Jedi Archive
Thread: An idea about lightsabers. Mixing the old with the new.
Recently a friend linked me to a webpage which had all the old, pre-9, jedi skill trees and other information about the life of a jedi pre 9. I found it a relevatory and very educational experience.
Then an answer occurred to me.
What I think would be a step in the right direction would be, in essence, for sabers to return to thier pre-9 configuration.
5 generations, requiring certifications with gen 5 being in Master Sabers
Kinetic Damage (the BH's should be a fan of this one, they can wear the armor thier profession is certed for finally)
however, Instead of completely removing crystals/pearls from the mix, I would propose a change to thier function.
Each crystal or pearl could function as a modifier to final product, be it speed, accuracy, sac/fc reduction, even damage/wound modifiers. However not to the degree they are now. (this step would anger a lot of jedi who have spent a lotof time/credits hording good pearls, but would be beneficial in the long run, i belive)
Some other details which would be important:
Resources:
Make the sabers use very specific resources at the highest end of the scale, with the lowest being more common resources. With the introduction of JTL there were several new classes of resources introduced to the system, the same could be done with Lightsaber Resources to control the proliferation of 'perfect' sabers through the system.
Make it so that a 'perfect' saber truely is the most devastating weapon in the game. Just make it hard or almost impossible to attain this weapon, and make them ADK-proof, meaning they WILL wear out. Another possibillity would be to make the resources only findable and harvestable by a JEDI. meaning the quest for the perfect saber would actually require effort on the part of its future wielder, not simply doing a vendor search for a few keywords and shuttling to the vendor to pick up your prize.
Is this a radical change? very. Will there be many people against it? Aren't there always? Do I have all the answers to questions or problems that could arise? Most certainly not.
Please try to limit replies to constructive criticism, and to any pre9'ers out there who may read, If i have any of my details/facts wrong about the pre 9 sabers, please pm me the correct info, and i will edit this post accordingly. Your help is much appreciated /deepbow
/discuss!
and Good Morning Jedi Forum!
*We're all in this together*
*ADDITION: Also, I'm sure most of you have read Tiggs' posts about high end mobs dropping loot crystals of 'premium' quality. Make these loot items desireable for your lightsaber, not a neccesity as they are in the current system.
and also another way to fit cyrstals/pearls into the system, Make them part of the Crystal Pack subcomponent... i mean they are called CRYSTAL PACKS... the only purpose they serve now is to slow the crafting process... nothing else. Make them DO SOMETHING.
Message Edited by Tribones on 09-04-2005 07:34 AM
they key to balancing it to make basic saber crafting more important than the pearls going in it. but yes, damage to sabers should be higher when crafted and pearls/crystals when tuned should allow the user to choose say a boost to damage, speed, SAC mods etc, maybe giving say 10% each. so you could have a basic saber with +40% speed versus a +40% damage saber...
more diversity, more fairness, and everyone has a chance to truly customise rather than random crap. remove the quality issue on pearls so literally every pearl/crystal is the same quality on looting (like colours) and can be tuned in a manner similar to the new smuggler slicing system.
i'd be happy to have a system like that.
Assault: A full on up close in your face attack. Melee attacks are the name of the game inside of a base where the average distance to target is under 5m
Battle: All around armor with good protection from both the melee folks and the ranged folks, a good choice for your short-range combatant such as a carbineer or doctor.
Recon: Armor intended for those who will look upon an enemy or battle from a distance, making them only vulnerable to attacks from other long-range combatants, perfect for that forward scout contingent of riflemen.
Now, with our current system, what do you see wrong? everyone wears energy armor because all the hard hitting attacks come from energy weapons. with only the occasional encounter with a swordsman/tkm on the battlefield (you can kite them who cares right?)
thanks.
unfortunately, that would require some creativity from the devs and not just basic programming. seriously gotta wonder if there's anyone there who can
a) write a decent storyline that can be implemented for the Jedi profession (instead of slaughtering 80,000 creatures for xp, have dozens of quests and missions that reward a box from the jedi tree like Tier 3 of JTL missions)
b) have anyone there who can actually program a slightly more complex system that kill and grind with the odd bit of running back and forth. maybe someone who can rewrite code to improve a profession or change it because of imbalance issues instead of simply nerfing it
PodgerTheGreat wrote:
unfortunately, that would require some creativity from the devs and not just basic programming. seriously gotta wonder if there's anyone there who can
a) write a decent storyline that can be implemented for the Jedi profession (instead of slaughtering 80,000 creatures for xp, have dozens of quests and missions that reward a box from the jedi tree like Tier 3 of JTL missions)
b) have anyone there who can actually program a slightly more complex system that kill and grind with the odd bit of running back and forth. maybe someone who can rewrite code to improve a profession or change it because of imbalance issues instead of simply nerfing it
while i may agree with you on these things, they are thuroughly off topic
I am talking about JUST the lightsaber, from a weapon only standpoint, no other changes to jedi abilities. All the ideas i have proposed would use existing systems already coded within the game.
Tribones wrote:
PodgerTheGreat wrote:
unfortunately, that would require some creativity from the devs and not just basic programming. seriously gotta wonder if there's anyone there who can
a) write a decent storyline that can be implemented for the Jedi profession (instead of slaughtering 80,000 creatures for xp, have dozens of quests and missions that reward a box from the jedi tree like Tier 3 of JTL missions)
b) have anyone there who can actually program a slightly more complex system that kill and grind with the odd bit of running back and forth. maybe someone who can rewrite code to improve a profession or change it because of imbalance issues instead of simply nerfing it
while i may agree with you on these things, they are thuroughly off topic
I am talking about JUST the lightsaber, from a weapon only standpoint, no other changes to jedi abilities. All the ideas i have proposed would use existing systems already coded within the game.
Hmmmm resources only harvestable by jedi... It is a nice Idea but I forsee this:
Act 1, Scene 1. Our padawan enters mining outpost looking for his first hunting group.
XXXexclaims, profoundly, "Selling premium lightsaver resources, only 1000cpu"
Tsumitsuki wrote:Hmmmm resources only harvestable by jedi... It is a nice Idea but I forsee this:
Act 1, Scene 1. Our padawan enters mining outpost looking for his first hunting group.
XXX exclaims, profoundly, "Selling premium lightsaver resources, only 1000cpu"
Easily Handled.
non-tradable.
boom
next?
PodgerTheGreat wrote:
oh noessss... i crashed to desktop and lost my resources /cry![]()
rofl that would suck.
last i checked i dont lose my stuff when i CTD tho...
although during crafting yes, but that is a risk all crafters take
(i once CTD'd while crafting an AV21 back when they were still high dollar items! rofl)