Development Cycle Archive
Thread: IC4: Path of the Jedi
Force Powers
How about jedi are alloted a certain amount of force points to use. The force points are used to learn force powers. This will keep balance and fairness in the game, so you don't have a jedi with all neutral and dark side powers, even the most darkest powers in the game. So here's an example. Lets say a jedi can have500 force points max. Each force power can have three levels to it: Novice, Intermediate, and Advanced. Each level will allow you to weild the power more effectively. For example, Force Speed may allow you to run 2x as fast at novice, 4x as fast at intermediate, and 8x as fast at advanced. The number of skill points used up by each power and level will vary. For a neutral power like force speed, it may cost 5 points for novice, 10 points for int, and 15 points for adv. For a more advanced power, like force lightning, it may start at 20 for novice and so on. This way, the level and power of the jedi is more flexible because he choses his/her path.
Now, these force points must be obtained via the jedi quest. Lets say each quest unlocks a certain amount of force points. Once the person unlocks enough points to learn a skill, they are given a list ofskills they can learn. In order to learn that skill, they must go through a special TRIAL for that skill. upon completing that trial, they learn that skill, and the force points are subtracted from their pool.
Now, if a jedi reaches the point where he/she runs out of skill points, OR if they chose to alter their force powers, they can have a stat migration thing like we have for our HAM. But it won't be as easy. They can drop certain force powers to gain force points (Lets say drop from Advanced Force Grip to Novice), but they must go through the trials for the powers they wish to learn. Meaning, its gonna be a long and hard process if you want to alter your force powers, since becoming atuned to the force is a learning process.
Thats my main chunk of the whole obtaining force powers idea. I hope TH is still looking at this forum, and can give me a hollerwith his opinion on what he thinks.
1) I live to serve others. I heal the sick and inspire the weary. (Medic or Entertainer)
keep holos aswel as the quest system for the people who want to grind all 32 professions to unlock their slot. i for one would like to do this as it lets you try out aspects of the game you would never dream of doing
HERE IS THE NEW QUEST SYSTEM (RECOMENDED):
First you collect the Holocrons which will tell you which NPC trainer (Jedi Quest Giver) to go to. Then you do the following:
1) You go to a NPC trainer that is secretly a Jedi Trainer also. The NPC trainer gives you a top-secret jedi-based mission, which coincidently, you have to be a Master in the profesison he trains before you can complete the missions. Examples are that you have to craft your own Speederbike (Master Artisan), or the have to dance for a infamous thug who will only let a skilled dancer perform for him (Master Dancer).
2) Once you become Master and complete the mission, you go back to the NPC trainer and he affirms that you have completed the quest. Then, (after using another holo) the NPC trainer sends you to another NPC trainer where you do another jedi-based quest, which coincidently, you have to Master the profession that that NPC trainer is proficient in to complete the new quest.
3) The SWG will randomly assign each player anywhere from 6 to 32 jedi-based quests for each player to complete before they unlock their FS slot. Coincidently, to complete each quest you have to be a master of a certain profession.
4) After you do the alloted number of quests, then you can unlock your FS !!! Hurray !!!
This Quest based system is SO much better. /sarcasm
Here is another thought...
Instead of basing the timeframe of the game justafter Episode III (clones wars) but before Episode IV (A New Hope), why don't you just WARP the timeframe of the game to right after Episode VI (Return of the Jedi). Then you can just let the servers play out naturally however they want instead of trying to force feed a certain idea like "low number of jedi because of the time period" to all of the players. Nothing is worse when players on a MMORG go in a certain direction by mass numbers, and then the game makers make it harder to go in that direction because it doesn't properly reflect that "time period."
In my opinion, SWG feels more like it is after Episode VI. The Imperials are all fragmented around the galaxy, yet still trying to hold onto their power. Rebels are more powerful and are begining to effectively cause damage to the Imperials. The Rebel Alliance is more widespread. Jedi population is on a re-bounce back upwards because the Emperor is dead, and Darth Vader is no longer Darth Vader. It all fits to me.
Just change the time period of the game to after Return of the Jedi, Episode VI.