After spending extensive time at JT as a primary PvPer, I wanted to provide a deeper layer of feedback on why Jumptown v1 was successful and how "the spirit of Jumptown" can be maintained in the current event. THE MOST IMPORTANT ELEMENT: COMM ARRAYS AND BIG BROTHER I am currently having a blast in JT, but in order for the event to work well there is one primary element that needs dire attention: the omniscient comm arrays and the crime system. On most servers, Jumptown has devolved into a "peaceful" event where people are too afraid of the crime system and big brother to open hostilities. The majority of people in SC are lawful. This is further exacerbated by the fact that committing a crime with the lawful mission ejects you from the event and most lawful players encounter rep bugs that prevent them from getting the criminal version of the priority mission. These systems were not present in Jumptown v1, where there was no penalty for combat and players were not enticed to follow strict rules or be stick in a 15min to 8hr penalty box at Klescher where they miss a lot of the event. On most servers, players "cooperate" and stand in conga lines like homeless people outside of a soup kitchen waiting for their aUEC handout. There are orgs that step in and attempt to act as law and order, but this is really just BS. We know the real enforcer is big daddy Comm Array and the Criminal System. Thankfully, there is a easy in-game fix that I have dedicated myself to: shutting down the Comm Array. Once the Comm Array goes down, well things change. People acting friendly and waiting patiently for their drug boxes start eying all that MAZE in the hold of the C2 next to them thinking "mmmm how much can I make if ALL of that belonged to me?" One guy gets shot, his friends retaliate, the whole boring Peacemaker operation turns into a a bloodbath in minutes. Chat gets populated by all sorts of great messages like "Why did you shoot me, I was friendly!" Before long, JT is lit up by gunfire and the bodies start piling up. All it took to restore Jumptown to its former glory was a single tiger claw. In the boiling chaos orgs step in, attempting to restore the peace. Pirates come out of the woodwork and kill indiscriminately. The PvP lords rise from their slumber once the sky is filled with lasers and missiles. All is good, all is as it should be. This is the JT that I remember. Not this stupid conga line of free AUEC dominated by big brother, but a lawless bloodbath that is filled with risk. Where you are running to your ship with a box as gunfire roars behind you. When you don't know the guy behind that door is waiting with a shotgun or grenade launcher to turn you into pink mist. Where guns can be drawn and triggers can be pressed to flare hostilities at any second. This is the Jumptown that I remember -with the chaos that made things so great. All it costs is 999 AUEC and 5 minutes of time. The single most important piece of feedback I have for JT is as follows: THE START OF THE EVENT MUST BRING DOWN THE COMM ARRAY WHERE THE DRUG LAB IS BY DEFAULT IF THE COMM ARRAY IS TURNED BACK ON DRUG PRODUCTION STOPS UNTIL THE COMM ARRAY IS BLINDED AGAIN This is the first and MOST IMPORTANT THING that must be done to make JT great. OTHER AREAS OF FEEDBACK: COVER, FACILITY SIZE, AND MULTIPLE ENTRANCES Many players have voiced this before, but Jumptown is simply too small and there is one single airlock/choke point leading to the production facility. A single player can lock down the full event crouched in the corner of the room using a grenade launcher. SUGGESTION: Quadruple the size of the facilities. Add interior rooms with multiple levels and objects for cover similar to Star Marine and TOW. Add multiple production areas that spawn drug boxes. The entrances and doorways leading to the drug productions facilities need multiple entrances. A single player should not be able to choke out the entire production mechanism. GROUND VEHICLES NEED MORE COVER/VALUE While I have seen ground vehicles used, and used them myself, ground vehicles are simply easy prey for heavy combat ships and bombers. When they do work, they work great, but they need to be bigger contributors in the fight. SUGGESTION: Add a cave network underneath the drug labs that is large enough for vehicles to traverse through. The network should be too large to cross on foot (although possible with dedication). The cave network should have multiple entrances on the outskirts around the drug lab, fostering vehicle to vehicle battles underground. The cave network surfaces to multiple points surrounding the drug labs. At some point, players need to disembark their vehicles to reach the surface around JT. Throwing boxes down into the holes then stacking them in vehicles underground should be a legitimate method of transit. This also raises the value of vehicles like the Spartan APC, which can traverse under the cave, get troops up to JT, and get loaded with Drugs and sent back to a C2/M2 waiting for pickup at a cave entrance.