Development Cycle Archive

Thread: IC4: Path of the Jedi

jangojames
Sat Feb 28, 2004 8:41 am
#638

Lets just put it this way,

Jedi's need to make their own paths, heck there will be trees for the jedi, but there should be guardians seitenals etc. The jedi's should get missions from their NPC teacher for gaining EXP and saber components (some that cant even be looted by normal people to make saber even better). Make it so you can replace the parts in your saber, if u craft it you can certainly figure out how to change a pearl for a crystal. Anakin was the only jedi who had problems with his sabers losing condition...please make jedis 1. be able to fix sabers or 2. make sabers decay slower , jedi's havea 50% chance of repairing. Back to being able to switch out parts, jedi may switch a crystal for a pearl incase the saber breaks...u can fix this by saying after a certain low condition u cannot switch out the parts. Thats my 2 cents!
Limobacca
Sat Feb 28, 2004 8:55 am
#639

ok wiggyboy you obviously didn't read all the posts since in the middle of it TH came and said that this post was for both getting a jedi AND improving the jedi proffession




vvvv Limobacca vvvv
CEO of Limo Inc & Proud Member of RAID
hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Elrin Starrider Pre-9 Elder Jedi
Terah Starrider Mstr of Every profession

shycode
Sat Feb 28, 2004 9:30 am
#640



To get the force sensitive slot I think you should have to earn a certain amount of any XP, whether it's combat or crafting related, and once you reach this preset XP amount then you receive a message that gives you a hint as to the location of the NPC that will give you the first ofa set of 3 quests toward achieving your FSCS. Something like: "You feel drawn to the city of Keren" for example and once there you have to seek out the NPC, which would be randomly different for each person, to get the quest and the quests will be slightly different based on the type of xp you have earned so far giving both crafter and combat charecters and equal chance at acheiving the FSCS. For example if you got the message by being a crafter then your mission would be to help createa special item using a unique 1 time use schematicfor somebody or if you received the message by primarily earning combat xp your mission would be to kill a difficult creature and retrieve a piece of loot from it that would be a guarenteed, no trade drop to prevent people from just buying the items and healers would have to keep a small group of special healable NPC's alive through a short battle.


Once this quest is completed then you would have to complete something else that would be different for each player like visit a certain amount of planets/cities or finish a certain static NPC quest and then you would get another message of a feeling where to go to find the NPC for the next quest which would be a similar type to the 1st quest and after each of these first two quests is completed maybe you get slight skill mods to your main profession because your charecter is becoming more in tune with the force.


The third and final quest to unlock the FSCS and then start the jedi quests should be more force related like a quest to recover all of the items needed to build your first light saber and have multiple pieces to it again based on the ty pe of charecter you already have built. For example crafters will build things for NPC's to trade for the pieces and combat oriented charecters will have to defeat a hard enemy (NPC or MOB) in order to retrieve the parts and healers would keep a group of healable NPC's alive as they retrieve the items for them. Once this is completed then you receive the message that you have unlocked the FSCS and the jedi specific quests/trial begin with the new FS charecter created in the FSCS.


This is just my idea of an example of a method to try and give everyone a fair chance at the FSCS without forcing them to play charecters/professions that they would not enjoy (increasing the chance that they will stop playing alltogether) and giving the unlocking of the FSCS more of a unique Star Wars feel.






IGN - Shycode or Zin'dra
shycode
Sat Feb 28, 2004 9:47 am
#641

And one more quick addition. Maybe keep the holos given as rewards for quests that are not tradable (like the one gained from the jedi cave quests) in the game and available from several different static NPC quest (possible some changing randomly) to use as hints as t what needs to be done to earn the right to complete the second quest. Also I think you should have to master at least one advanced profession before being able to begin the first quest to the FSCS.



IGN - Shycode or Zin'dra
virusnic
Sat Feb 28, 2004 10:01 am
#642

i believe that the jedi quest should depend on what your character has been to trained to do for instance if u are a crafting person u will get crafting quests but if u are a combat quest you get a combat quest. But the quest for each person muct dpend on there level say to get teh first quest you need novice but the last quest you need to have mastered that profession and finish the last quest for part of the fsc slot then say that each person say has to do 3 of these and make it the persons choice which 3 professions these are. But make a rule that says one much be a crafting professions one a combat one and the other being a free choice.



abagi a twilek wanderer of eurpe chimera
Grauholm
Sat Feb 28, 2004 10:04 am
#643

Welcome to jedi wars.


this new system will make far to many peopel jedi, part of the fun is the low frequency of these players, this new system will produce far to many jedi.

so i would like to be among the first to congratulate you on killing the game


/grauholm



Grauholm / Epine
I have always devided my enemy's into two lists: People i dont like and People i cant stand!
I chose put all the neutrals into one catagory: Future disapointments!
Sometimes "the Majority" only means that all the fools are on the same side

Vendor on lok outside Honour CC at 3514 -470
Hallsy
Sat Feb 28, 2004 10:09 am
#644

Okay before you say "someone said this already...." I did not feel like reading through 28 pages.



My idea would be to have the lighsaber a jedi holds grant them an armor class rating. That way we wont see this jedi running around in armor.



Jedi need balance, how do they achieve this in full suited comp armor.


The higher the lightsaber crafted the higher the armor class rating it would produce. for example


Ancient lightsaber would have lets say 60-80 for energy(blocking bolts.) etc etc etc...



Lets get rid of these armored jedi and get back to the nice useless brown robes and black garbes.



Halsy





-HALSY-
"He's More Machine Now Than Mexican"
"Twisted And Spicey"
JoahSaett
Sat Feb 28, 2004 10:41 am
#645

The first quests:
(These could involve any combination of)
- Discovering lore, rumors and the true history of the Jedi.
- Discovering Jedi hiding in obscurity, or a visit from a 'Blue Glowie', then fufilling the missions given by them.
- Recovering a Jedi-related family heirloom (Lightsaber, Holocron...*cough*.)
- Discovering the legacy of Force Sensitivity in your family (Maybe through the above events.)
- Aiding a Force Sensitive Npc fend off attackers, they reward you with what guidence they can give, and more quests of course.
- Facing Force Sensitive Threats and defeating them.
- Negotiating the release of hostages.
- Being recognised as FS by a FS advesary.
- The possibilities go on and on.

Sure, you have just become attuned to the living force, but what else happens from that point? You can now begin the next quest layers. Your path at this point is to find the training nessessary to become a Jedi.


The Path of the Jedi: "Learning the Ways of the force"
This new series of quests, continuing with either the unlocking character or beginning with the new one, will involve seeking the training in the ways of the force.

At the completion of each quest objective the Jedi will now recieve a small amount of Regular Jedi Xp based on the way the mission was completed (in the same manner as the FS Experience Points did previously.) This will eventually fulfill a 40k Xp requirement needed to learn the novice skill box of Jedi Initiate, (simular to the Apprenticeship Xp needed for Novice Politician.)

These quests mostly will involve continuing your training with the Jedi from previous encounters, although randomly generated events could unfold that drive them to another place, or even kill them. The character would then have to follow the guidence of a 'blue glowie' to another trainer. These quests will have some elements from 'The first quests' and should also include:

- Learning the concepts in the Jedi code and being made to act upon them in 'tests' given by the Jedi instructing you.
- Constructing your Lightsaber. This was an important task for the Jedi
These quests could be a great deal of fun if created properly.
a. Gain basic holo-texts Discussing Lightsaber Constructon and a learn of the required components, and from this build your basic saber crafting tools.
c. A quest to track down a working Jedi-issue Crystal Surveying Tool from the republic era. Fix an old broken one, or build one from scratch using a rare schematic gained from a quest target.
D. Survey for Adegan Crystals. (See below notes on Lightsabers and Crystals)
e. Build the separate components of the Saber: Body Housing (Same choices for styles, maybe additional ones as loot schematics), Power-core and Core Insulation, Crystal Chamber, Primary/Secondary crystals, Energizer Core, CPU/Activation Controls, Magnetic Ring, and the Emitter Arc Tip.
f. Assemble your lightsaber

(Reaching the required amount of Jedi Xp through these 'tests' will qualify the character to learn the Novice box of Jedi Initiate.)


NPC's players might interact with throughout the quest:

- Antarian Rangers: An elite paramilitary group that had assisted the Jedi knights for over 600 years, providing military and logistical support for the order. At the time of the Jedi purge, they disbanded and went into hiding as they found themselves hunted also.

- Dark, Fallen, and Ex-Jedi: Jedi that have fallen away from the path of light to the Dark Side of the force are perfect encounters for the budding Jedi character. These encounters do not have to be combat based, quests taken to redeem a Dark Jedi could be very rewarding.

- Hidden Jedi: Discovering Jedi in hiding is crucial to the characters advancement and could happen most anywhere.

- Imperial Inquisitors: for a rebellion aligned Force Sensitive character, encounters with them can be bad. But for Imperial aligned or just the Dark-Sided at heart, it could branch off into quests allowing them to unlock the training nessesary to become a Force Sensitive Jedi-Hunter for the empire, the Imperial Inquisitor (Elite Profession.)


Continued in following posts:


Joraan Sett

Corbantis



Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
JoahSaett
Sat Feb 28, 2004 11:38 am
#646

What skills a Jedi might use on these quests?:
- I truely hope the Jedi skill trees are included in the revamp. They are not very true to the series as they are, and I feel, need as much work as many of the other professions.
- Jedi should have access to any skills they choose to take, and will need them as a starting character to complete quests. They will learn that the more skills they take apart from Jedi, the less attuned to the Force they will become. (This can be reflected by using the amount of skill points spent on non Jedi Elite Professions as an increasing percentage penalty on how much Xp is needed to achieve the next skill box of any Jedi skill.

Basic Profession: Jedi

Novice Box- Jedi (Title: Jedi Initiate)
(The Jedi gains the basic Attack and Defence Skill Mods through this box. I also feel that they should be taught through Quests how to set up a basic camp, the reward being Camping +5. Then, another quest to learn to use basic medical equipment, the reward being Medicine Use +5. This way, the Jedi is not REQUIRED to learn other Professions in order to survive.)


- Heal Battle Fatigue Self I Same as it is now.
(Note: The efficiency at which the Force is wielded and the rate that regeneration operates can and should be based on the characters Focus and Willpower).

Skill Tree I: Lightsaber Techniques.
(The Jedi gains further attacks, Defences and Skill Mods through this Tree.)

LightSaber Techniques I (Basic Form and Attack Deflection)
- Saber One-Handed Hit I: Allows the Jedi to do more damage with a Lightsaber.
- Attack Deflection I: Allows the Jedi to reflect ranged attacks when a lightsaber is equipped.

LightSaber Techniques II (Balance)
- Saber One-Handed Combo I: A rapid Attack that allows the Jedi to attack multiple points on a target. Doing more damage than a normal one-handed attack.

LightSaber Techniques III (control)
- Saber One-Handed Head Hit I: This attack allows a Jedi to perform a precise strike against the target's head, directly affecting its mind pool.

LightSaber Techniques IV (Advanced Stances and Attack Reflection)
- Saber One-Handed Hit II: Simular to Saber One-Handed Hit I, but allows the Jedi to do even more damage with a Lightsaber.
- Attack Reflection I: Allows the Jedi to reflect ranged attacks back at a target when a lightsaber is equipped.

Skill Tree II: Self Disciple.
(The Jedi gains healing and physical abilities through this skill tree, along with Skill Mods towards Terrain Negotiation, and Burst Run Efficency. Not only is training in the force important to a Jedi, but also his physical skills, as seen in ESB.)

Self Discipline I (Celerity and Revitalization)
- Force Speed I: This allows the Jedi to use the Force to move at a great speed. Seems fine as it is.)
- Self Healing I: heals a small amount of temporary damage to health, action and mind.

Self Discipline II (Force Jump and Regeneration)
- Force Jump I: (This really needs to be in game.) This allows the Jedi to jump a great distance using the Force, gains a temporary +50 to Attack Avoidance for the duration of the leap animation. (note: This could just be a leaping and tumbling animation tied to movement equal to Force Speed, moving the Jedi in the direction faced, if Jumping cannot be implemented)
- Self Healing II: Same as Self Healing I, but also heals a small amount of wound damage to health, action and mind.)

Self Discipline III ( Mind and Body Fortification)
- Force Will I: Same as Teras Kasi force of will, but can break 'state' effects such as Dizzy, Intimidate, Battlecry, etc.
- Force Boost I: essentially the same as Teras Kasi Powerboost.

Self Discipline IV (Greater Celerity and Rejuvination)
- Force Speed II: This allows the Jedi to use the Force to move at greater speed than Force Speed I.
- Self Healing III: Same as Self Healing II, but heals a greater amount of temporary and Wound damage to health, action and mind.

Skill Tree III: Senses.
(The Jedi gains sensory and mental control abilities through this skill tree, along with Skill Mods towards Defence vs. Intimidation, Blind, dizzy, and Stun.)

Senses I ( Force Stealth)
- Force Stealth I: An ability simular in mechanics to Mask Scent, yet it works on NPC's along with creatures.

Senses II (Attunement)
- Force Attunement: An ability simular in mechanics to Ranger Tracking, yet only applying to FS NPC's and Factioned NPC Enemies.

Senses III (Force Empathy)
-Empathy I: This ability has a chance of rendering an aggresive non-pet creature non-threatening for a set amount of time.

Senses IV (Jedi Mind Trick)
-Affect Mind: This ability has a chance of rendering an aggresive non-pet NPC non threatening for a set amount of time.

Tree IV: Manipulation.
(The Jedi gains the ability to manipulate other object through the force, along with Skill Mods towards Defence vs. Knockdown, and Posture Change.)

Manipulation I (Lesser Kinesis)
- Force Push I: This attack will allow a Jedi to release a kinetic burst from their palm. This will not damage the target but will knock them down.

Manipulation II (Force Manipulation)
- Manipulate I: This ability would allow Jedi to manipulate basic controls (Terminals, Switches, Etc.) from a distance using the force.

Manipulation III (Greater Kinesis)
- Force Push II: A more powerful version of Force Push I. This attack will allow a Jedi to release a kinetic burst from their palm strong wnough to hit multiple targets. This will not damage the them but will knock them down.

Manipulation IV (Precise Force Manipulation)
- Manipulation II: This ability would allow Jedi to manipulate more complex controls ( Code-only Terminals, Locked Doors, Etc.) from a distance using the force.

Master Box- Jedi (Title: Padawan/Jedi Learner)
(The Jedi Padawan has completed the most basic training and is ready to move in their training. They gain further bonuses and Skill Mods along with the first of the Jedi Damage Mitigation abilities, this combines Melee Damage Mitigation and Ranged Damage Mitigation for the Jedi,(another possibility is also to give the Jedi the equivilent of wearing Light Armor with 30% resists across the board at this point due to their skill at defence. This would gradually increase in strength as the Jedi progresses until at Jedi Master, it becomes equivilent of wearing Medium Armor.)


- Heal Battle Fatigue Self II: Same as it is now.
- Saber One Hand Combo I: Same as it is now.
- Saber one Hand Head Hit II: Same as it is now.
- Saber One Hand Flurry: Same as it is now.
- Saber Slash I: Same as it is now.
- Self Regeneration I: Simular to Self Healing II, but heals a small amount of temporary and Wound damage to all damaged pools.

At this point the Character must start a new series of progression quests to qualify to learn the Novice Box of their chosen Elite Force Sensitive Profession. AllForce SensitiveProfessions should require quests to learn the Novice and Master boxes at least, in order to help offset the power given to one (along with the death penalty of course)


Elite Professions:
(The Jedi has reached Padawan, they can follow quests towards a certain elite profession. Once a certain Xp requirement needed to learn the novice skill box is met of course. Some Elite Professions will be harder to follow due to extreme difficulty, such as the Imperial Inquisitor.)

(More information on these Elite Professions and other junk inlater posts)

- Jedi Guardian: Is identified by their mastery of the force and the Lightsaber's more advanced two-handed forms.
- Jedi Defender: Is identified by their mastery of the force and the more esoteric dual-bladed Lightsaber Lance.
- Dark Jedi: Known by their embracing of the dark side of the force, they develop the Lightsaber's more advanced two-handed forms and gain knowledge of the esoteric dual-bladed Lightsaber Lance. This seductive increase in skill comes at the cost of the improved healing abilities gained by followers of the light side.
- Imperial Inquisitor: Jedi and force wielders recruited by the empire to hunt their own kind. The Inquisitor gains further skill in the Lightsaber, but more importantly, they learn to track force users through the force itself.

Then last but not least:
- Jedi Master: (Requires Mastery of the Jedi Guardian or Defender Profession.)
- Dark Jedi Master: (Requires Mastery of the Dark Jedi Profession.)
- Emperors Hand: (Requires Mastery of the Dark Jedi or Imperial Inquisitor Profession.)

(I feel there should be a distinct difference in the skills learned by Light Jedi as opposed to what skills used by a Dark Jedi, darksiders typically have had lesser healing powers than lightsiders.)


Continued in following posts:


Joraan Sett

Corbantis



Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
JoahSaett
Sat Feb 28, 2004 11:48 am
#647

Jedi Death:
- And interesting option would be instead of a single skill box lost, have an Xp loss occur, if the Xp drops below what is required for a skill box, those abilities are disabled until the Jedi re-learns the Xp.
- This same percentage to determine the increase in skill Xp requirements can also be used as a negative modifier on the skill revocation system, the more you choose to stray from the path, the more that is lost when you die. The number of skill points spent outside Jedi skills on Elite Professions can boost the frequency and intensity of the revocation.


Lightsabers and Crystals:
Lightsabers can be traded, yet will not function as an effective weapon except in the hands of a Jedi. For non-Jedi, it is always considered Uncertified (1/10th damage), and could damage the untrained wielder.This can be reflected in giving the target of an untrained lightsaber attack a temporary +100 counterattack bonus. (Assuming I understand counterattack correctly as reflecting damage back)

A Lightsaber should not be sliceable, period. This is simply explained by the force-related technology involved.

A Lightsaber should be Heavy Armor Piercing (considering a two handed sword is Medium). If a new damage type cannot be added, it should at least be 'Blast' energy. Some support from this could be found in Lightsaber blades being described as 'frozen blaster bolts' (then again Blastech weapons, the DL-44 and such should be Blast energy and light Ap also.)

AJedi has only one lightsaber for the most part, two handed moves should use the same Lightsaber as the one handed moves do, and the Skill Mods gained for Accuracy, Speed and Defence should stack.

Aside fom the two exceptions below, there was only ONE type of crystal suitable for Lightsaber construction in Star Wars lore and that is the Adegan crystal. Not Krayt Pearls, not randomly colored lumps of crystal from the pockets of Addogo (a meatlump buffoon), but Adegan crystals. Though sometimes called just by the name 'Adegan Crystals', they are actually identified by grades of effectiveness, quality, and of course, rarety.

They are:
- Kathracite: The most commonly found.
- Relacite
- Danite
- Mephite
- Pontite: The rarest and highest grade of natural Adegan known.

The exceptions (Good for possible loot )
- kaiburr (Kiber): Though these cystals probably have no relation to the Adegan, they were the most powerful ones recorded that could be used in the creation of lightsabers. At some point in the rough original screenplays, a 'Kiber' crystal was what Obi Wan sought out on the Death Star, not the tractor beam controls. The crystal appeared later in the book 'Splinter of the Mind's Eye' by Alan Dean Foster, as an Artifact on the world of Mimban, though it lost its healing powers when leaving that world, its shards had remarkable properties when used as a Saber crystal.
- Kellian: The only type of artificial Crystal known, It Was primarily used in Sith Lightsabers as only they held the secret of its creation. The Sabers made with Kellian Crystal are powerful, yet slightly less accurate, and give off an invariably red hue.

ANYWAY...the current way Crystals/Pearls are handled in game is terribly thought out. This system would require the Jedi to use their Crystal Surveying Tool to find trace deposits of Adegan Crystals through the same mechanics as regular surveying. The same differences in quality as normal minerals would be found, though quality of the Adegan found would classify it as seen above.

The Crystals, once located, are found in such small amounts that they can only be sampled by hand. The amounts would register to a harvestor as too low density for an extractor to be used.

Adegan Crystals are classified contraband. Any time this type of Crystal is placed on a Bazaar or Vendor, you would recieve a friendly 'visit' from Imperial troops, and the illegal gems are confiscated. If people must trade the small amounts they find, and I know they will, it will have to be by hand.


Ideason Quests for different profession types, social, explorer, and combat; player interdependencies and cooperation, along withthe titles Jediwould earnthrough their quests will come inlater posts:



Joraan Sett
Corbantis



Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
HythosSWG
Sat Feb 28, 2004 12:39 pm
#648


  • As Jedi are almost ALWAYS"solo" (without any other player) - many of these quests should be accomplishable by ones' self.

  • Obtaining quests SHOULD NOT involve finding a "ultra-rare" NPC spawn- these should be STATIC NPC's, randomly chosen per character (as Jedi trainers are now).

  • Quests should have alternate paths to govern player-outcome /FSCS "success"

  • Quests SHOULD NOT involve "camping"spawns (IE, EQ dragons / gods, ultra-rare NPC's)

  • Quests should include "moral" decisions, possibly based on dialog (if possible) - IE, Response1: May I have the item?; Response2: Give me the item and I won't hurt you; Response3: Forcibly take the item.
SimianHunter
Sat Feb 28, 2004 12:49 pm
#649

Jedi absolutely MUST have defenses added to their trees. Why? Because you are fixing droids in the next patch and this is what we keep hearing from the BH community:


Jedi are very cocky eh? They won't be so cocky when we shut them up when they FINALLY fix droids and Jedi. Easy 150k for us.


Even the BHs realize that Jedi are a pushover class that can be farmed for cash and experience. Do you really want the most elite combat profession from the movies and EU to be the easiest profession in the game to kill?


P.S. I know this is a bit off topic, but it seems there is no thread dedicated to the glaring issues with the profession and how you people intend to fix it.




A good friend will drive 30 miles to jail to bail you out at 3:30 in the morning, a best friend will be sitting next to you in the cell saying "That was f*ckin' awesome!"

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." --Albert Einstein
DarthSevarity
Sat Feb 28, 2004 6:02 pm
#650

Just want to throw in my 2 credits, PLEASE PLEASE PLEASE PLEASE don't make it that those who started grinding the holocrons need to finish them or start from scratch. I love quests, really I do and I love the idea of making this a quest, but I would hate to throw away all that time I already sunk in and I would hate to sink anymore into mindless grinding. So far in the professions I've mastered I enjoyed commando and fencer and so far am enjoying doctor, but the rest were so painful to get through I could just about cry.



"To be honest I find myself frequently baffled as to how you extremely pesimistic people go on day by day and manage to enjoy your selves." - JEST3R
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