Smuggler Archive

Thread: Balancing Jedi WITHOUT changing them, and give smuggs more to do

Thradd
Fri Dec 10, 2004 7:37 pm
#1


Well…without changing them much.

Step one: Bring back Perma-Death
However, as in the books and films this would not be the end of your character. You could come back as a spirit with limited access to the physical plane. You could help others, influence things, and teach new abilities that only Force Spirits can teach. There could also be the option of taking a new body. Your non-FS character or an alt perhaps. However..if that second character is possessed by a Force Spirit and dies….the body is cloned but the spirit passes to the great beyond. This would reign in some of the more reckless Jedi who flaunt and bully, while at the same time easing the pains of perma-death.

Step two: Add the planet Myrkr.
With this planet of course would come ysalamiri. For those who don’t know, ysalamiri are small, common, tree dwelling creatures native to Myrkr. These creatures have the ability to create a 1-10m “bubble” around them that pushes back the Force rendering it useless. Be a nice gift for that bounty hunter who has everything. Just slip one in your back pack and off you go. Of course there needs to be a balance and some limits to the ysalamiri. While the ysalamiri are not at all rare they are extremely difficult to get to and harvest. To reflect this, Myrkr should not be a planet that a person can wander around solo. The vornskr alone (native dog like creatures) would prove a problem. Also throw some hard core smugglers and other bad guys and make it a group only world. Think DWB on steroids.

There is a special way to remove the ysalamiri from the trees. If you don’t do it right you could kill them. This means that if you are planning a trip to Myrkr you’ll need to add a master Creature Handler to your group. To also add to the difficulty of getting them, Myrkr can only be accessed via JTL freelance master pilots. Once on the ground, because of the high metal content of the trees, you would have no radar to help you find the creatures. And to give more content to smugglers, they would have to put that underworld skill to use and talk to people in NPC towns on the planet to get an aproximate location that would constatly change (to avoid camping). And of course if a Jedi lands on the planet their powers would be useless.

And even though Jedi are a dime a dozen these days, put a harvest limit on the ysalamiri. Like maybe one every 24hrs, per MCH. Yes eventually every Luke, Han, and Boba, in the galaxy will have one so there could be an argument made to make the little critters more rare. If Jedi were rarer I might agree with that argument but..seeing as how they are a dime a dozen and will only be growing in population, ysalamiri should be just as plentiful.

So this update would add more content, more balance, and more depth, while giving more for smugglers and creature handlers to do.



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FrankLee
Fri Dec 10, 2004 8:27 pm
#2

I like creative thought, and I'm sure I'm not alone in saying thanks for the thought.
I disagree with ysalmiri though, and a new planet of such limited application.
And I strongly disagree with permadeath until they can make an iron-clad system. By that I mean no unreaasonable deaths, no deaths to lag, linkloss, CTD issues, accidental MP space combat, BH-TEF's that didn't clear, gank squads, randomly active area-effect attacks, and all the other stuff that can get you iced.
I wholeheartedly agree that smugglers and CH's could use a boost, in that order.



FrankLee
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Thradd
Fri Dec 10, 2004 11:22 pm
#3

I see your point on everything except the yasalimiri. Why do you feel they wouldn't work? Even if they didn't negate the Force, but just gave some defence against it. Your thoughts.



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Nicolas_Frost
Sun Dec 12, 2004 2:09 am
#4

I think the death/cloning system should work like this:


Lets say you're working on Commando, and currently have 3224, just for argument's sake.


Now, lets say you go out, and in a day, you've brought yourself up to 4444. Later on, you decide to join a semi-large factional PvP thing.


You go out, and you die.


When you clone, you revert back to 3224. Why? Because you forgot to go store your clone data.


Now, lets say after getting 4444, you store your clone data, then go join the PvP thing and still die.


When you clone, you come back at 4444 Commando.


The idea behind this is that your previously stored clone data is like cloning yourself in the past. If you made a clone of yourself as a Twelve year old, you're not gonna know things you learned in your Junior year in highschool. Likewise, you store clone data before leveling, your clone isn't gonna know how to use what you learned to use before you stored the data.


Now, this should not reset your experience points.



Jedi should work similarly to this, in the way that Jedi are allowed about, say, eight clones per week, when they hit the ninth clone, all Force Skills(except for the non-Jedi enhancements and the Force Progression rank) get reset to zero.


The simple wayfor both types of characters to keep from losing thier skill boxes is to be resusitated, because you're not activating an old clone.


Now, add in one bit so that if you Master a profession, you can never lose any skill in that from death, and you got a decent system.


The only thing the devs would have to worry about is someone Mastering a profession, dropping the skills, going and grinding something really quick, then having someone kill them, so that they can clone back to Master. I think in that situation, it'd be best to keep them from getting that back, since they willingly surrendered the skills.


Anyway, that's just my idea.



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mashthekeys
Sun Dec 12, 2004 4:00 am
#5

To keep the ysalamiri rare, they could get homesick or something and they die off after a week and dissapear from yhour inv/datapad or becoming (disabled)



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Thradd
Sun Dec 12, 2004 2:36 pm
#6

Good idea about the cloning and about the homesick ysalies.


When you clone..it's a new body right? Then why do you have wounds and fill? hmmm



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