Development Cycle Archive
Thread: IC4: Path of the Jedi
Force Sensitivity Idea (assuming the thread still gets a Dev eye)
Out of the ordinary NPC/Droid/mob behavior that is there for players to advance their force-sensitivity in some way. Voices? Gives an advantage to players who pay attention to their surroundings.
"What the heck is a gnort doing all the way out here by Jabba's?"
"Is that noble following me? What did he just point at?"
"You know, I could have sworn that bartender was staring at me..."
"Why do I never get scanned in the cantinas? Did that ST just miss me?"
For example:
Let's say I am a master Ranger. One of my "random force encounters" happens one day as I'm out in the desolate wilderness sitting in one of my camps. An NPC approaches me and tells me that they are lost, unable to find the person they were traveling with. I use my trusty Ranger Tracking to lead the person to their companion, and lo and behold, that person happens to have force connections, and sees force potential in me. I am then offered the opportunity to study the force, and upon acceptance, shizzam, I'm in. At that moment, the game evaluates my current profession status, and awards me innate bonuses based on what I am currently.
So lets say that as a Master Ranger, I get awarded high bonuses to... awareness... tracking... reflex... creature knowledge... etc. My "jedi half" then starts off with those innate bonuses, and the bonuses remain even if I "untrain" my ranger points (although I do still lose my ranger-specific skills as I untrain those) Now here's the beauty of it... I can back off or retrain along the scout/ranger line all I want...but I CANNOT decide to, say, drop ranger, drop scout, then start dabbling into Swordsman. At that point my "past life profession" is locked in as scout/ranger, so trying to learn the use of polearms or heavy weapons is far too distracting from my force training. But hey, I was a Master Ranger because I *wanted* to be one, right? Not just because I thought it would be "easier" to unlock as one, right? Right... From there I progress as a Jedi just the same, but I will always have certain bonuses to skills that make me unique even amongst Jedi.
With a bit of creativity the model could really be applied to any profession. Say a master merchant who becomes a jedi gains bonuses to force persuade. Or a master droid engineer gains bonuses to attacking or using force powers on droids. Give master Carboneers bonuses to reflex/counterattack abilities, so on and so forth. Basically, let who a person decides to be dictate what flavor of jedi they become.
Main points:
+ Making the events profession-tailored prevents the "hologrind" of people chasing random professions they wouldn't normally choose to play.
+ Make random encounters that happen for the character as they interact with the world in their own profession-driven ways. Make the NPCs or events such that they only respond to the person they spawn for to prevent "force hijacking" should the event occur with other PCs around.
+ Assess the player's current profession(s) and assign bonuses to relevant skills at the time of force acceptance. Make it such that after force acceptance, one can only train or untrain along the profession line they already accomplished.
+ If you are not happy with your current profession choice when your force event occurs, simply reply "I am not ready to follow this path" and reset the random timer, bearing in mind that if you change professions, you change the way you are approached in the future. This forces people to CARE what their chatacter is before becoming force sensitive.
+ Award profession -> jedi bonuses dynamically (similar to how professions currently work). A Master Swordsman would get more of a jedi bonus to swordplay than one who accepts force sensitivity at Novice Swordsman. Players who dabble in many professions would obtain a few different types of trait bonuses, but at low totals, while "elite" profession players enjoy larger bonuses to specific traits.
WessssCheng wrote:
The idea of having just several quest in becoming a Jedi is lets say too easy, I mean everyone can do a quest, and if the quest is practically impossible to complete by oneself, what is the point of having the quest of becoming a jedi. I mean if the quests are too easy everyone will become a jedi, and even though there is a cap to the amount of jedi's in a server I think its unfair to the ppl that couldn't finish the quest in time. I mean right now there is no such thing as a jedi cap, and the hologrind is crazy and will take the user at least a few months. Compared to a quest it would take 1 day? 2? 3? Thats not right. I say we should keep the hologrind, because being a jedi shouldn't take fast to get, and plus there is no way of balancing out the quest, if its too easy WAH LA hundreds and hundreds of jedi. Too hard, none...Too many jedi? Game gets boring...Jedi cap? Unfair to the ppl that are busy and can't play this game 24/7 like the other ppl that do.
Don't know how that happend... Anyway - here it is again:
A unique twist to Force Sensativity would be to providethose un-trained in the Force with innate abilities (wild talent)- Progressing through from what ever the new "initiate" (base) becomes...
- Character unlocks (by current definition of obtaining the FSCS, unless changed)
- Charactercreated withminimal force-abilities. For example - the character receives a speical ability to will things towards them, ect. Randomly, rather than having set-skilltrees (Jedi character learns x skill at y skill-box / tree) - they would up until receiving training,acquire the pre-requisite (for the training) abilities such as "sensing", (lesser dodge as if they "felt" something coming at them,or as ifknowing they were hungry- they *just* know),- any type of skills could be thrown in while remaining more or less insignificant by comparisson to AFTER the initial training.
- Character locates a trainer. Someone would need to have a reason to believethe Force is with them, oppose to just "knowing" it is (not contradictory to the previous point - because a person might not ever know the difference - like a dog doesn't know a human isn't like them). Once reaching a certainpoint ofForce Sensativity, the character could then be compelled to search fora "trainer" by will of the Force.
Furthermore, as for experience gained, a bonus should be provided for Jedi / FS-characters whom group with one another (kinda like Squad-leader experience, but shared amoungst the group) - this would represent the interaction of the Force affecting those around them. I don't recall the story, but this was sortahow Han Solo learnt of the Force within himself.
Excellent post and ideas, Tony!!!
Now, to address questions about the time period etc. I draw your attention to: http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Development
In summary:
The system as it currently exists will be completely swept away (with the old republic?).
Basic force sensitivitywill be open to all players to create a sense of the force
If players wish to pursue it, they can develop their force sensitivity in minor ways without sacrificing their original character
Players can follow a PvE path of Jedi development from Padawan through Jedi Knight.
Jedi Knight's can split off to light and dark Jedi paths where forced Jedi PvP will gain you force ranking...possibly a seat on underground Light and Dark Jedi Councils.
Some additional things that come to mind for me are:
1) PC Character - You should not have to modify your character to acquire necessary skills...in fact
I wouldlove to see my primary character become my jedi !!! (Luke didn't create a new character "JediLuke")
- add jedi skills (skill points should not refence a jedi's status)to existing skills (reataining my charadcter as a jedi would be much more meaningful)
- To deal with death, possibly reduce skill loss on death to annoying like 50K xp or so - approximately half hours worth of regaining xp
- Yoda says "you must unlearn what you have learned"
Fair enough...allow players to surrender current skills for quicker force attunement...and allow them to keep their skills for slower force attunement
2) Combat - I agree with tonymitsu: Jedi are warriors. Combat skills will be required in some form even if fornon-combat classesit is basic saber use. Jedi must fight. Otherwise they have NO purpose. But jedi do not fight 24/7, other aspects such as diplomacy and assist missions should be included.
3) Trainer - A NPC trainer idea is good. One person suggested "Your trainer is your mentor and you should be required to rely on him a huge amount" I had the idea along with others of having a PC jedi master and be the apprentice. Think Obi and Qui...fighting together!
4) Training - During jedi training like quests for lightsaber parts use instanced dungeons please !!!
- Saber building quest is an excellent idea
- lean to light or dark during this time, submit a final warning before finalizing the light/dark path
- "blue glowies" to advise/admonish concerning actions (not for every quest)
5) Going alone- the path to becoming a jedi is a lonely one. When will jedi be able to guild if at all...at the light/dark side stage?
6) FSCS - prerequsites should be in place like: (why? so schmucks don't exploit the system)
-2 months of playing
- mastering 3-4 different professions at least2 elite
- possibly guild membership
- definatley combat of some sort
- set # of badges if not all of them
7) REWARD THE HOLOGRINDERS - heck start them out as Jedi Knight if they've mastered 10 or more and Jedi Master for 20 or more
I feel for you guys...
8) Fun - I know this isn't KOTOR but please make this fun and interactive but very challenging, very extensive, and very rewarding
- power gamers will be the first to attain, casual gamers will get it eventually by plugging away (I have a job too)
9) Jedi and armor? - if Jedi are so powerful why wear armor? Can you dizzy and KD a jedi? Maybe pre-padawn stage, but there should be a point where the only thing that can stand against a jedi is another jedi or a friggin huge group of people...and that's with an unarmored jedi in the movies.
10) Use the force, Luke - as one forum pointed out there are force powers not being utilized at all... like mindtrick, shield (reference KOTOR for others)
- /mindtrick SOEdev "incorporate mind trick then forget this happened"
- no need to go overboard, but some non-combat and/or defensive force should be available (like blind and force push the MBH then walk away)
That is the potential power and character of a light jediknight. *I could slice you in half, but I'm going to spare you this time*
11) Hmm - crazy ideas from the forum (that I really like)
- showings by Vader possibly the Emperor, Darth Bannon, Darth Maul even (RPed by SOE staff) in attempts to snuff out light jedi
- random jedi masters light and dark who can speed up the jedi process a tad with special additional content/quests (RPed by SOE staff)
This was a fun post. Hope you enjoy the read.
usmc
MasterFencer/MasterBrawler/TKA
We do not wish for confrontation but if it comes, we must be ready.