Development Cycle Archive
Thread: IC4: Path of the Jedi
A path to a Jedi.
The path should be long and dangerous. The rewards at start should be minimal and increase over time. Everyone should get step one, but only the dedicated should progress farther.
Start: Open Holocron – Holocron disappears.
Character is told to seek out a person, well call him hermit for now, within an area of a planet as a riddle. “Seek out one who sees a waterfall that is not a waterfall.” This could be the spring in the Agrilat Swamp. The hermit can be anywhere within 200m of the spring and will only talk to the character who opened the holocron. The mission could be that the Selonians and Drall are in need of a resolution on a matter that is causing both sides to combat each other. There is an NPC of each type in the bottom of a dungeon that spawns upon talking to the hermit. The character must have at least 2500 positive faction of the NPC to be spoken to. The NPC will tell the character of a special item that was stolen and the evidence that the other side took it. The opposing faction will also require 2500 positive faction in order to be spoken to. The opposing faction will also show evidence that they first faction stole from them. The character gets both pieces of evidence that are items of the opposing side. This should show the character that more than likely someone set both sides against each other. The character then needs to locate an NPC that can clear up the confusion of the evidence. This could be a bothan informant, a junk dealer, a bartender, etc. This NPC would then give a player clues as to what person or group who created the items. “These markings are very similar to those that used to be used by crimelords on Naboo.” Borvo or other crimelords may hold the clue as who planted the evidence. Once the appropriate crimelord feels that the character is worthy of a final mission, they are told to go pick up a delivery from a friend of the crimelord. This “friend” knows that the crimelord is out for his hide so will attack the character on sight. The character will get the needed info and a treasure map from the “friend”. This treasure map is for a random planet so each planet will need to be traveled to in order to locate the items. Once the items are found, they will need to be taken to the Selonian and the Drall NPCs that will thank the character for his returning of the item and finding the real culprit. Once this is done, the character can return to the hermit who tell them of a rumor of strange activity on [random planet] near the [random area another riddle]. This NPC will not respawn for the character unless the character uses another holocron.
2nd quest: Strange happenings
Character goes to location and may or may not see anything amiss. (This is start of timed either scheduled or random.) Once the character is there and locates a “miner”, they are told of a strange ore that he found. The ore was stolen that night. He goes on to say that any time his team find any it disappears overnight and no amount of security or monitoring can see the thieves. The miner found some tracks one morning and followed them to a point but lost the trail. (The character gets waypoint) Within 200m of the waypoint, there is a destroyed speeder that is glowing oddly and has two bodies. There is a container on the speeder that has a damaged datapad. If the character has artisan skills, they can repair it and get a waypoint of a lab where the initial delivery of this ore took place. The character then travels to the lab to see a building with bodies around it. Inside the building is a mutated creature that is glowing like the speeder, the creature attacks the character on sight. Once destroyed, the character can get data from a terminal that shows experimentation on this creature was done with the ore and how the creature is able to seek out more after it has been extracted from the ground. The character returns to the miner who thanks them. No clue is given from here for the next step.
3rd quest: Solo mission
Some time in the future the character is doing a solo mission (this means they can not be grouped when taking the mission) – faction, normal, entertainer, etc, an NPC is near the mission waypoint that has a specific name. This NPC will not talk to the character until the mission is complete. Afterwards they will talk and state how well they handled themselves and if they could help out in a matter of some delicacy. If the player agrees, they are given a package to deliver to a contact. However, this item is contraband and will trigger at least two scans by Imperials with the squad at double strength. If the character is Rebel or Neutral, they must get away before dying. If they die, they lose the package and must wait again for the NPC to spawn again at a random solo mission. If the character is Imperial, they must get away because the scan will cost them faction and the package again waiting for the random solo mission scenario. The NPC who is waiting for the package will attack the character after the conversation due to not needing any witnesses. No clue is given from here for the next step.
4th quest: Power pack
Treasure maps are fairly rare spawns. There is a chance of a power pack in treasure loot. This special loot will not spawn until at least quest #1 is complete. The description can read something like: “This is a high energy power pack. It is very small and very light. Use this to create a lightsaber.” This is a non-tradable item as each jedi-wannabe must find their own. The character is given a message that their quest leads them to [random newbie planet].
5th quest: Random spawn
On the designated newbie planet, there is a random spawn that appears for a period of time perhaps 1 hour that the character must locate and speak with. If the timer runs out, there can be a random time of 1-4 hours before the spawn reappears somewhere else. The spawn will only speak with the character it is waiting for, but once spoken with the spawn will stay around. The spawn, lets call him teacher, will tell the character that they have been watching them for some time and feel they are worthy of being an apprentice. The player is now given the chance to decide if they wish to follow the light side of the force. If they chose not to, the teacher can say “Begone with you and your kind. Stay on [random high level planet] like [dark teacher name] and bother me no more. I warn you to not let our paths cross if you travel down the dark path as I will not be so lenient then.” (The dark side teacher will follow much as below, but will be overly more negative than positive in speaking to apprentice.) If the character chooses the light side, they are given the task of locating a force crystal. The ones dropped from the low level mobs outside cities will do. However, the player will be told that they can proceed, but their end product will be as weak as their devotion to finding the best. The high level ones will be dropped by high level planet NPCs randomly. The character is given a one use schematic for a lightsaber crafting kit. They must find an artisan, if they do not possess the skills to make it. The resources are random per person so no stocking up to create nor does quality matter in the end product. The character then returns to teacher and gives kit. The teacher tells the character well done, and gives them back the kit and the newbie lightsaber schematic. The character is warned not to wield the saber in public until such time as they have mastered its use (In game terms, a TEF will be earned). At this point, a new novice profession/skill is opened up that requires X number of lightsaber (much like jedi xp now) before returning to the teacher. Deaths can drop this xp total.
6th quest: The trial
After the character has learned how to use his lightsaber, the teacher will tell them that they must show themselves worthy of further training. This is a timed quest that must be completed ungrouped and will involve multiple planets. Examples could be understanding creatures as in collecting each type of animal/insect/avian resource on each planet in 2 hours, buying a drink in each cantina on each world in 2 hours, etc. If the player completes this and returns to the teacher in 2 hours, they are told well done as they were able to complete a trying and sacrificing task (in credits, make sure you get to those shuttles). The padawan tree is opened at this time, and the character is given the waypoint of his trainer. The teacher then despawns.
Knight
Once the padawan tree has been completed, the trainer will tell the character that they can learn no more from them. The character will receive a waypoint to someone who may be able to help…
Quests from here should become more involved, harder, and longer. Once knight is earned, the same for the Master tree.
i think the jedis should have different classes of jedi ones with different speciality. like in knights of the old republic a very well made role playing jedi, they had 3 types of jedi a consuler witch concentrated on force capabilities, a jedi sentinal witch had a balnce between force and saber combat and a jedi guardian that concentrated on saber combat skills instead of force powers. i think they should start off all the same till padawan after padawan i think they should choose witch jedi proffesion they should take and each jedi proffesion shoud be different in the amount of force you get like a counsuler gets more force points then a sentinal or a guardian but a guardian is beter at saber combat than the others there for they would get skills that make them beter with a saber
but a sentinal ill be a balnce between the two just like in the game. i would also like to see some of th powers they have in knights of the old republic like that force jump attack thats cool it would shorten the distance for when people try to kite the jedi thats ho i killed one but he was new soo he couldnt saber reflect.being able to force jump on top of buildngs would be cool too but that may be asking too much.
I created my current character to do artisan-related things, not to fight. Whatever some people may say, the Mon Calamari just isn't designed for combat, put aside the fact that we can't wear some of the cooler armor and suits (Tusken & RIS). Please do not stop the new character creation upon unlocking! A mon calamari is nowhere near the battle potential of another species like human or zabrak.
- Jedi Guardian Skill Tree - Focuses on Jedi combat and defence
- Jedi Sentinal Skill Tree - Focuses on Jedi interactive skills (Force moves, Mind Trick, Animal Persuasion, Force Drain, and Force Shield)
- Jedi Healer/Crafter Skill Tree - Focuses on Jedi healing and support (crafting Jedi clothes and such - NOT Lightsabers)
After going through the FS path to become Jedi, the player would be assigned one of these Skill Trees according to their play style. Of course they could migrate from one to the other skill trees as they choose. Only give them enough Jedi Points to either focus on 1 and 1/2 of these trees or a little of all of these. I realize that the mix and match method has not worked out in terms of balance in the other professions. Although, the way this was handled with the Creature Handler tree could be used as an example of how this could be set up (i.e. +2 points for each block for certain important, often-used skills). Masters of each of the Skill trees naturally would be the most formiable characters.
- Master Guardians would be the toughest PVP players.
- Master Jedi Sentinals would be the best support players for a Player group.
- Master Jedi Healers/Crafters could heal Jedi specific wounds and could supply the Jedi with Force enhancing clothing andbe capable of recovering or crafting better materials for Jediequipment.
This method gives all players the chance to become a Jedi and continue to use their preferred play styles on the Jedi path.
You have achieved a greater awareness of your surroundings.
We need to talk. Meet me here.
You have greater potential than you realize. Let me teach you.
Wealth, power, fame... a Jedi craves not these things.
You'll need to learn to use this.
And you'll need to learn to use this.
Fare well, Sif. I shall contact you when you are ready for further training.
It is time for you to return.
Corsica is under attack! All hands return to her defense!