Development Cycle Archive

Thread: IC4: Path of the Jedi

MajBlood
Fri Feb 20, 2004 12:42 pm
#222

So here's my question, is this forum for quest suggestionsfor after you're a Jedi?...


Orthe quests to unlock your Jedi?


I think this needs clarification.
Thrush
Fri Feb 20, 2004 12:45 pm
#223


(My appology for the double post,I made an error.)


There is a theme that is CONSTANTin every Star Wars movie, and that theme is "Capture and Rescue".


ANH: Rescue Princess Leia


ESB: Han Rescues Luke from the Wompa. Luke Goes to Rescue Han and Leia. Lando Rescues Leia (sorta). Leia and Lando Rescue Luke. Vader (not that bungler Boba Fett) Captures Han.


RotJ: Leia and Chewie fail to Rescue Han. Luke Rescues Everybody from Jabba. Boba Fett gets eaten by the Sarlacc (bungler). On Endor the rebels are captured by Imperials only to be rescued by a line of highly marketable teddy bears wielding stone weapons and some very well placed traps.


OKAY, NOW I'LL GET TO THE POINT


Create a rescue scenario that means more than conversing with a guy in the wild and then leaving him there while zipping off to complete the mission, while never truely escorting him back to safety.


Try this. You could use one of the extensive underground bases on Talus (for example).



I. The Mission sends the PC to rescue an NPC from the cells of a hostile base.


II. The character can fight his way in, or sneak his way in.


A. Fighting in is pretty straight forward.


B. Sneaking in.


1. Earn some faction with the group that is hostile so they let you enter without harm.


2. Use camouflage to sneak through... yes I know it's weird but camo work in these places (I'm a Master Ranger, so I speak from experience).


3.Install some locked (by slice-able) doors that can be used to sneak around the bulk of the "bad guys" on the way to the cell block.


4. Have one of the outdoor guards say something like, "Gee, sure is boring around here. I wish we had some entertainment", and MEAN it! This NPC could be approached by an Entertainer who could ask for a job and get escorted partway into the base to see about a job. Replace this sentance with "Gee, I wish someone around here could fix our Caf machine! I'm sooo groggy without my morning Caf... /yawn." to get an artisan inside.


III. Once inside the base the character gets into the cell block, where the guards are aggressive. They should be aggressive because there isn't a single PC in the game who actually belongs in the cell block.


A. Scale the guards in the Cell Block as a tough fight for the Rescuers.


B. Put a time limit on the PCs to deal with the guards. Once they enter the room there is a set period of time before the guards set off an Alarm and the PCs take a massive negative faction hit, thereby causing the entire base to become aggressive towards them.


C. Once the PCs get the NPC out of his cell (using a looted "key"), they must actually escort him out of the base. Give this guy enough HAM to make this a running fight. AND respawn the guards in the base once the Prisoner is rescued. If the PC wiped out every NPC to get to the Prisoner he probably had a good time doing it, and wouldn't mind the challenge of doing again on the way out.


D. If the PC came through a "sliced corridor" he should encounter some enemy NPCs while going back through it. They have come to see why this closed section has been invaded. Let him try to BLUFF his way past these guys if he doesn't want to fight them.


IV. Once outside the Rescuer gets a Waypoint (like a mission waypoint update) transmission telling him to bring the NPC to a place that is nearby. Once the NPC gets there and is handed off to the appropriate party this mission is over.



This mission can becompleted in a number of ways, andpeople without a lot of combat skill can use their wiles to get inside the place. It's high in Star Warsy goodness just because it's an actual rescue scenario. This one mission could be the culmination of a larger mission arc, or just it's beginning.


I hope this is the sort of thing you were asking for.




-----
Who me? I just fly the ship.
xxx_buckshot
Fri Feb 20, 2004 12:45 pm
#224

jedi training

the jedi can craft a training droid (the one used on the falcon), simulates training merely by grouping for xp bonus. would like to see it as it was in the movies, but would lead to afk grinding of attack/auto response set up.

jedi as protector

think of an escort mission on crack. go to some far off place, pick the person up and instead of going a few hundred meters and dropping them off, you have to take them to multiple places (maybe even multiple planets) for about an hour or more, both mundane and dangerous "hey, i need to get an urgent message to someone in mos espa..." (now under imperial controll) the longer the person stays alive the more xp you get (plus xp from fighting if there is any) and a heafty bonus for completion. thinking like a high end mission payout, 10-25k jedi xp.

this would provide a nice jedi-like option other than killing endless mobs.
also would be nice if the mission target could group with you, not only for the xp bonus but to better keep an eye on them.

jedi history

series of quests, trivial mostly, that gradually reveal why i'm even playing a jedi. most everyone knows the movies, but there is some interesting things from the expanded universe that most other people never know about. would be nice to add this in.

jedi tools

quests for crystals, robes, etc. (pearls should remain rare loot)

and on another note, allow jedi to own A house.



screw flanders
josfe
Fri Feb 20, 2004 12:52 pm
#225

I'm unsure if this will help you at all TH, but my idea of what the new quest based system will be highlighted below. Perhaps you can get a few ideas from it, then again perhaps not.


"Diary entryDay 1,


I was exploring one of the moons of Naboo today when I saw a strange building appear out of the fog on the horizion. It seemed as though this place just spawned for me and because of that I was drawn to it like a moth to a flame. As I got closer I could see that there was a man standing out in front of the building but I could not make out his face for he was wearing some sort of a cloak. I got off of my speeder and said hello to the strange cloaked man who then began to walk around me mumbeling "Hmmmm....yes.....I see great potential......but it is unclear how this potential will be used......" The man offered me a drink and a seat by the fire he had started.I graceously accepted the offer and sat down. The man began to ask me various questions about my affiliations and my beliefs, I had a funny feeling that if I had answered one of his questions incorrectly then I would be sent away. Fortunately I wasn't foolish enough to lie to the mysterious stranger and before the night was through he had offered me a job."I am a very old man who's approaching the end of his days. I've lived a long time and have much knowledge to pass on to the right student. Could you be the one I am looking for?" he said to me. "It's hard for me to know if I am a suitable student if I do not know what type of knowledge you speak of." I replied. The old man looked at me again, paused for a second and said "Ahh...I see the legandary wisdom of the wookiees has not skipped a generation. However these are dark times and the knoweldge I must pass on can not be given to untrust worthy companions. If you wish to earn my trust you must do something for me." said the old man. "What would you have me do?" I replied. "Go to yavin 4, Find a man named Kaz. He will tell you what to do. When your finished return to me with proof that Kaz has given you his approval. Here take this little bit of herbal poison cureI have made it will come in handy on that planet." So now I head off to the rebel base so i can hop a shuttle to Yavin 4.


Diary entry Day 2,


After a long shuttle trip to Yavin 4 I was about to visit the local cloning facility when all of a sudden a rodian came running through the gates of the outpost with what seemed to be a number of giant spiders on his tail. He screamed out for help but the citizens just ran away to cower in their buildings. Apparently the local security forces were tied up with other things. I stopped dead in my tracks as the rodian ran right for me. "Please sir, these monsters just began attacking me while I was at the beach fishing with a few of my friends. I'm the only one that can still move." Before I could reply I was attacked by the spiders. After killing the lot of them, the rodian then approached me again "Thank you sir! I'm afraid I have to ask another favor though. You see those spiders poisoned all my friends. They are laying incapacitated down near the beach. Do you think you could help them?" With out thinking about it I shook my head yes, and followed the rodian to the spot on the beach where he last saw his friends. Using the herbal poison cure I was given I brought back the rodians friends from the clutches of death and walked them back to the saftey of the outpost. The rodian once again approached me "Thank you for all your help kind sir. Let it be known that Kaz is forever in your debt."he said. "Kaz?!? I was told you had a job for me." I said. The rodian looked a bit puzzled at first then said "Oh my! So your the one the old man sent? To be honest with you I never thought that old fool would ever find anyone one he considered worthy enough to learn his secrets. Well you did save my life, so I will not question your abilities in combat, however brawn has never made up for a lack of intelligence. The job I have for you is simple. I'm a researcher I have spent years on this planet trying to unravel some of the mysteries of the anchient temples however a few years ago I came across a temple entrance that is locked and I can not figure out how to open it. Your job is to get to the following location and figure out a way to get me inside of the underground temple. If you are able to unlock the temples secrets walk in and grab an item from with in the temple then return it to me as proof you were able to gain entrance."


Diary entry Day 5,


I've spent days at this blasted temple trying to figure out a way to get in side. The the hyroglyphics on the entrance are in some language that's unknown to me. I've tried nearly every combination but one. I sure hope this works. However it's late tonight so I must rest up for now. I'll try this final combination in the morning.


Diary entry Day 6,


It worked! I finally gained access to the temple. Although I'm afraid our researcher friend is going to be upset. It appears that only about 2m of the temple is accessable because the walls of the building caved in. Apparently this used to be some type of area worshiped by the local natives there are all sorts of intresting items near the entrance. I dare not take more than 1 item from this location or the locals may get angry at me. I did find a wonderful bandoleer which seems to have some powerful aura emitting from it. I decided to wear it for a moment and felt as though my strength increased by 10. But as soon as I took the item the doors to the temple began to close I just narrowly evaded getting trapped in there like the offerings the local's had left. Well I suppose it's time for me to go meet up with Kaz again and tell him what I have found.


Diary entry Day 7,


I caught up with Kaz at the outpost. He'd been waiting the for me to return. I told Kaz of the story and showed him the bandoleer. Kaz examined the bandoleer closely and then said "You did what I could not. Clearly your much more intelligent than I had origionally thought. This bandoleer you have taken from the temple is yours to keep as a gift for saving my friends & my life. Here. Take this crystal to the old man. He will know I have approved of you." So I'm now on a shuttle back to rori.


Diary entry Day 8,


The old man isn't in the same spot he was before. How could an old man and a building dissappear? But I did notice something strange about the crystal Kaz gave me, it seems to glow when I head a certian way. Perhaps it's some sort of compass that's directing me to the old mans location. I think I'll follow it for a little while and see where it takes me.


Diary entry Day 9,


The old man was suprised when I drove my speeder into his camp this morning. It's almost as if he didn't expect me to return. I showed the old man the crystal Kaz gave me he graciously took the crystal into his little hut and made me wait outside. A few moments later he emerged from the hut and began to talk to me "You have proven that you have a strong mind, a strong body, and a good soul. You are indeed a worthy student but there are more tests ahead. However you are tired & need to rest. Take this crystal and use it to find me when you have recouperated. We will continue your training then" said the old man. "I do not mean any disrespect good sir, but what exactly will I be learning?" I replied. "Today you will learn patience, tomorrow you will learn more" said the old man. The old man then walked into his hut and refused to speak with me any longer. So I guess it's time for me to head to the local cantina and medical center to heal my wounds and ease my mind. "



This is just one example of how indepth and envolving I think most of the players would like the jedi unlocking system to be. It shouldn't be one quest but a traversing tree of them, one quest leads you into another with natural "stopping points" in between for you to rest and get some down time. The quests should encourage players of all types to try different professions (as origonally orchistrated by the current unlocking system) but let them do it on their own terms. For instance lets say you needed some combat skills to defeat the spiders in the above example, it wouldn't matter what profession you mastered as long as they could defeat those spiders, so if the player was ever intrested in mastering fencer perhaps they would go that route. However I wouldn't go in excess, I mean having a quest where a player would be required to at least take novice of each of the base professions would be more than good enough to give them a feeling for what other professions are like and how they work with out causing them to sacrafice more than a few skills in their current templates. And in all honesty I think that's more than acceptable to do in order to unlock a jedi.




LadyLeala
Fri Feb 20, 2004 12:55 pm
#226

TO OPEN FSS SLOT


I would really like to impress this idea that anything added to the game which incites "camping" of a spawn is right out. I know there are a lot of people who've spoken similar feelings. So here's my suggestion for something quest oriented that doesn't involve camping...


1) Make the NPC who starts the quest random for different people. Or just scatter a bunch of them throughout the world who give different quests, but all of them are considered "The Jedi quests" or some such. Maybe have some sort of common phrase that they say, so people have a hint that these are Jedi related quests..


2) The way you did Act 3 was perfect, and I think that concept can easily be implemented here as well... in that, I mean that every person who does the quest gets his/her OWN waypoint on various planets for further stages of their quest.


3) Make some of the quests more difficult, but don't make any of them impossible (you know what I mean).


4) Make the quests have the possibility of offering clues to people.... at some point people are simply going to read some forum somewhere, find out how to do the quest, print out the "walk through" and go do it. No effort. So that should be thwarted.... in the same sense, for those who wish to actually do the quests completely on their own and not have it take ages and ages and ages, there should be clues of sorts in game to help out. I guess this is probably the hardest part about creating a fun quest for everyone.


5) The quests should never "require" killing. There should be multiple ways to complete every quest. A jedi needs to be able to use her mind well... the most important thing is THAT he/she arrived at the goal. Not HOW.


6) These quests should be able to be done solo 100%.


7) These quests should also be able to be done with a group. And perhaps in a group setting, the difficulty should even be increased.


Hope these help... As for changes to the actual Jedi skill tree advancement system.... I have no idea. What I've read so far about it sounds really cool already, so I'm not sure why it needs to be changed. But I'll have more to say on that once I have access to it. ;P



Wayfarer's Designs

Relocating on CHILASTRA

CLOSED UNTIL FURTHER NOTICE


WookieIsshe
Fri Feb 20, 2004 12:59 pm
#227






Duplolas wrote:


How about assigning weights to the badges and calculate badge points. The FSCS opens when you reach so many badge points.


This factors inthe progress of current holo grinders, because profession badges should net a lot of badge points.


This allows you to leverage all existing (and future) contentthat give badges.


Badge weights would be relative to time to achieve.


Would not promote camping, would promote exploring all the content in the game.


Simple and builds on existing game mechanics. So can you get this into Publish 7? Heeeee







That would pretty much assure that everyone would become jedis. Sorry but probably the lamest idea I have read in this thread so far.



Quite simply it needs to be a multi-legged, multi quest (puzzle based) system. Something that will take a player at least a month to complete if not more.




_____________________________________________________________

Master TKA
Tathir
Fri Feb 20, 2004 1:13 pm
#228

"The current system with the temporary enemy flag and bounty hunter missions makes it basically impossible for any player to help the jedi. It doesn't make since that if two jedi's (a master and an apprentice) team up and use force powers in front of each other both of them will get a bounty on their heads. I would rather have that if a jedi uses forcepower in front of a non-jedi with the opposite faction and that they are not teamed with, they will get a bounty, it makes much more sense, and it will also allow the jedi's to team up with the quests and will also improve the master / apprentice jedi role-playing perspective."



Trying my best not to sound bitter here, but that was how it was SUPPOSED to work. According to a few interviews the devs gave to the press, Jedi were supposed to gain visibility if they used their powers around members of the opposing faction. Since I do not think the Devs would intentionally mislead anyone, I think visibility is currently broken. I wind up on the terms all the time and the forgotten corner of the map I hunt in never sees a soul but myself and the mobsI kill.




Either way, I think quests are a very BAD idea period with the bounty system like it is. The last thing I want to do is travel since bounty hunters camp the star ports. I know the devs seem to have this lust for making jedi bount hunter content and pushing us into unconsented pvp but it is nothing more than an unfortunate reality I have forced myself to live with in order to play the class I like the most. It's like eating cold peas before you can get down from the dinner table.



You will find...that it is you who are mistaken--about a great many things. -Palpatine
HeyHolo
Fri Feb 20, 2004 1:16 pm
#229

Well specific quest ideas aside,I think the quests should have a "timer" on them. That is you only get a certain amount of time to complete a quest, or perhapsa series of quests, if you don't complete them in the alloted time you have to start over, or perhaps even get bumped back to the start of the last "set" of quests/series of quests (which you might make random so player isn't repeating the exact same thing over and over).


I just think there needs to be a margin for failure but also a reward for precision and speedy completion. This can be had with a quest system that's based on time. Those who don't make as many mistakes, etc. are rewarded by advancing faster and not having to redo/do quests over again.



Lope CLeski
Master Commando | Master Tera Kasi Artist
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We make STUFF so you don't have to!

~Valhala~Naboo~ -7347, 5307

Batgiz
Fri Feb 20, 2004 1:27 pm
#230

I've got no specific quest ideas that haven't already been stated in one form or another. However, every player, combat-oriented or not, should have an equal shot at it. Even if SWG Jedi have nothing to do BUT combat.


I think that the quests to unlock the FS slot should have various ways to complete each step. The player's method of completing the quests would determine what sort of Jedi he/she becomes.




GatGiz!

Lord of the GAT
Batgiz
Fri Feb 20, 2004 1:28 pm
#231

Oh, and one more thing: giving every Jedi/Dark Jedi the same exact powers and abilities makes no sense. Give options, and maybe allow for specialization in one area, at the expense of others. So you could have a Jedi who could stand lightsaber-to-lightsaber with Mace Windu (were he still alive) or one who could lift an X-wing without a thought. But not both.




GatGiz!

Lord of the GAT
Lleu
Fri Feb 20, 2004 1:32 pm
#232









*whew* lotsa posts... i'll put in my 2 cents worth...(keep in mind i only read the first page of posts) All of our profession are base upon this: goto a trainer for "novice", get XP, go back to trainer OR get another player to train you, repeat till profession is mastered. well, i think that you should have to goto a "trainer" of sorts, to open your FS. however, to open the FS should require a goodly amount of effort. then after you open your FS, other players should be able to train you or you can go back to the trainer. think of the player-training as a Master-Apprentice relationship.


leveling your jedi tree for Light vs Dark (to stay true to the series - book and movies) you would have to be able to see if a player is (for example) shooting someone just for the heck of it (darkside) or is defending someone (lightside) which might be slightly difficult to code...basically it could work like Reb/Impfaction points do now... you could also factor in the Reb/Imp factions too.... if you are Imp, it would be harder to get Lightside points but for either side, it would be kinda easy to get darkside points... look @ KOTOR is was really easy to get darkside points, cause the darkside is the "easy path".



thats all i can think of at the moment... enjoy good luck with the choices devs..


ToranTT
Fri Feb 20, 2004 1:33 pm
#233

While I don't have any idea of a 'whole quest', a point brought out in the Jedi Academy series was that there were different 'types' of Jedi. Healers, Teachers, as well as Fighters. I think its important that the quest system would mould the type of Jedi you want to create.


In this fashion if someone wanted to become a healer jedi they would be able to undertake medic type quests on their path to Jedi (seems reasonable that if someone wants to be a Medical type Jedi they would start the game as a novice medic).


In this fashion you would end up with three basic types of Jedi. Crafter, Healer and Fighter. Depending on what class you choose for your base class, that would ultimately end up defining the type of quests you do to obtain jedi and also determine the type of jedi you become.


Just my rambling thoughts...






Aeroun Sunflier
Master Musician
Master Teräs Käsi
Imperial TIE Pilot
LazyAmy
Fri Feb 20, 2004 1:43 pm
#234


Okay, I just scanned most of the ideas, but it looks like most people are very much in favor of having your FS slot opened up by quests not just having quests for advancement thru the jedi ranks.


So here are some of my Ideas on that.


[list]

[*]Okay, first we need to remove the mastries as a requirement for opening the FS slot. In fact it would also be nice if we could have the head of the person who came up with that method in the first place along with the right hand of the person(s) who approoved it.
[*]Getting your FS slot should be done by quests and quests alone. These quests should be started at spawned NPCs. Never ever ever at static NPCs. The quest should be a series of missions that vary from the usual "go kill this" "Go deliver this" missions we have.


[*]These quests should require a variety of different skills along the way. One mission might be to see to the entertainment of someone, another to rid a village of villains, another to repair a complex machine etc etc so that the person doing the quests will invariably either have to get help from other player to complete thier quest or train up to the skills they need if they choose to solo.


[*]As you progess up the list of quests they should become more complex. The CoA act3 end mission is one example. Variations of just this one quest would be nice. But they should still need a variety of skills along the way. (No one thinks it should be easy to reach your FS slot, but it certainly should not be a grind fest)


[*]Okay, the last quest mission on the way to FS should be particularly complicated like the quest to get the Krayt skull.


[*]Once the FS slot is open the quests for the Jedi to advance thru the Jedi ranks should take on a whole new meaning. I think the force should get involved in guiding a force sensitive character along thier path. At Padawan the force may not get too involved. Maybe once in a while (Every 30 hours of gameplay perhaps) the padawan will get an Email from the force with a WP and a brief description of a vision they have clueing them toward what they are suppose to do to complete that mission.


[*]Also at Padawan they will need a trainer. This trainer should be like the current trainers. Indistinguishable from other NPCs in the game and these NPCs should send the Padawan on a series of training quests. The trainer should give them thier first lightsaber and the padawan quests should each contain missions that have the Padawan use different skills in the Padawan trees. Along the way they should get components to make thier new lightsabers instead of having to pay millions of credits to people collecting them. (Of course they still can buy the components if the ones they find in thier quests don't meet thier desires)


[*]Of course at Jedi the quest should change off of training missions and shift toward missions that allow the new Jedi to either continue along the path of Jedi or be influenced by the dark side of the force. These can include more frequent missions offered by the force but are indistinguishable at first as to if they are being offered the mission by the light or dark side of the force.


[*]Also at Jedi the chracters Trainer should change to another NPC somewhere else. The missions from this trainer should be protection missions and investigation missions. Each mission should have options along the way that will slide the character toward either the light or dark side. Of course along the way the Jedi should still be finding components to meke thier new lightsabers.


[*]When a Jedi gets into the Master Jedi quests they should be heavily influenced by the force. In fact they should be getting a new quest from the force shortly after they complete the last one. They of course need a new trainer who gives out more difficult missions to them that effect the GCW in some way. Maybe not big ways, but they should be a bit involved with the fight against the Darkside (Or in the case of Dark Jedi the fight against the light) And of course they should find the components for thier final lightsaber along the way during these quests.


[*]When a Jedi is finally maxed out a Master the game should not be over. This is where it should be the best. No more Trainers who give missions. The Jedi Master should get all thier quests from the force. These quests should heavily encourage the Jedi Master to interact with other players (Even if it doesn't require them to reveal thier Jedi status) Destruction of factioned bases, rescue missions that take them deep into some themeparks (Requiring them to be group with someone who has the faction standing to get in), exploration missions that take them deep into the wilds to discover lost Jedi secrets (And that provide intresting, but decorative only loot.But might require skills the Jedi Master doesn't have to complete) and most important, missions that interact them with other Jedi. Find a new Padawan, convert a Dark/light jedi, Kill a dark/light jedi.


[*]Of course if A jedi ever strolls into the Darkside they should allways get temping missions from the darkside. (Missions promising cool loot or wealth.)

[/list]


Hope that this helps.


-LA



LazyAmy Indigo
Resource Merchant, Thorn in the Imperial backside.
Owner/operator of The Lazy AT-AT Cantina
Proud member of The Crecent Order (TCO) Resource Division
Chilastra Galaxy
Talus
-2400 x -2200
PvP+, Combat+, RP+
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