Development Cycle Archive

Thread: IC4: Path of the Jedi

Kavotos
Thu Mar 04, 2004 10:09 am
#755




Right heres an idea it's probably already been mentioned but i dont feel up to readin that much info

the sujestion of minor/hidden/failed jedi's is a fair one but couldnt it be ppl who are force sensitive but have worked out how to use little chunks of the force for their own gain E.G maybe u could go to a very succesful trader or merchant and he could train u in force persuasion or somthin similar





Kavotos Sirunus
VendtDarkfell
Thu Mar 04, 2004 10:25 am
#756

Cyton ran out of the cantina into the bright Tatooine Twin Suns. The shuttle was already beginning its decent into the Mos Eisley Starport. He'd have to hurry. He wasn't sure why his buyer on Rori was so interested in Alderaan Flora, but the sooner it was sold the better his chances to avoid Jabba's wrath.


"Its about time. I've been waiting for you."


Cyton looked at the old Zabrak that had appeared out of nowhere, and scowled.


"Sorry, old man, don't have time to build you a Hyperdrive part again," he called over his shoulder. Turning toward the starport, Cyton doubled his pace.


The Zabrak watched Cyton disappear into the crowd and shrugged.


"You're right. . . he is reckless," he said seemingly to himself. "But there will be others."


The path to unlock the Force-sensitive slot could be linked to a series of random NPC missions. Each completed mission would result in the reward of a (redesigned) Holocron. The Holocron, instead of giving a profession, would simply state one of the tenets of the Jedi code. These Holocrons should be flagged as untradable. Once a set of Holocrons are collected, they would be presented to either Luke or Vader. The player would then be given a mission to rescue/convert aFS locked in an imperial prison. Upon successful rescue/conversion, that FS becomes the player's new character.



  • The beginning Holocron missions can be linked to every kind of mission and is accessable by every profession.

  • Those already on the path to Jedi characters can be rewarded a redesigned Holocron for every profession they completed under the old system.

  • The final "dungeon" can be played by all players with a variety of objectives. . . the FS target will only spawn for the Holocron mission.


There are many good ideas for Jedi missions, but I hope that this helps with the path to unlock the FSCS.


Tam Darkfell (Intrepid/Infinity) / Vendt Darkfell (TC)

Grimhand
Thu Mar 04, 2004 2:00 pm
#757


Initiate/Padawan tree.


Additional skills


Force Leap #1 – Jedi “jumps” up and lands 20m in the direction he’s facing. Outdoors only - does not work in water. 60 minute cool-down timer. TEF.


Bending Light and Shadow (Jedi Mind Trick #1) – Jedi displays a profession title for 10 minutes. Jedi Hooded Robe/lightsaber appears as normal “starter” clothing/weapon to others for 10 minutes. 50 minute cool-down timer. TEF. Does not work on -
- Master BH
- a BH (& droids) on a mission for that Jedi (has DNA)
- Jedi that have this skill


A Sense of the Path Ahead (Jedi Vehicle Mastery #1) – Passive skill. 2% increase to vehicle speed over water and moving uphill.


A Ripple in the Pond (Jedi Danger Sense #1) – Passive skill. 2% chance to sense Bounty Hunter tracking. 5% chance to sense Ranger tracking. 10% chance to sense animal tracking. Sensing occurs once every 20 minutes.


Minor Force Crystal Sense (#1) – Passive skill. 2.5% chance of sensing a Force Crystal. Sensing occurs once every hour. (Averages one crystal every 40 hours.) Generates a waypoint, it can be off-planet. Waypoint deleted after one hour. (To make sure it’s not an AFK activity.)


Force Crystal Refinement #1 – (Works like an armor/weapon slice – 1 time alteration). Does not work on Krayt Pearls.
Improvement target -
- 75% chance of improving 1 crystal attribute
- 15% chance of improving 2 attributes
- 5% chance of improving 3 attributes
- 5% chance of no improvements
Improvement effect –
- 70% minor improvement
- 20% average improvement
- 8% above average improvement
- 2% exceptional improvement


Robe


Jedi Initiate Hooded Robe – Schematic given by Jedi’s skill trainer at Initiate skill. 70% kinetic resistance; 65% base resistance. Ingredients are fiberplast, metal, animal hide, and various flora. 4 open slots. Requires certification. Cannot leave main inventory (no give, no drop). High SR, UT and OQ. Color choices: Brown or tan.


Epic Quest - Optional


Epic Quest – Theme: Not all was Lost. Reward: Jedi Leather Gloves schematic (version 1). Gives Lightsaber speed +1. Lightsaber accuracy +1. (all 3 lightsaber types). Ingredients are animal hide, fiberplast, and metal. Requires certification. Cannot leave main inventory (no give, no drop). High UT and OQ. Color choices: Black, brown, or tan. 1 slot. Schematic has 3 uses.


Minor Quests – All optional, available as skills are completed. Roughly one quest per skill.


Quest #1 – Theme: A mother and her child. Reward: Two above average quality Force crystals (no trade, no drop)


Quest #2 – Theme: A junk vendor treasure. Reward: An average Krayt Pearl (no trade, no drop)


Quest #3 – Theme: The flower with the strong perfume. Reward: Three flowers. Using a flower removes a tracked death. (no drop, no give)


Quest #4 – Theme: Encounter with a Expert Bounty Hunter. Reward: Clothing tape: Def v. Dizzy +5 and 20,000 Jedi XP


Quest #5 – Theme: A rumor of Jedi. Reward: Clothing tape: Def v. Intimidate +5


Quest #6 – Theme: The Bandit Problem. Reward: 50 units of UT 950, OQ 980 fiberplast (meant for Jedi Gloves)


Quest #7 – Theme: The effect of SaHaSa music. Reward: 100 units of SR 990 metal (meant for lightsabers)


Quest #8 – Theme: A Jedi Sympathizer. Reward: BH probe droid communication decoder schematic – when made and in inventory, adds 1% to Jedi Danger Sense check against BH.


Quest #9 – Theme: At the bottom of a Vynock nest. Reward: Ancient third generation 1H lightsaber schematic – includes additional ingredient slot (that’s not in the normal third generation 1H lightsaber schematic) which gives higher damage.


Quest #10 – Theme: The Jedi Knight Tomb. Reward: Force Crystal Ring – Adds 1% to Force Crystal Sense ability (no drop, no give)



Izu - Master Scounter


Grimhand
Thu Mar 04, 2004 2:02 pm
#758

Apprentice/Knight tree.


Force Leap #2 (Light) – Jedi jumps and lands 40m in a random direction – a skill to help escape. Outdoors only - does not work in water. 45 minute cool-down timer. TEF.


Force Leap #2 (Dark) – Jedi jumps and lands 40m in the direction he’s facing. Does Force Knockdown to targeted attacker. Outdoors only - does not work in water. 45 minute cool-down timer. TEF.


A Wolf in Sheep’s Clothing (Jedi Mind Trick #2) – Jedi displays profession title and two to four “master profession” badges. Jedi Hooded Robe/lightsaber appears as a coordinated clothing set or armor set with weapon. 20 minute duration and 40 minute cool-down period. Number of badges is random. TEF. Does not work on -
- Master BH
- a BH (& droids) on a mission for that Jedi (has DNA)
- Jedi that have this skill


The Binding of Water, Rock, and Life (Jedi Vehicle Mastery #2) – Passive skill. 5% increase to vehicle speed over water and moving uphill. Does not stack with other Jedi Vehicle Mastery skills.


Taste the Wind (Jedi Danger Sense #2) – Passive skill. 4% chance to sense Bounty Hunter tracking. 8%chance to sense Ranger tracking. 15% chance to sense animal tracking. Sensing occurs once every 20 minutes.


Crystal Sense (#2) (Light) – Passive skill. 5% chance of sensing a nearby Force Crystal. Sensing occurs once every hour. (Should detect a crystal once every 20 hours.) Generates a waypoint. Waypoint deleted after one hour. (To make sure it’s not an AFK activity.)


Force Crystal Refinement #2 (Light) – (Works like an armor/weapon slice – 1 time alteration). Does not work on Krayt Pearls.
Improvement target -
- 50% chance of improving 1 crystal attribute
- 35% chance of improving 2 attributes
- 10% chance of improving 3 attributes
- 5% chance of no improvements
Improvement effect –
- 60% minor improvement
- 25% average improvement
- 10% above average improvement
- 5% exceptional improvement


Force Crystal Creation (#1) (Dark) – Schematic for making a high quality red Force Crystal. (no drop, no give). TEF.


Animal Savagery (Dark) - +300 Health and Action pet buff, +20% pet aggressiveness. TEF. 1 hour cool-down.


Nature’s Love (Light) - +200 pet heal, all attributes. TEF. 1 hour cool-down.


Robe


Apprentice Hooded Robe – Schematic given by Jedi’s skill trainer after completing Padawan (or at Apprentice Trials?) 75% kinetic resistance; 70% base resistance. +10 Def v. Stun, +10 Def v. KD, +10 Def v. Dizzy, +10 Def. v. Intimidate. Requires Jedi Initiate Hooded Robe as an ingredient. Ingredients are named fiberplast, metal, animal hide, and various flora. 4 open slots. Requires certification. Cannot leave main inventory (no give, no drop). Color choices: Tan, Brown, or Grey for Dark Jedi. Tan, Brown, or Royal Blue for Light Jedi.


Epic Quests


Epic Quest #1. Theme: Republic Relics. Reward: Jedi Leather Boots schematic. Terrain Negotiation +20 and Lightsaber Block +2. Ingredients are named animal hide, named fiberplast, and named metal. Requires certification. Cannot leave main inventory (no give, no drop). High UT and OQ. Color choices: Black, brown, or tan. 2 slots. Schematic has 3 uses.


Epic Quest #2. Theme: The Vertoon Cave. Reward: Jedi Belt (version 1) schematic. Lightsaber Accuracy +2, Lightsaber Block +2, and Lightsaber Speed +2. Ingredients are named animal hide and named metal. Requires certification. Cannot leave main inventory (no give, no drop). High UT and OQ. Color choices: Black or brown. 2 slots.


Minor Quests – (Non-linear, executed in any order. Can only be done once. Quests are available as non-Lightsaber skills are completed – roughly one quest per skill.)


Quest #1 – Theme: Battle the crazed Jedi Knight. Reward: 50,000 Jedi XP


Quest #2 – Theme: Hear the Prophet. Reward: Clothing tape: Def v. KD +5


Quest #3 – Theme: Secrets of an old Lightsaber. Reward: Talk with Jedi Knight Amzig (blue glow ghost).

Get a second generation 2H lightsaber schematic with an extra ingredient slot that provides improved speed.


Quest #4 – Theme: In the camp of Darkside savages. Reward: Five mediocre Force Crystals, one of each possible color.


Quest #6 – Theme: A strange metal in the mountains. Reward: 20 units metal, SR 1000, UT 1000, OQ 1000.


Quest #7 – Theme: The reluctant Jedi Historian. Reward: Experimental fourth generation 2H lightsaber schematic – includes additional ingredient slot (that’s not in the normal fourth generation 2H lightsaber schematic) which gives lower force power for specials.


Quest #8 (Light) – Theme: Master, do you sense something about that animal? Reward: A force-sensitive animal. A choice of different animals, but all of them look “good and pure.” Mountable and fully trained. Has Force Strike special attack.


Quest #8 (Dark) – Theme: A welcome companion. Reward: A force-sensitive animal pet. A choice of different animals, but all of them look “mean and evil”. All are fully trained, but not mountable. More HAM and aggressiveness then lightside pets. Has Force Strike special attack.


Quest #9 (Light) – Theme: Protect the Rebel camp. Reward: Clothing tape – Def. vs. Knockdown +15 (no drop, no give)


Quest #9 (Dark) – Theme: A Rebel encounter. Reward: 850,000 credits.


Quest #10 (Dark) – Theme: An Interview with the Darth Vader. Reward: The Sith Histories. When read (used) adds +100 to Force Power.


Quest #10 (Light) – Theme: An old Jedi safe house. Reward: Crystal Refinement Tool Schematic. When used in Crystal Refinement, results +4% to chance of improving 3 attributes, –2% chance of improving 2 attributes, and –2% chance of improving 1 attribute.




Izu - Master Scounter


Grimhand
Thu Mar 04, 2004 2:04 pm
#759


Guardian/Master tree.


Force Leap #3 (Light) – Jedi jumps and lands 120m in a random direction – a skill to help escape. Outdoors only - does not work in water. 30 minute cool-down timer. TEF.


Force Leap #3 (Dark) – Jedi jumps and lands 40m in the direction he’s facing. Does Force Knockdown to all opponents in a 10m radius (from launch point). Outdoors only - does not work in water. 30 minute cool-down timer. TEF.


One in Harmony with All (Jedi Mind Trick #3 [Light]) – Jedi displays profession title and three to seven “master profession” badges and Jedi Hooded Robe/lightsaber appears as coordinated clothing set or armor set with weapon. Lasts for 30 minutes with 30 minute cool-down period. Number of badges is random. 75% chance the TEF will *not* trigger. Light skill.
Does not work on –
- Master BH
- a BH (& droids) on a mission for that Jedi (has DNA)
- Jedi that have this skill


A Hate so Deep (Jedi Mind Trick #3 [Dark]) – Jedi displays profession title and three to seven “master profession” badges and Jedi Hooded Robe/lightsaber appears as coordinated clothing set or armor set with weapon. Lasts for 20 minutes with 40 minute cool-down period. Number of badges is random. Dark skill. TEF.
Does not work on –
- Master BH
- Jedi that have this skill
*Does* work on –
- a non-Master BH (& droids) on a mission for that Jedi. The Force Hate is achieved a cellular level and disrupts the DNA-based search of the non-Master BH


What the Shadows Tell Us (Jedi Vehicle Mastery #3) – Passive skill. 8% increase to vehicle speed over water and while moving uphill. Does not stack with lesser Jedi Vehicle Mastery skills.


Mastery of Mechanical Things (Jedi Vehicle Knowledge) – Passive skill. Allows a Jedi to fully repair his vehicles, in the vicinity of a garage, at a 75% reduction in cost.


The Essence of Time – Creates a time bubble, 30m radius, for 8 seconds, in which only Jedi can move. (In effect this is the early Warcry skill applied over an area.) TEF. Enormous Force Power cost. –300 wound damage to mind / focus / willpower. (no incap.) 100% chance of landing on BH terminal. Cool-down of 2 hours.


Hear the Shadows Move (Jedi Danger Sense #3) – Passive skill. 6% chance to sense Bounty Hunter tracking. 10% chance to sense Ranger tracking. 18% chance to sense animal tracking. Sensing occurs once every 20 minutes.


Greater Force Crystal Sense (#3) (Light) – Passive skill. 8% chance of sensing a nearby Force Crystal. 0.2% chance of sensing a Krayt Pearl (only works on Tatooine.) Sensing occurs once every hour. (Should detect a crystal once every 12 hours.) Generates a waypoint. Waypoint deleted after one hour. (To make sure it’s not an AFK activity.)


Force Crystal Refinement #3 (Light) – (Works like an armor/weapon slice – 1 time alteration). Does not work on Krayt Pearls.
Improvement target -
- 25% chance of improving 1 crystal attribute
- 50% chance of improving 2 attributes
- 20% chance of improving 3 attributes
- 5% chance of no improvements
Improvement effect –
- 45% minor improvement
- 35% average improvement
- 12% above average improvement
- 8% exceptional improvement


Greater Force Crystal Creation #2 (Dark) – Schematic for great quality red Force Crystal. (no drop, no give). TEF.


Shield of Calm (Light). +4 Lightsaber Block for 10 minutes. 20 minute cool down. TEF.


Blood Surge (Dark) +3 Lightsaber Speed (all 3 types) and +3 Lightsaber Accuracy for 5 minutes. 25 minute cool down. TEF


Robe


Jedi Guardian Hooded Robe – Schematic given by Jedi’s skill trainer after completing Knight skill (or after Knight Trials?) 80% kinetic resistance; 75% base resistance. +15 Def v. Stun, +15 Def v. KD, +15 Def v. Dizzy, +15 Def. v. Intimidate. Requires Jedi Apprentice Hooded Robe as an ingredient. Ingredients are named fiberplast, named metal, animal hide, and various flora. 4 open slots. Requires certification. Cannot leave main inventory (no give, no drop). Color choices: Tan, Brown, Grey, or Black for Dark Jedi. Tan, Brown, Royal Blue, or White for Light Jedi.


Epic Quests


Epic Quest #1 Theme: The Sacrifice that Jedi must make. Reward: Jedi Leather Gloves (version 2) schematic. Lightsaber speed +3. Lightsaber accuracy +3. (all 3 lightsaber types). Ingredients are Jedi Leather Gloves (version 1), animal hide, fiberplast, and metal. Requires certification. Cannot leave main inventory (no give, no drop). High UT and OQ. Color choices: Black, brown, or tan. 1 slot. Schematic has 3 uses.


Epic Quest #2 (Dark). Theme: The Cult of the Sith. Reward: Jedi Medallion (Dark). Requires certification. Force Power +300; Force Weapon Power (for Specials) –2.


Epic Quest #2 (Light) Theme: The Buried Armory. Reward: Jedi Plated Necklace (Light). Requires certification. Force Regeneration +2; Adds 10% that Jedi Mind Trick #3 (Light) will not trigger TEF.


Minor Quests – (All Optional, except #9 and #10. These are required to start Master Trials. Can only be done once. Quests become available as skills are completed – roughly one quest per skill.)


Quest #1 – Theme: Something ancient in the sand. Reward: 32 units of animal hide, 1000 UT, 900 OQ appropriate for Jedi Leather Goods (version 2).


Quest #2 – Theme: An Encounter with two Crystal Hunters. Reward: An exceptional Force Crystal.


Quest #3 – Theme: The Imperial Library. Reward: Your trainer is enabled to transport you, on demand, to an underground (planet unknown), Jedi-only facility where you and other Jedi can talk, study, duel, and relax. Leaving the facility transports you to a random starport.


Quest #4 – Theme: A conspiracy among us. Reward: You are given a new Jedi trainer in a new location.


Quest #5 – Theme: The Droid Master. Reward: An experimental droid powered by a Force Crystal! Can only be used by a Jedi. This prototype is cased in a probot shell – undistinguishable from a normal combat droid. Damage is 15x that of a normal combat droid, but has a very weak shield and cannot be repaired.


Quest #6 – Theme: The injured Krayt Dragon. Reward: An exceptional Krayt pearl.


Quest #7 – Theme: The Song of Katella. Reward: A one-time mind/focus/willpower buff of +100% for 12 hours (game time, not real time). Stacks with food/drink/spices, but not Entertainer buffs.


Quest #8 (Light) – Theme: Intercept the three Darkside apprentices. Reward: 75,000 Jedi XP


Quest #8 (Dark) – Theme: Remove a lightside Knight and her apprentice. Reward: 75,000 Jedi XP


Quest #9 (Light) – Theme: Give hope to the force-sensitive children. Reward: A dialogue (from a parent) commending you and thanking you. This enables (opens) Quest #10 (Light) – A strange creature named Yoda.


Quest #9 (Dark) – Theme: Betray your Trainer. Reward: A dialogue sequence with the holographic image of the Emperor. He gives a lecture on hatred, power, and right to rule, etc. This enables (opens) Quest #10 (Dark) – The Emperor commands you.


Quest #10 (Light) – Theme: A strange creature named Yoda. Reward: Allows Master Trials.


Quest #10 (Dark) – Theme: The Emperor commands you. Reward: Allows Master Trials.




Izu - Master Scounter


YTheMax316
Thu Mar 04, 2004 2:04 pm
#760

Make it so that only newly made characters have to do this new quest based system of becoming a Jedi, because I'm on profession number 16ish and I'd be kind of irritated and would possibly take a hammer to my computer if the method was changed on my 30th profession or something...


Dunno, that's just me though... All that work... then the slot changes and I'm sitting thinking... "Just 2 more weeks.... I would have had it in just 2 more weeks!!!! ARRRHHHGGGHHHH!!!!!"


Know what I mean?
Grimhand
Thu Mar 04, 2004 2:05 pm
#761


Master


One Universe (Jedi Vehicle Mastery #4) – Passive skill. 12% increase to vehicle speed over water and while moving uphill. Does not stack with lesser Vehicles Masteries.


Know the Intent of All (Jedi Danger Sense #4) – Passive skill. 10% chance to sense Bounty Hunter tracking. 15% chance to sense Ranger tracking. 25% chance to sense animal tracking. Sensing occurs once every 20 minutes.


Force Crystal Sense – An improved version of this skill was intentionally left out of the Master skill set.


Force Crystal Refinement #4 (Light) – (Works like an armor/weapon slice – 1 time alteration). Does not work on Krayt Pearls.
Improvement target -
- 5% chance of improving 1 crystal attribute
- 60% chance of improving 2 attributes
- 35% chance of improving 3 attributes
- 0% chance of no improvements
Improvement effect –
- 35% minor improvement
- 40% average improvement
- 15% above average improvement
- 10% exceptional improvement


Major Force Crystal Creation #3 (Dark) – Schematic for exceptional quality red Force Crystal. Crystal is no drop, no give. TEF when created.


One with the Force (Light). +8 Lightsaber Block for 15 minutes. 15 minute cool down. TEF. Does not stack with Shield of Calm.


Might of the Rage (Dark) +6 Lightsaber Speed and +6 Lightsaber Accuracy for 10 minutes. 20 minute cool down. TEF. Does not stack with Blood Surge.


Cup of Life (Light) +50 heal, all nine attributes, for each life form (PC, NPC, Creature) in a 20m radius, except other Jedi. Takes 5 seconds to complete and Jedi cannot attack during that interval. TEF. 30 minute cool down.


My Grandeur (Dark) –200 damage to Health, Action, Mind to each life form (PC, NPC, Creature) in a 20m radius, except other Jedi. +100 Health, Action, Mind heal to the Jedi for each life form he damages. Causes high aggro in each damaged creature toward the Jedi. Cannot kill creatures using this skill. Takes 5 seconds to complete and Jedi cannot attack during that interval. TEF. 30 minute cool down.


Force Purification (Light) – Changes a willing Dark Jedi PC to a Light Apprentice Jedi. Does not work on Initiate/Padawans. Resets appropriate quest flags. Equipment certifications prevent Lightside and Darkside equipment cross-over.


Force Indoctrination (Dark) – Changes a willing Light Jedi PC to a Dark Apprentice Jedi. Does not work on Initiate/Padawans. Resets appropriate quest flags. Equipment certifications prevent Lightside and Darkside equipment cross-over.


Robe


Jedi Master Hooded Robe – Schematic awarded in Jedi Master Trials. 85% kinetic resistance; 80% base resistance. +25 Def v. Stun, +25 Def v. KD, +25 Def v. Dizzy, +25 Def. v. Intimidate. Requires Jedi Guardian Hooded Robe as an ingredient. Ingredients are named fiberplast, named metal, named animal hide, and various flora. 4 open slots. Requires certification. Cannot leave main inventory (no give, no drop). Color choices: Tan, Brown, Grey, Black, or Dark Red for Dark Jedi. Tan, Brown, Royal Blue, White, or Gold for Light Jedi.


Epic Quests


Theme: What lies beyond death. Reward: Jedi Belt (version 2) schematic. Lightsaber Accuracy +5, Lightsaber Block +5, and Lightsaber Speed +5. Ingredients are Jedi Belt (version 1), named animal hide and named rare metal. Requires certification. Cannot leave main inventory (no give, no drop). High UT and OQ. Color choices: Black or brown. 2 slots.




Izu - Master Scounter


YakkaBul
Thu Mar 04, 2004 3:13 pm
#763

I think the path to jedi should still involve mastering professions but I think that a change should be made so that only trainers can train you to master. That way if you have mastered one of the professions in your path the trainer can send you on a profession specific quest. During the quest you will learn which proffesion you are to master next. This eliminates the need for holos which are expensive and bias the game agianst a lot of professions that don't stand a chance against force sensitive characters.


Shadowfire Master TKA / Master Creature Handler / Novice Smuggler

kelthuzad
Thu Mar 04, 2004 3:49 pm
#764

I hear all this talk about Jedi is end game content blah blah blah. That is why some people find this game lacking. Jedi shouldn't be end game content. Besides being terrible linear, it doesn't encourage people to keep playing after they have attained Jedi Master.


Make new "end game" content, and integrate the Jedi class into the game as a playable profession which can interact with the rest of thier galaxy's population.



Chlorophyll
Thu Mar 04, 2004 7:00 pm
#765

These are all good idas, but it should also be important or of value/matter if the player has equired profession or explorer badges, and make them also count towards the new fscs quest. So those people who spent alot of their time in profession grinding dont feel deluded or be overlooked.

Or leave the holo grind in as a 2ndary way to open the fscs
Lord-Isenguard
Thu Mar 04, 2004 8:29 pm
#766

I would say make some popup quests where a jedi pops out of nowhere in the wilderness or cityand the first player that talks to him isable to take his mission whether that be a crafting, explore, or combat mission. And if your not able to do that mission because your not a crafter or combatant, then tought luck, maybe next time you will get that mission down your alley.


Then after completing the quest,the says you must go to this location at this time and place and talk to another jedi. And maybe you can have up to 24 hours to talk to that npc and complete the mission before he disappears again and you are left in the dark, having to do it over again. It might be frustrating, but Jedi are supposed to be rare during this time period and only the ones who take this chance of everything or nothing quests will be rewarded. Of course also as a way to stop other players from interacting with your quest jedi, it will be meant for you only and nobody else.
Lord-Isenguard
Thu Mar 04, 2004 8:59 pm
#767




- I would say make some popup quests where a jedi pops out of nowhere in the random wilderness or cityand the first player that talks to him/her isable to take his random mission whether that be a crafting, explore, or a combat mission.He/she should also give you the mission thatmost predominately reflects your profession like Bounty Hunters for combat and so forth.


Then after completing the quest,the jedi says you must go to this location at this time and talk to another jedi. Of course also as a way to stop other players from interacting with your jedi who continues your quests;the missions aftercompleting the first jedi quest will bemeant for you and you only and nobody else. And maybe you can have up to1 weekor soto talk to that jedi npc and complete the mission before he disappears again and you are left in the dark, having to dothe missions allover again if you are able to find him again that is. There should be many missions like these that take place over the timespan of many months and should get harder as you progress and even maybe the timelimit will become more demanding.


- Also as far as the missions go, there should be plenty of variety and shouldn't just be intended for one planet. Like for example you find a jedi who gives you a quest on Corellia, but the mission he/she gives is somewhere deep in Dathomir, then the jedi tells you to go to another place like Talus to meet him/her after you complete the mission to supply you with another waypoint to the next jedi who will in turn give you the next quest. This way, the jedi missions are very dynamic and aren't in the same locations each time.


It might be frustrating, but the Jedi are supposed to be rare during this time period and only the bestplayers who are willing to take this hard journey of everything or nothing jedi quests will be rewarded.
Page 59 of 122