta has been over for quite awhile so I would think the open beta should be coming out soon.
Closed beta never started, it was Friends and Family alpha which ended. They decided the game was going the wrong way and they've started changing a lot of it. This was last year some time. They haven't given much information about anything for the past 8 or 9 months. Don't expect anything this year
I am disappointed. Was really looking forward to this.
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