Development Cycle Archive

Thread: IC4: Path of the Jedi

Moepple
Fri Feb 20, 2004 6:34 am
#118

Hi,


these things I would like to see:


1: Each (!) Mission should give you a choice where you can choose the dark or the light path. See it as sorta ying and yang. If you choose the dark path, you get "dark points". If you choose the light path in the next quest, you then loose "dark points". If you achieved 100% of your dark or light points (whatever this means), you get your fs-slot. Well, even without those points, it would be great to be able to choose a path in each mission, cause thats what jedis have to do, choose their path.


2: A number of Random generated quests should lead you to the char which has the first jedi-path-mission for you, and that person should also be random, so noone can make a guide for the jedi.


3: To become a Jedi, you should need a padawan. In other words, you should not be able to simply learn from an npc. If you gain a skill-level, you should either learn it from another FS-Char or do a quest first to get the selected skill. Of course, that mission could offer two paths also, and if you choose the wrong one, you might not get the skill this time.


4: A Jedi will not use any skills, because the FS Slot is not available at that point :-)


5: There should be no need for bringing friends with you for each quest. It should be possible to make those quests on your own, IF you have the right skills. Mixing crafting and fighting might be a good deal. In other words, I see no problem in letting a BH Master making a quest where you need to craft something, as long if he can deal the schematic and the items needed to craft to another player who can build the item for him. All Items you need for those schematics should be available due to quests also, but some might be available as drops too. But if you let people make quests for those items, you can involve crafters more easily. Crafters do quests for the items, Fighters go hunting for drops.


6: Those quests should need Brain, not Muscles. Of course you should need to fight sometimes, but the silly " I have a wp now, lets go and kill whats there" should not be the way to go for the fs-slot.


7: Make a Quest-contest. Let people sent in their quest proposals and give the best 200 quests some free gametime and the 10 best quest-ideas a FS-slot. Then you will get the variety of quests thats needed for the fs-slot.



Read ya.


Axe_Grinder
Fri Feb 20, 2004 6:40 am
#119

A Jedi should not have a conscious choice as to whether or not they are driven to the dark side. Vader did not make a decision to become a dark jedi. He became a dark jedi through extenuating circumstances, and his actions along his path to Knight.



Jedi in SWG should be no different. I know this is a major fundamental change, but its required.


Through actions on quests, decisions made as to life and death matters, and whether or not Jedi use their powers to benefit themselves or to help others should create light and dark side points. All earned on various missions REQUIRED during a Jedi's training at various levels (ie: every master box) So a Jedi initiate would have 4 quests before he is given a final trial to become a Padawan.


Once a Jedi completes his Padawan tree, and does another 4 quests he is escalated through a trainer to a Jedi Trial.


This trial is the final piece of the puzzle. Once the trial is complete you either face Vader or Yoda. Your path was predetermined, as you have already completed 8 quests, but for immersion purposes this trial is immensely important.


So each line has a quest associated with it.


Quest examples for Padawan:


4/0/0/0 =Sabre Duelist - Use your sabre and prove you have mastered it for your level.


0/4/0/0 = Force Healing - Use your force healing powers to benefit yourself or another person.


0/0/4/0 = Force adept - Using your force powers on various tasks during the mission, proving you can manage their use over time.


0/0/0/4 = Force Wielder - Use your various force powers in manners that would show dark or light side sensitivity.


To actually train in your 4th master box these quests are required. Once completed your trainer trains you and your new title is available if you so choose to display it.


Jedi are virtuous, disciplined, and ever seeking more knowledge of the force. To understand the force is to Master it.





**Dark Jedi Knight of Onyx** - Quis custodiet ipsos custodes
Peace is a lie, there is only Passion. Through Passion, I gain strength.
Through strength, I gain power. Through power, I gain victory.
Through victory, my Chains are broken.


The force shall set me free.
Bogwan
Fri Feb 20, 2004 6:43 am
#120

Personally I have a few things to say.


Something should be changed in how you obtain your jedi character. If holos are still the desired path than in my opinion if you started as a combat profession then all of your holo grinds should be of combat professions.


If it is desired that quest be fufilled then that would be great to, my only concern with that is that you will have tons of people running the exact same missions, so some consideration to that would need to be addressed,



Personally as it stands right now i have mastered 3 holos and 4th told me merchant, and to be quite honest i was pissed, because i started out as a marksmen and worked my way thru BH, then i started my holo grinds and they were all non combatant, The only thing that kept me from quitting the game when i opened my 4th holo and read that i had to master merchant was my guild and the fact that, several of them had encountered the same crap, so now i strive to master commando, and maybe someday get my BH back so i can have some payback on some jedi, lol





Bogwan - MBH, Master Rifleman

I refuse to change my sig cause i am still a MBH Master Rifleman at heart
PlasticBabyOracle
Fri Feb 20, 2004 6:44 am
#121

I would like to see this sort of system for jedi skills as well as other professions:



  • attain skill boxes through xp like normal

  • when you learn a skill box, you get all the stat mods that you normally would (weapon speed, weapon accuracy, etc.), but none of the skills

  • once you get a skill box, you unlock a series of quests (that you recieve from your trainer, or maybe another NPC)

  • you must perform the quests for the NPC to teach you the special skills/schematics that are available in the box

this would add some amount of story to the otherwise boring grind. maybe completing the quest would give you a bonus of xp to help you along to your next box.




__________________________________________________
Arvedui Orthaeus, Master Droid Engineer / Blademaster

The picture is of happiness, the story not. Happiness is a garden walled with glass: there is no way in or out. In Paradise there are no stories, because there are no journeys. It's loss and regret and misery and yearning that drive the story forward, along its twisted road.
-Margaret Atwood "The Blind Assassin"
Ragemaster9999
Fri Feb 20, 2004 6:46 am
#122

The new jedi system should be very complex, hard to get, and very mysterious. NO static npc quests.. not even to start the quest. I think NPC that start the jedi quest should just spawn randomly on planets. Remember a Jedi does NOT want to be known of, so that simple townsperson your talking to may be an undercover jedi! What im saying is make it so the player stumbles across it, and at first thinks hes going on a simple task, when it leads to something MUCH deeper. Jedi should be reserved for long time SWG, like a period of3 months activation instead of hours played (you can just grind ). There should be prerequisit like spending all skill points mastering atleast 2 professions ect. The ammount of static quests you have completed could also contribute your chanch of "finding" a jedi type quest giver. For instance, an undercover Jedi playerwho passed you in the cantina disguised a newbsensed you were strong in the force. He than finds a secret random spawning master whos name goes in a database and the player who is trying to become a jedi is running around on some random planat if this and this conditions were right than a unique spawn would happen that would force the player to make split second decisiions.


I think there should be both crafter, social and fighter jedi types. There should be NO one way to reach FSCS. Longtime players who enjoythe game and play it and do many different things should be rewarded with with FSCS sooner or later.


As for the devs wanting to keep the jedi population down... thats a tough one. I would recommend that using force and lightsaber ect would gain you points, points will be givin to jedi who use jedi like abilities near other players. When the jedi player earns a certain amount of these bad points, than any player who sees him use jedi abilities can go to a BH terminal and report the jedi. There could bea radial option that says "report Jedi sighting" and that name entered into thedatabase of possible/suspected jedi. Than BH could search those missions and possibly find a target, and persue their target.


Also for darkjedi/light jedi thing, I think you should be appointed an "arch rival". Another player ingame is dark, and say your light, and something happened and youtwo are always looking for eachother, like arch enemies. And if you come across your rival than you engage in a locked duel of fates sort of battle. ( like episode 1 with young obi wan qui gon and darth maul )No one besides the 2 jedi fighting eachother can influence the jedis inANY WAY... ( similar to how the stormtroopers watched casuallyas darth vader battled obi wan ) There could be a sphere of influnce around them that they cannot leave, to simulate a heated battle to the death. Only one player is going to come out of it alive, and to the other, permadeath! There could be conditions to escape (like the shuttle in Episode 1 came and qui gon jim jumped on to it before darth maul could finish him ) but they would rely on shred player cunning, random events or some other rare factor. So if jedi permadeath only resulted in a battle with your arch rival, than the system could tally the winsloss ration compared to how many and say Ok then the dark jedi influence is winning this month, so random npc quest givers are more towards the dark side. The jedi system would also encourage and "set up" jedi interaction! For instance a dark player jedi and a light jedi player could have gotten 2 of those random jedi questsfrom different planets.. the quest may be mysterious that says something like "The force is strong at this location, you must check it out" When the conditions are right, a dark jedi and a light jedi following the same quest from different locations, and, meet together at this waypoint, where they find their arch rival. They could engage in a jedi battle (ifeither jedi iniated it)but thepossibiltyof surviving the encounter (or running away) would stack heavily in the defenders favor. This woud allow the jedi to see eachother face to face, and get a good look at their enemy. They both walk away, (imperial patrol nearby?) but know that the force has brought them together, their paths are entertwined, and to fight that rival in an epic battle is your destiny...


Thats all I have to say, sorry about th elong jumbled piece of writing I just got up



Oiwik Kalmor the Rodian. Final profession pending.
I love the NGE... don't you?
AbelDamodred
Fri Feb 20, 2004 6:52 am
#123

My biggest concern is that the quests dont begin with campable NPC's.


Perhaps several dozen NPC's around the galaxie will be able to start a quest, but for eachperson, they must find the right ones. Those that aren;t right for them, may give a hint, or just say, "I feel the power within you, but I cannot help." or something along those lines.


If possible, the NPC's would rotate occasionally, since websites would just log where each is anyway. One or two on each planet, and once a week, you devs would just move them from city to city, or wilderness area. OR, they have a set walking path. 24 hours a day thay walk in a roundabout pattern across each planet.


Once you have found the right NPC to talk to, he will give you a set of missions. After those missions, he will tell you to visit anothe rnpc on anothe rplanet, and so on.






Missions:

Missions should incorperate NPC and PC's. Perhaps you need to hav an artisan craft you a control unit, and drop it off at an NPC. Or 20 control units. It CANT be a real tough item to get, because then the prices will skyrocket, make it an inocuous item that many people need(such as a control unit, blaster power handler, etc). That will add to the imersion, like your helping a poor soul who cant afford components to get a job.


Make the missions vary, and take you all over. We want this process to weed out ALOT of players who dont want to bother. It SHOULD NOT be easy to become jedi. Also, make jedi missions not count against your 2 mission cap.



Valcyn - Jahar Narishma
Mastered Marksman - Weaponsmith - Brawler - Architect
Future Combat Medic
GartChan
Fri Feb 20, 2004 7:01 am
#124

A Padawan System


Why not get rid of this dependancy on NPCS and move to Players? The current player jedi should be instrumental in future jedi advancement!





I bow to no man...
Rave Lupine Immortal Legion Vaar Sado
Imperio59
Fri Feb 20, 2004 7:16 am
#125

Ok so i've already posted my small ideas on FSCS achieving. I just wanted to remind everyone of a point or two wich makes the current FSCS system GOOD, and also what makes it BAD:


A casual gamer CAN achieve it, but it will take considerably longer than a powergamer...


ANYONE can achieve it.


No actin you ever take will forever prevent you from attaining FSCS.


FSCS takes time, dedication, and sacrifice. You NEED to change something about your playing style to open FSCS currently. You might need to entertain when you are a fighter, or craft when you are an entertainer, ETC, but you WILL have to FIGHT, CRAFt and HEAL, the 3 main roles in SWG...


It makes you explore the game, you go through a LOT of professions and you discover a ton of aspects of the game you normally might not have discovered...


Any faction can attain it: Imp/Rebel/Neutral,doesn't matter.


It feels REWARDING! When you open that FSCS you go 'YESSSSSSSSSSSSSSSSSSSSS (add twenty more 'S') and you feel like you have REALLy accomplished something BIG in SWG.


It is the END reward for the powergamer. and he CAN "powergame" to FS, and then to Jedi master. And as much as some people don't like powergamers and would rather they not grind, and use powergaming tactics, etc, ou NEED to cater to them. they want and need a high end goal: Jedi Master It will take them over 5 months of achieving. It is hard and rewarding and they can BRAG about it... Just imagine for a second, if you could start yur character as a jedi , a novice proffession, and it was as "easy" as mastering BH, would you feel a sense of accomplishement when you attained it? You would, but not to the smae degree, not mentionning the fact that there are another 700 like you on your galaxy...


now, the BAD with the current system:


It requires you to "kill" your template for your character. you HAVE to drop whatever template you have to grind through professions...


the GRIND: It is dumb, point-less, it can and IS afk'ed, leads to people using 3rd party macros to grind for them, or in game macros to afk through professions, etc... It is BAD DESIGN (sorry devs...) because, wether you like it or not, it DOES force people to grind.


I remember Holo saying that no matter what they did, we could still find a way to grind through it. I agree to a certain degree. Grinding is a certain way a player plays. he does not HAVE to grind, he could well master 15 or so professions the "normal" way, at a normal pace, by simply crafting for customers (but he can't with the current systems, on live the market is flooded and cornered by the masters...) or just grouping when he is on to kill stuff (wich is also a way to grind, even though some people argue that it is slower than most, for me, grinding combat solo is the worst. I feel like i'm playing an old arcade game, without a "Top Scores" board ) . Players here are FORCED to grind because, with what we know of the current system, they have to keep mastering professions until they find the right one. TH says we are missing something, i'm sure we are, but until we know what it is, this is the only way how to open the Fs slot for us...


Let's face it, you "need" to master 15 or so professions in order to open FSCS. Great, let's openmy skills UI and look around here... Ok, let's try... marksman! I'll go pickup a D18 and try to get pistol first, yea!


You go and take a mission, you kill it,you take another, boom, pistols 1. Great. You go back, learn it, take another 2 missions, go back out. You kill, halfway to skill 2. Take another 2, kill, skill 2! then it takes another 8-10 missions. and the 4th one finally, takes a LONG time if you solo, even soloin the right mobs.


So you go to a group, butyou won't make so much XP (this is on live, i mostly play on TC, but i recently went on live and fought in groups at rifle 4. I had novice Bh but i entended on going novice rifleman.) . The group steals most of your XP, and when you do manage to get XP, it still takes a WHILe to getpistols 4. multiply that by 3 times to get master (not mentionning AP, wich is horrendous on live,less horrendous on TC).


Ok, fine, marksman is one of the "easy" trees. brawler takes twice the time. Medic is slow if you only heal people in groups or med centers. It's very fast if someone tumbles for you. (master medic in 3 hours, saw it done yesterday night on TC... Master doc in 6 hours or so, did it recently on TC... )


Grinding is THE way to go for most players, becauseeach new mastery is X more chances to get FSCS opened! they get "hooked", and they grind a profession and they master it, and they hope and pray they'll open FSCS, and they don't. so they pick another profession, grind thru it, master it, etc... It's like gambling, youpay with your time, and you may or may not be rewarded. When you are, the more time you put in, the bigger the reward... It's a simple equation.


Anyways... I wandered off the right track here. back to bad things:


Grind, see above


NOT casual gamer friendly at all. (even tho acasual CAN do it): A casual gamer is someonewho, like me or others, has a job, or college, or school most of the time, and comes home and wants to RELAX by playign SWG... Anti-casual gamer friendly simply means that grinding is not relaxing for most I'm almost done making a TKM/M Doc on TC. Iwanted at first to just drop him and change him afterwards and maybe grind my holo profs, but i'm not going to. He's going to stay TKM/Doc. (and bless the 3 alts rule ) I will keep him so whenever i feel like relaxing, i can hop on him, buff myself and others, rez them, make a little cash for my other alts, enjoy a hunting party, etc... I will make another alt with another template that i haven't tried before, Rifleman / Sth... If i was on live, it'd be it for me. Either the game would stop having that relaxing appeal, because my character would be weak once more and all my achievement would have gone out when i typed "YES" 18 times, and it would become BAD... This is why it's not casual gamer friendly, it's like telling a casual gamer:


If you wan to be a jedi, you need to hate this game for 6 months, and then, then MAYBE you will open FSCS...


It's suicidal, it drives customers away, etc etc...


It doesn't fit continuity! Luke never mastered 13 jobsbefore he met obi-wan. He was a farmer and amechanic, with SOMe combat skills and bartering skills. If you ask me he was a jack of all trades (haven't heard this phrase since beta ) what changed it tho were two things: He was of FS decent (hid midichlorian count) and he bought R2-D2 and C3PO, wich was a randompoi spawn of jawas...


Anyways, i think i've summed it up here. i already gave an example of things you coulddo up int his thread, and i'd like to add2 things here:


For crafters: they could find holocrons when crafting. the holocron was buried in their ore, etc, and their harvester pulled it up along with the rest and it goes to the hopper. Dunno if that's feasable. OR they get a random event when they craft something, wich says that their item crationg failed because somethingin the materials used jammed the crafting tool: a holocron.


Entsin cantinas could get a random systemmessage where an NPC would have given them a holocron as a "tip"... it would be TOTALLY random and it would be untradeable/undroppable holo, same as with the crafter's holo...


Good luck ont he FSCS redesign, it sounds already like a hairy problem Modifying a core system is always hard. It was a tough call but you made the right decision. Had it stayed like it is now, int he end either everyone would have been jedi, or a lot of folks would have left the game out of disgust (and probably a lot of CASUAL gamers would have...)






_________________________________________________________

Eclipse: Imperia, Jedi, Sony Sensitive Grinder!
TC: Imperia
Test Center: "We test, because we care..."

Dapper_Dan
Fri Feb 20, 2004 7:22 am
#126

Titles are the furthest thing from needed for Jedi right now. Jedi are trying desperately to hide their identity, instead of being outed. As long as Jedi are to be hunted, not many will care for extra titles.



Signature Here:
aachil
Fri Feb 20, 2004 7:28 am
#127

While I don't like the current 'master elite proffesions' mechanism I do think that the quests should demand a degree of variety or flexability - i.e. there should be parts of the quest that require low level skills (drag corpse, forage, crafting some item, modest combat competance).

I'd like non linear quests. E.g. your asked to deliver an item to somone, when you arrive instead of just accepting the item the person gives you 3 options:
'You took your time looser. Now come protect me as I go to do my task if your not scared.'
1) Ive done what I was asked to do I'm off back for my reward
2) You should be more polite, but I'll help >> leads to a fight which he must survive (but you need not).
3) Insulting me is the last act of your miserable life.
Should be fairly tough but easier than the other fight

If you take the former approach then the story says he died trying to do his task and you get a crafting quest from your task master requiring rare componants.
If you help him then you skip that stage that required the crafting stuff.
If you loot him then you get the item needed to complete the crafting quest and some other usefull items (but.. well obviously your actions are stored up).

Not all dark acts should be combat, nor all light acts.
Theft:
'take these power couplers to help him make a weapon'
- quest completes if you give him only one but you get dark points for keeping any)
Deciet:
'Give this valuable thing to Uko' but at the waypoint is Uko's droid who tells you he'll deliver it, you can insist on finding Uko but he is on another planet and you'll get the run arround. If you give it to the droid then the quest completes but your task master will send you to Uko anyway unless you lie and say that you deliverd it to him personaly.

Also the story hooks should be more varied. The plot should draw to a conclusion after some stage then after a few days the next time you log on you get an action box telling you that you had a dream: a schematic appears in your data pad 'some thing you drempt up'.

The item you make is a chance cube type of thing that spits out waypoints, at one of these waypoints is an NPC who continues the quest: "I had a dream and made this thing that told me to come here". You exchange as much info with him as you see fit, perhapse lie, perhapse not, he offers to exchance devices so you can see where they are similar. When you use his device you get a single waypoint repeated - same for him. You go your separate ways but when you arrive you need your device back, you can go back to meet him (hes not there only his son and you must quest to find him) or you could have killed and looted him at your first meeting or tricked him via some text options.
Khalil-Gibran
Fri Feb 20, 2004 7:34 am
#128

I agree to some extent on a timer, but not in the way that I've seen expressed here, unless I missed a post on that topic...


Making a limit to how much one may advance towards jedi-ness per day or week for example isn't fair to those who are powergamers, although if there was a timer on how fast the mission can be repeated, would make more sense...


In other words... Take a mix of The Warren and Act 3 for example... keys, traps, locked doors, riddles, visiting several planets, etc... If you were in the middle of this one and got the wrong answer, died or failed the mission, then you would have to wait a week to try it again, (as the npc who starts the mission is "busy" for a week or something)... This per se would be fairer on the powergamers, as if they managed to complete the mission first time, they can keep going, not having to wait a week to move on...


It would also mean that the casual gamer could move at his/her pace too, however if one day he finds him/herself with more free time than normal, he/she can also progress at a faster rate.


One very important thing imo is to make them very demanding, and as varied as possible to avoid walkthroughs.... Becoming a jedi is supposed to be a hard and trying path, if and when necessary relying on other ppl. If there are "entertain this npc" quests, "craft this item" and "kill this mob" quests, then I don't want to have to restructure my toon to do it... I want to be able to "hire" another player who is an entertainer to entertain, the crafter to craft or the damage dealer to deal out damage... Possibilities would be along the lines of rewards (similar to the newrewards system for the theme parks)... Not only would the entertainer get paid by me for entertaining, but we could also work out the reward for that part of the quest would be given to the person hired, not the person who needs the mission done. Watch to not let groups of ppl hire one entertainer to complete that part of the quest for everyone in the group though... added challenge there...


The path to jedi does need to take a long time, and imo does require player interaction... so there would need to be a whole lot of these quests... some which one person can complete alone and others where you would need to be in a group to have a chance of surviving or completing... "two levers used at the same time to open a door for a third person to go through, for example"... how to avoid ppl disbanding just before completion to grief others is something you'd have to look at though...


In some respect similar to the theme parks, each quest on another planet... Make ppl travel and visit other planets/cities... But not similar in the sense of the typical destroy/delivery missions of course...


Possibly have one quest where the player must find a junior player and help them along a path of some sort, either by healing them, supplying them with resources, defending them while fighting, or something along those lines...


Good or Bad options should also give you + or - jedi faction:


- jedi faction = you may join the dark side when unlocking your fs slot,


+ jedi faction = you join the side of light


Stewsith2005
Fri Feb 20, 2004 7:41 am
#129

Below is my idea of how to unlock and progress up the Jedi Professon. I beleve that this way would be a fun and enjoyable experience.


Unlocking your Jedi Slot:


When you get a holocron and open it it tells you the planet that an NPC spawn is on (it is different and personal for every player). When you find the spawn after possibly weeks of searching the spawn is the ghost of Obi-Wan Kenobi's ghost or another ghost of a dead jedi. He first tells you that he senses great potential. He gives you quests similar to those in the jedi trials, here are a few I thought of in order:


1. You have to learn the Jedi code which, even if you know it, has to be obtained in pieces from different NPC's which Obi gives to hints as to their wereabouts. When your character has beeen told the code you go back to where you saw the ghost and he sets you on your next quest.


2. You have to retrieve a Jedi Holocron buy the way we currently find them (loots and buying from players). (This would also give holocrons another use).


3. He then sends you to a different number of historic Jedi locations. These could be a series of about 5 quests where you have to retrieve a certain item from each place. These places could include Jedi Ruins (Dantooine), Exar Kun Temple (Yavin 4) etc..


4. The Final quest is to build your own lightsaber. You are given a lightsaber crafting tool and a schematic for a training lightsaber. You go collect all the pieces which include Force Crystals and Kryat Pearls. Once you assemble the lightsaber you go back to the ghost and your jedi slot is unlocked!!!!


The Jedi Training whith your FSCS:


With your new Jedi character in your FSCS you have to begin your path to master jedi. The lightsaber and crafting kit from your other character now appears in your new Jedi character's inventory and you old character does not have it any more.

Your new character is also given the wp to your previous characters Jedi Trainer (ghost). As you progress up your Jedi Initiate tree you use the original and normal xp method. But when you are ready to learn Jedi Apprentice you have to go back to your old Jedi Ghost with the wp given by your old character and your are given a quest.


Master Title Quests (Apprentice, Jedi, Guardian, Master):


Apprentice Quest: To gain this title your Jedi Master gives you a quest similar to the one Yoda gives to Luke. You are sent to a place where the darkside is strong and you must face your fears. When you get to the wp given to you you have to kill an NPC or creature. This could be a User of the Force or a nest of tainted creatures which can not be encountered anywhere else in the game.


Jedi, Guardian Quests: These are very similar to the Apprentice quests but you have to face a slightly harder enemy than last time.


Jedi Master Quest: For this title you have to do something slightly harder and is kust like the final quest Yoda gives to Luke before he dies, to confront Vader. You are sent to confront your nemesis in battle. This is a NPC Dark Jedi at the same level as you. The battle lasts long and hard. Once defeated you are given the title Jedi Master and get acces to a new type of lightsaber and force powers.


If you go up the Dark Jedi Apprentice tree you are given quests from the ghost of a dark jedi (Exar Kun, Ragnos or another Ghost). The quests are similar but you have to face light side enemies.


Thanks


P.SGive us ambient music please!



Stew Sparkey
Master Smuggler
Master Pistoleer
Roleplayer
Bogwan
Fri Feb 20, 2004 7:56 am
#130

i like your idea stewsith



Bogwan - MBH, Master Rifleman

I refuse to change my sig cause i am still a MBH Master Rifleman at heart
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