Force Sensitive Archive

Thread: My idea for a new way to unlock jedi... DEVS, PLEASE READ!!

Icad
Sun Jul 17, 2005 7:35 pm
#66



Light Jedi: Users of the force who follow the light and do good, who help people whenever they can. whenever they do a quest that helps or saves an NPC, they earn LS points.


Dark Jedi: Users of the force whom follow the shadow and darkness. When they do a quest that kills or injurse an NPC, they earn DSn points..


Neutral Jedi: Neutral jedi are the ones that are still here today, when this new system comes they can choose to go light, dark or stay neutral.


All jedi still must go into hiding. When they are in their enclaves or doing master/padawan quests, they wear their jedi robes, whenever in public they wear a disgiuse, if they are caught weilding a saber, showing off, or wearing robes, they shall be caught by a BH or put on the top of every BH term there is in the server.


different weapon types..


having more xp with these normal melee weapons shows which type of saber you will have..


swordsman- Two-hand lightsaber


Fencer- One-hand lightsaber


polearm- Staffsaber


taris kasi- Curved lightsaber.


This publish will also be placed in-game shortly after the capitol ships, here are new ships that shall be added along with the publish..


Jedi fighter- One astromech, one pilot... used by obi-wan in episode II, needs pilot 3/0/0/0


Sith infiltrator- multi-passenger (Must be DS, master pilot)


Sith fighter- Uncovered by the DJ arciologist from the DJ enclave (These are from KOTOR)


BH capitol frigate- Large BH ship. requires Master BH, master pilot... Needs three astromechs to maintain. One pilot. Holds three fighters at a time. Also can hold BH droids. Has the equipment needed to capture a jedi.


Also, light and dark side jedi can switch sides...


Light- Turn on master (Player), handle a quest wrong,


Dark- Turn on master, handle quest wrong


Also, Neutral jedi just stay in their homes, across the galaxy, never conversing with other jedi. Neutral jedi. (NPCs, and players) Can be pursuaded to join one of the factions..






Plz support my idea!! W00t!



Message Edited by Icad on 07-17-2005 07:52 PM

Message Edited by Icad on 08-16-2005 08:24 AM



Icad' Cosi--Force Sensitive Zabrak--Starsider
GatorAJ
Sun Jul 17, 2005 11:11 pm
#67


You have to consider more than just melee classes. It would be a great idea, but you said it will be atleast 3 times as long as the imperial/rebel theme park, and there'll be 2 of them. That would not do, because I finished the imperial theme park in less than 1 day. So try 100x as hard + 100x as long, plus the 2 different ones atleast.

But nice thoughts, and ideas.


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


SoE fails horribly to realise that grinding is NOT difficult, just Time Consuming. I agree with the Theme Park idea, we just need STEEP requirements, so noobs can just forget it.

Here is an Example:

-Earned ALL PoI badges
-Combat Level 80 or an equivelent Crafting/Entertainment level (boxes have the same value as combat boxes do for crafting/entertainer)
-Has had an active account for at least a year
-Has at least 3 professions mastered at one time or another

Basicly, new Reqiurements for glowing, everything follows the path it takes normally (Sith attack, Sith Camp) untill you get to the village.

Now, the Village should be quest fuled, say, 30 quests per Branch. Of course, the quests being relevent to said branch but uniquely generated from a pool of quest peices, and also only being able to do up to 3 a day, each time rolling over if you aren't able to play.
If the Quests/Day ratio is 3:1, the player has to at least have been playing for a year and 2 months.
Failure in any quest will force you to have to start over on your branch, and groups will not be allowed to take these on.

From here, everything is as it is, the Dev's just need to find a way to retool the village so it is a more enjoyable experience



!WONDERFUL IDEA!

That way you can't even get glowy without a year, and not sitting around, working, and working. Plus, the village is great, that way you can't wiz through in one day, but if you get time, you can use it, instead of just waiting. This was the best and most notable thing i've seen.
brenejr
Mon Jul 18, 2005 10:41 am
#68

Ok i like the idea... but what if you are a force sensitive marksman profession?






Alandro Opak- Zeno Family

Aerren Maddor- Alt Just getting started
Icad
Mon Jul 18, 2005 2:36 pm
#69

Well, I beleive that everyone SHOULD have a melee AND ranged proffession. But even if you have mastered two ranged boxes, and you have just a liiiiiitle bit xp for a melee proffession, that will be the type you use.






Icad' Cosi--Force Sensitive Zabrak--Starsider
shadykiller
Mon Jul 18, 2005 2:51 pm
#70

1 word "BRILLIANT!!!"



/bump


/sign


/everything else that means good idea





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Darkkn2069
Mon Jul 18, 2005 8:23 pm
#71



ok, but what if you DON'T have ANY melee XP? what then? You can't force people into roles that they don't like. And what about craftign Jedi? your plan leaves ZERO room for them. I can guarantee there were jedi that didn't engage in combat. Just becuase they're special, don't mean they don't exist. What sort of quests would you include for them? How would they be able to survive to become Padawan? (I don't see many going beyond padawan, as most knights were combat oriented) Still, it would be nice to be able to craft one's way to an extra char slot.


Yes, they could have some combat, but most crafters like to master an elite crafting profession to maximize effectiveness, so I think the difficulty should be scaled to the person, within reason(unlike now where all sith are 70ish or thereabouts, insulting to 80s and too hard for those with only one master combat prof). Obviously, the difficulty should be at least 56 for combat oriented situations.


Message Edited by Darkkn2069 on 07-18-2005 08:24 PM



"Imagination is more important than knowledge" -Albert Einstein.

Master Rifleman/Master Combat Medic/Scout 3041
ezetaurus
Mon Jul 18, 2005 9:01 pm
#72

my only thing against your idea is the fact you have included space into the jedi quest idea. Why punish those who do not have JTL or RoTW, or those who do not like space and prefer the ground? other then that great idea!



SWG is like a box of chocolate, you never know what you're gonna get until SOE shoves it down your throat.....
Icad
Mon Jul 18, 2005 10:19 pm
#73


Well, Darkkn, here is what will happen...


The destruction of the village will be put in two parts... I shall post my ideas tomarrow because I'm verrrry sleeeepy... *Snores*


Dont crafters have combat droids? hmm.... thats another idea... jedi training droids...... hmm.......hehe-- *Falls asleep*




Icad' Cosi--Force Sensitive Zabrak--Starsider
Cuit
Tue Jul 19, 2005 4:53 am
#74






Darkkn2069 wrote:



ok, but what if you DON'T have ANY melee XP? what then? You can't force people into roles that they don't like. And what about craftign Jedi? your plan leaves ZERO room for them. I can guarantee there were jedi that didn't engage in combat. Just becuase they're special, don't mean they don't exist. What sort of quests would you include for them? How would they be able to survive to become Padawan? (I don't see many going beyond padawan, as most knights were combat oriented) Still, it would be nice to be able to craft one's way to an extra char slot.


Yes, they could have some combat, but most crafters like to master an elite crafting profession to maximize effectiveness, so I think the difficulty should be scaled to the person, within reason(unlike now where all sith are 70ish or thereabouts, insulting to 80s and too hard for those with only one master combat prof). Obviously, the difficulty should be at least 56 for combat oriented situations.



Message Edited by Darkkn2069 on 07-18-2005 08:24 PM





I personally think that regardless of any system new or old . . . all Jedi should be at least CL54. This would imply 1 elite combat mastery. Not to take away from the crafting Jedi . . . but the Jedi that roam of the galaxy would have needed the ability to protect other and well as themselves. It would also not be difficult for a player to have both 1 combat mastery and 1 noncombat (crafting or entertaining) profession.


I would like to ask though . . . since jedi gain the ability to craft all their personal needs (such as a lightsaber) and their robes are given to them at the temples . . . what would a jedi crafter craft? Personally, i don't think they would craft armor or weapons as they promote violence . . but maybe chef or tailor . . . though Jedi aren't he most fashionable so maybe just chef.


your thought?



Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Brettheman
Tue Jul 19, 2005 7:01 am
#75

Good original idea, i'd like to see a bit of KOTOR inbedded into the game, would be so cool!




Bret Robert
Master Bh, Master Doc
FS 5 Branches

Icad
Tue Jul 19, 2005 11:48 am
#76



There will be two quests telling the end of the village, it will be a event that will take place on all servers at a certin time..


Quest I: Village escape


The imperials have found the village and a small army led by lord vader is sent to dispose of them.. A large stardestroyer drifts over Dathomir...


The village has turned into a mini nyms stronghold. a large landing pad is in the center where FS players can land. A cloning center is near the pad..


The imperial shuttles land about 10,000m away from the village, each one has an AT-AT, three squads, and a scout walker. Also, Lord Vader is dispatched


IMP OBJ: kill all in the village.


FS OBJ: hold long enough for the shuttle to land so that the village elder can escape.


Ok, once the shuttle picks up the elder, all players get to ships, once all players are gone, the AT-ATs destroy the village (A new POI)


QUEST II: The shuttle docks with a cargo frigate and all players are required to defend it against all NPC TIEs that try to destroy it. Once the frigate jumps to lightspeed, It goes to the yavin system, which you will meet the elder later on if you become a light jedi..


IMP OBJ: kill off frigate


FS OBJ: get the frigate safely past the stardestroyer to the jump point



Light Jedi: Users of the force who follow the light and do good, who help people whenever they can. whenever they do a quest that helps or saves an NPC, they earn LS points.


Dark Jedi: Users of the force whom follow the shadow and darkness. When they do a quest that kills or injurse an NPC, they earn DSn points..


Neutral Jedi: Neutral jedi are the ones that are still here today, when this new system comes they can choose to go light, dark or stay neutral.


All jedi still must go into hiding. When they are in their enclaves or doing master/padawan quests, they wear their jedi robes, whenever in public they wear a disgiuse, if they are caught weilding a saber, showing off, or wearing robes, they shall be caught by a BH or put on the top of every BH term there is in the server.


different weapon types..


having more xp with these normal melee weapons shows which type of saber you will have..


swordsman- Two-hand lightsaber


Fencer- One-hand lightsaber


polearm- Staffsaber


taris kasi- Curved lightsaber.


This publish will also be placed in-game shortly after the capitol ships, here are new ships that shall be added along with the publish..


Ebon Hawk- A very familier ship discovered by the light side jedi, crashed at an astroid base (from KOTOR), needs LS, master pilot.


Jedi fighter- One astromech, one pilot... used by obi-wan in episode II, needs pilot 3/0/0/0


Sith infiltrator- multi-passenger (Must be DS, master pilot)


Sith fighter- Uncovered by the DJ arciologist from the DJ enclave (These are from KOTOR)


BH capitol frigate- Large BH ship. requires Master BH, master pilot... Needs three astromechs to maintain. One pilot. Holds three fighters at a time. Also can hold BH droids. Has the equipment needed to capture a jedi.


Also, light and dark side jedi can switch sides...


Light- Turn on master (Player), handle a quest wrong,


Dark- Turn on master, handle quest wrong


Also, Neutral jedi just stay in their homes, across the galaxy, never conversing with other jedi. Neutral jedi. (NPCs, and players) Can be pursuaded to join one of the factions..


Message Edited by Icad on 08-16-2005 08:25 AM

Message Edited by Icad on 08-16-2005 08:27 AM



Icad' Cosi--Force Sensitive Zabrak--Starsider
Cuit
Tue Jul 19, 2005 1:29 pm
#77


I hate to be the wet blanket . . . but . . .


There are some great ideas here . . . some really sparkle . . . some not so much


but to be honest . . . writing them here will probably insure that they won't get implimented Why you ask . . . . I'll compare it to a non-represent musician with a demo tape. Most companies won't even touch it becuase if they do . . . and any part of that tape hits stores or the radio . . . the original artist can sue for compensation.


Same thing kinda goes here . . . if they use your material . . . your developmental material . . . they'd be expected to give you compensation . . . after all . . its your work they would be implimenting. I know it sounds kinda dumb but thats the way business works . . . thats why we have secret think tanks and copyrights and patents.


I'm not saying stop coming up with ideas . . . but just don't expect them to be implemented . . . at least the way you describe.




Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Icad
Tue Jul 19, 2005 2:19 pm
#78

Well, I dont want them to pay me anything, I thnk that this idea will get rid of jedi EVERYWHERE and make it more immersive



Icad' Cosi--Force Sensitive Zabrak--Starsider
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