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Blogs
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New Horizon Spaces
A group blog by New Horizon Spaces in Community Blogs
Hello everyone and welcome to New Horizon Spaces.
This has been a website I have had for many years. It has gone through many different focuses over the years, but its here to stay. I have emails attached to this domain name so I have no intention of getting rid of this domain name any time soon. I have had it for many years and have no intention of giving it up. This will serve as a parent company to any other business I create. This serves as both personal and business purposes.
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Sparkal's Corner
A blog by Sparkal in Member Blogs
Highlights
New Galactic Starfighter Ship Role: Bomber – The Bomber ship role has been added to Galactic Starfighter, with six new ships available for unlock/purchase!
- Bombers are tough support ships that drop mines and drones on the battlefield.
- Mines detonate when enemies get into proximity, inflicting damage or crippling debuffs to all nearby foes.
- Drones attack nearby enemies with a variety of weapons, while Repair Drones restore the hull of nearby allies.
- Bombers can also place Hyperspace Beacons which function as mobile respawn points for their allies.
New Galactic Starfighter Game Mode: Team Deathmatch – Team Deathmatch is a new game mode which pits teams of players against each other. The team with the highest player kill score when either time expires or the score limit is reached wins the match. Team Deathmatch maps also contain a new feature, Power-ups!
Power–ups are spawned in the map at the start of a match, and once picked up will respawn at a random point in an area after a random amount of time. Power–ups provide boosts to the player depending on which is picked up, which last 45 seconds. Power–ups on PTS are as follows:
- Engine Overcharge – Doubles engine power regen rate, increases ship speed by 30%, increases ship defense by 15%, refills engine power to full on pickup.
- Weapon Overcharge – Doubles blaster power regen rate, refills blaster power to full on pickup.
- Shield Overcharge – Doubles shield power regen rate, eliminates shield recently consumed regen delay, refills shields to full on pickup.
- Damage Overcharge – Doubles damage from all primary and secondary non–drone weapons.
All power–ups are indicated on the minimap. The Damage Overcharge power–up is a rare spawn, however there is typically at least one up on the map at any point in time. Players that grab this power–up are identified to all players via a broadcast message and are indicated on the minimap.
New Galactic Starfighter Feature: Battle Record – The personal Galactic Starfighter Battle Record can now be accessed via a button in the upper right corner of the Hangar. Features include detailed lifetime battle stats, and the ability to link each stat to chat.
New Feature: Detailed Scoreboard –Galactic Starfighter’s scoreboard will now feature new tabs containing information on:
Performance – Track stats including kills, deaths, damaged dealt/received, hit %, objective captures, and more!
Earning – A detailed breakdown of the Requisition you’ve earned during a battle and how it was earned.
New Flashpoint: Kuat Drive Yards-The Republic and the Empire are calling on their greatest warriors to join the fight for control of the Kuat Drive Yards, a highly-contested orbital shipyard with one of the most prolific manufacturing facilities in the Galaxy. Each time you play through Kuat Drive Yards, you have a chance to see a different series of randomized combat scenarios.
New Group Finder Category: Tactical Flashpoints – Kuat Drive Yards is available in the new ‘Tactical Flashpoint’ category in Group Finder. Tactical Flashpoints are role-neutral, meaning Group Finder will match the first four eligible players regardless of group role. Kuat Drive Yards is available to players levels 15-55, and it is bolstered so that a broad level range of players can be matched together.
General
You can now queue for Warzones and Galactic Starfighter battles at the same time.
Galactic Starfighter
General
- Typing “/squad” will allow the player to chat with players in their Squad and/or Group.
- Quick Look functionality has been added. Players may use their keyboard’s number pad to quickly shift their camera’s view without affecting ship movement.
- Players who only inflict shield damage to a target now receive appropriate Requisition for the assist when the target is destroyed.
- Auto Roll functionality has been added. Press “V” (by default) to rotate the ship to the default orientation.
- Targeted enemies are now highlighted on the Map and Minimap screens.
- Queuing for Galactic Starfighter battles no longer block character changes.
- If you have an enemy selected it will now show their target’s name in the Targeting Computer.
- A confirmation dialog has been added before travelling to the tutorial level.
- Combat HUD tutorial information on Enemy and Objective Indicators has been expanded.
- Combat Controls tutorial has been updated to feature targeted defense drones.
- Players will now be invulnerable to all hull damage while in the Galactic Starfighter tutorial.
Ships and Hangar
The dialog for new purchases within the Hangar has been enhanced to show the exact breakdown of Fleet and Ship Requisition to be used.
Environments
Several force fields have been removed from the Abandoned Shipyards level in Domination mode.
Components and Crew
- The “Increased Range” upgrade for Sabotage Probe now features a 10% increase instead of 500m.
- Crew members now animate within the Hangar preview window.
- Crew abilities “Running Interference” and “Wingman” have had their area of effect ranges increased from 1000m to 3000m.
- Bowdaar no longer wears a hoodie within the Hangar.
Classes and Combat
Jedi Consular
Sage
Telekinetics- Concentration now additionally reduces the pushback suffered while activating Disturbance by 50/100% (up from 35/70%). The rest of the benefits provided by Concentration remain unchanged.
Balance
- Psychic Barrier now reduces the pushback suffered while activating Telekinetic Throw by 33.3/66.7/100% (up from 25/50/75%). The rest of the benefits provided by Psychic Barrier remain unchanged.
Sith Inquisitor
Sorcerer
Lightning- Subversion now reduces the pushback suffered while activating Lightning Strike by 50/100% (up from 35/70%). The rest of the benefits provided by Subversion remain unchanged.
Madness
- Sith Efficacy now reduces the pushback suffered while activating Force Lightning by 33.3/66.7/100% (up from 25/50/75%). The rest of the benefits provided by Sith Efficacy remain unchanged.
Imperial Agent
General
- Reduced the activation time, cooldown, energy cost, and damage done by Orbital Strike.
Operative
General- Lowered the cost of Hidden Strike to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
- Increased the duration of Tactical Advantage by 5 seconds (now 15, up from 10).
Concealment
- Surgical Strikes now increases the damage dealt by Shiv, Overload Shot, and Backstab by 5% (up from 4%).
- Collateral Strike now has a 50/100% chance to trigger when Laceration is used (up from 35/70%).
- Culling now increases the damage dealt by Laceration and Collateral Strike by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Collateral Strike damages an enemy target (down from 5/10).
- Waylay now increases the damage dealt by Backstab by 5% (up from 4%).
- Meticulously Kept Blades now additionally increases the critical damage dealt by Laceration by 10/20/30%, but no longer increases the critical damage dealt by Sever Tendon.
- Calculated Frenzy no longer increases Alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.
Lethality
- Corrosive Microbes is now a single-point skill (down from 2), but still increases the chance for Corrosive Dart to tick twice when it deals damage by 25%.
- Lethal Injectors is now a 2-point skill (up from 1), each point still increases the duration of Corrosive Dart by 3 seconds (so 2 points in the skill now increase the duration of Corrosive Dart by a total of 6 seconds, granting 2 additional ticks of damage).
Sniper
Lethality- Corrosive Microbes is now a single-point skill (down from 2), but still increases the chance for Corrosive Dart to tick twice when it deals damage by 25%.
- Lethal Injectors is now a 2-point skill (up from 1), but each point still increases the duration of Corrosive Dart by 3 seconds (so 2 points in the skill now increase the duration of Corrosive Dart by a total of 6 seconds, granting 2 additional ticks of damage).
Smuggler
General
- Reduced the activation time, cooldown, energy cost, and damage done by XS Freighter Flyby.
Scoundrel
General- Lowered the cost of Shoot First to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
- Increased the duration of Upper Hand by 5 seconds (now 15, up from 10)
Scrapper
- Scrappy now increases the damage dealt by Blaster Whip, Quick Shot, and Back Blast by 5% (up from 4%).
- Flying Fists now has a 50/100% chance to trigger when Sucker Punch is used (up from 35/70%).
- Turn the Tables now increases the damage dealt by Sucker Punch and Flying Fists by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Flying Fists damages an enemy target (down from 5/10).
- Sawed Off now increases the damage dealt by Back Blast by 5% (up from 4%).
- Underdog now additionally increases the critical damage dealt by Sucker Punch by 10/20/30%, but no longer increases the critical damage dealt by Tendon Blast.
- Rolling Punches no longer increases alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.
Dirty Fighting
- Mortal Wound is now a single-point skill (down from 2) but still increases the chance for Vital Shot to tick twice when it deals damage by 25%.
- Open Wound is now a 2-point skill (up from 1), but each point still increases the duration of Vital Shot by 3 seconds (so 2 points in the skill now increase the duration of Vital Shot by a total of 6 seconds, granting 2 additional ticks of damage).
Gunslinger
Dirty Fighting- Mortal Wound is now a single-point skill (down from 2) but still increases the chance for Vital Shot to tick twice when it deals damage by 25%.
- Open Wound is now a 2-point skill (up from 1), but each point still increases the duration of Vital Shot by 3 seconds (so 2 points in the skill now increase the duration of Vital Shot by a total of 6 seconds, granting 2 additional ticks of damage).
Bounty Hunter
Powertech
Advanced Prototype- Prototype Flame Thrower now requires High Energy Gas Cylinder to be active.
Mercenary
General- Mercenaries with the Combat Support Cylinder loaded will now be able to use Rapid Shots to heal themselves.
Arsenal
- Stabilizers now reduces the pushback suffered while activating Tracer Missile and Power Shot by 50/100% (up from 35/70%). The rest of the benefits provided by Stabilizers remain unchanged.
Bodyguard
- Kolto Shell may now be deployed on more than one target at a time, but a target may not have more than one active Kolto Shell. Additionally, Kolto Shell now generates 10 heat (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
- The tooltip for the Bodyguard skill has been updated to indicate that it also reduces the rate limit of Peacekeeper, and the Bodyguard skill now requires Kolto Shell instead of Peacekeeper.
- Peacekeeper has been moved from tier 6 down to tier 5 in the Bodyguard skill tree.
- Cure Mind has been moved from tier 5 down to tier 4 in the Bodyguard skill tree.
- Protective Field has been moved from tier 4 up to tier 6 in the Bodyguard skill tree.
Trooper
Vanguard
Tactics- Pulse Generator now requires High Energy Cell to be active.
Commando
General- Commandos with Combat Support Cell loaded will now be able to use Hammer Shot to heal themselves.
Gunnery
- Steadied Aim now reduces the pushback suffered while activating Grav Round and Charged Bolts by 50/100% (up from 35/70%). The rest of the benefits provided by Steadied Aim remain unchanged.
Combat Medic
- Trauma Probe may now be deployed on more than one target at a time, but a target still may not have more than one active Trauma Probe. Additionally, Trauma Probe now costs 10 energy cells (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
- The tooltip for Probe Medic has been updated to indicate that it also reduces the rate limit of Frontline Medic, and Probe Medic now requires Trauma Probe instead of Frontline Medic.
- Frontline Medic has been moved from tier 6 down to tier 5 in the Combat Medic skill tree.
- Psych Aid has been moved from tier 5 down to tier 4 in the Combat Medic skill tree.
- Med Zone has been moved from tier 4 up to tier 6 in the Combat Medic skill tree.
Items and Economy
General
- The 2-piece set bonus for the Field Tech’s PVP set now increases the range of Distraction and Takedown or Quickdraw by 5 meters.
- The 4-piece set bonus for the Field Tech’s PVP set now increases the duration of Orbital Strike or XS Freighter Flyby by 3 seconds.
Legacy
Achievements
- Achievements have been added for the Bomber ship role.
Missions and NPCs
Oricon
- The Dread Forces of Oricon are more distracted by the madness of the Dread Masters, and therefore their aggro ranges have been reduced.
PvP
General
- Queuing for Warzones no longer blocks Hangar changes.
Source: http://www.swtor.com/community/showthread.php?t=713080
Originally posted January 10, 2014
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Melissa's Corner
A blog by Trekkiemelissa in Member Blogs
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Recent Entries
Latest Entry
How to own, build and develop a website?
Many people create websites for many reasons. It may vary from a business purposes to a hobby. When I first had a website, I didn’t know a whole lot compared to what I know now. Like everyone, my very first website was a free one until one day I decided that I needed more control and now I run a site that has its own domain name and webhosting. In fact, I currently have a total of three sites running concurrently under one host.
A little about Free Websites
Free websites do have their place if you are only starting out and you don’t typically need a lot of advanced features like having a forum included in your website. More than likely, you would have to go a domain name and webhost to take advantage of that. Most free hosts do not have the stuff you need in order to install a forum.What Do You Need to Develop a Website
In this section, I am going to discuss what is needed when it comes to paying for a website.What you need is this:
A domain Name
Webhost
A little About Domain Names
Buying a domain name is cheap. When I first bought my first domain name, I was spending $15 dollars a year only because I didn’t know of any other sites that charged less for the money. Now I spend less than $10 per year per domain name.
When you do buy a domain name, come up with a name that suites what your website is all about. The key to a good domain name is one that is easy to remember.
A little about Webhosts
A domain name is only just a name so you need some sort of host. Most people I know these days use hostgator. I’ve used them for a couple years and I have hardly had any problems with them. A little about webhosts, they usually meet what you need.The webhosting Options
There are many different options that you can choose when choosing the webhosting options.Here are a few options you have:
- Shared
- Reseller
- Dedicated Server
- Virtual private server
Most people will start out on a shared server as that is usually all you need when first starting out. A reseller account is where you can sell hosting to other people to choose. Its great for that, but its also a good way to divide your own websites up. Its the more expensive option than shared. Resellers are typically on shared environment. Then the next step would be the virtual private servers as that is right in between a shared environment and a dedicated server. What it basically is, is where you share a particion with other people on that server. Finally the last option here is Dedicated server where its only you on there and if you are hosting other people.
Lets get to the Fun Part
Now it is time to start building a website once you have done all that I had said before.
Now you have to decide if you want to build a site from scratch or not. You can build the site with only just html and css or using a cms.
If you decide to create a site from scratch, you really need to learn how to create a site from scratch. The other option is that you can install a cms and it will do most of the work for you. Still it will be helpful for you to learn html in order to do everything you want to do to make the site look good.The Bottom Line
The bottom line is that it does take time to learn everything. If you are willing to learn new things, this is for you and it will be well worth it once you start building your own website. You will be happy on what you had created and as time goes on you will keep on trying to improve it. I have had my website for quite a few years and have never looked back since.
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