Development Cycle Archive
Thread: IC4: Path of the Jedi
(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. ![]()
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.
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.
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.
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.
*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.. ![]()
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...