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  1. I used to think that conversation with Canderous was referencing something like the "True Sith" mentioned in TSL, but besides the fact that the conversation was not acknowledged in the novel, a closer look at the following quote makes me pretty certain that Canderous thought Revan and Malak had acquired their military capital (ships, droids, weapons, etc.) by allying with the rebuilt remnants of Kun and Qel-Droma's Sith "empire" (since he was unaware of the Star Forge at the time): "The Sith had gone – retreated into their empire. They sealed themselves off from the rest of the galaxy. We thought it would be centuries before they'd come back. It's amazing that they could rebuild their fleet so fast." If the Sith he was referring to rebuilt their fleet shorter than on the order of centuries, the only Sith he could really be referring to were Kun and Qel-Droma's AFAIK. ---- RE: stats The stats posted earlier in the thread for Revan and the Exile are from the Saga edition KotOR campaign guide. Saga edition and Star Wars d20 (which the KotOR games are mostly based on) are closely related, but not the same, with some different rules regarding ability scores (for example, Saga Edition lets you boost two ability scores by one point every four levels instead of just one ability score). Also, as I've been told countless times, while general character information in RPG sourcebooks is canon, character stat blocks (ability scores, feats, abilities, etc.) are not. Nevertheless, presumably the RPG authors were working from notes and source material that result in a close approximation of what the creators of the characters envisioned. ---- RE: the novel The novel hit on all the necessary plot points, but it really did so in a pretty generic fashion. The entire novel is told more or less "over the shoulder" of the POV characters, just like it was a partial script for a computer game, and never "zooms out" to touch upon the state of the Republic, its military, the Jedi Order, etc. The Sith Empire the novel portrays is a starport, a couple of palaces/fortresses, a club, a cave, a factory, and a warehouse, with slaves, subjugates, and military personnel wandering about. I don't know if the author was working on a page restriction, but the novel could have been a lot better with more time spent conveying the state of affairs and setting the stage for the war to come. The desperate need for Revan and the Exile to succeed in delaying the Emperor's plans because the Jedi Order needed time to rebuild and the Republic was still in shambles after the Jedi Civil War and its aftermath was never conveyed, nor was the terrifying buildup of the Imperial military. I didn't really mind the depiction of the two Jedi heroes. For me the book left enough unsaid to allow the player/reader to interpret plenty of both games the way they choose.
  2. Scoundrel 7/ Guardian 13 STR 14 + 4 = 18 DEX 8 CON 10 INT 8 WIS 12 CHA 12 You can distribute the remaining starting and level up points however you want. I tend to put the starting points in DEX (4 more) for two more AC and INT because I like to have some additional gameplay options available to my character far as things like HK go, but sticking them in WIS to help your success with disabling force powers against higher level opponents is probably better from a combat perspective. CON is okay to stick 2 more in, but the idea of this build is to be able to "click and kill" or "stun and kill" -- enemies won't hurt you if they're dead after all. TACTICS: With speed activated, Force Jump at a foe from range. Each attack scored off the Force Jump receives the Scoundrel's Sneak Attack damage (+4d6 or 14 points on average at Scoundrel 7 for each attack that lands). In the case of multiple opponents or if the Force Jump attack fails to kill an opponent outright, follow up with a disabling Force attack (Stasis Field, Insanity, or utilizing the Force Wave line's stun effect). Each melee attack made against a disabled opponent results in a Sneak Attack as well (the same concept is what makes Mission an amazing combat NPC if you utilize your Jedi's Force Powers to set her up for ranged Sneak Attacks). WEAPONS: Obviously, to get the most out of this, you will want to maximize your number of attacks, which means a Double-Saber or dual-wielding. According to my spreadsheet, Double will likely be best if you maximize your gear for melee combat, though balanced dual sabers are still fine. FEATS: Flurry is not as good as Power Attack against week opponents which you are certain to hit, but most of those opponents can also be disabled, which creates a situation where the Sneak Attack damage from the bonus Flurry attack either exceeds or comes close to the damage advantage of Power Attack. Whether it's worth it to spend Force energy to disable weak opponents when you could just Power Attack them is up to you. Meanwhile, Flurry has a higher expected damage in this build against opponents with high ACs relative to the player, so even though those opponents may be more resistant or immune to disabling attacks, Flurry is actually the best basic move against tough opponents in this build anyway. While dual-wielding sabers probably won't quite match what a maxed out double-saber Jedi can do, they are still good in this build. Against difficult opponents, Critical Strike is the best attack here at high levels. Whereas against weaker opponents, the same tradeoffs between Power Attack and Force Power + Flurry still apply.
  3. Its been a number of years since I've played, but IIRC TSL seems to loosely imply that Revan and Canderous had some sort of understanding before Revan left for the Unknown Regions (Kreia prods Canderous but he replies something to the effect that it is between him and Revan). I got the feeling that the understanding was essentially that Canderous would revive the Mandalorians to fight on behalf of the Republic (or the galactic status quo) against the True Sith or whatever Revan stirred up that threatened the galaxy. In doing so, the Mandalorians would redeem themselves in the eyes of the future Republic for the horrors they wrought in the Mandalorian Wars. Kreia mentions something to the effect that the Mandalorians are a dying civilization being organized by Canderous for "one last hurrah." Without knowing exactly what direction TOR or a potential K3 will go with it, I will assume that somewhere along the line a (mostly) unified Mandalorian people will put forth a heroic stand against a Dark Side threat that will eventually see the end of their civilization -- the remnants becoming the nomadic, mercenary people of the late Old Republic.
  4. Nearly every player in an MMO is playing a person controlling a game character rather than "becoming" the character like you can in a single-player game. When people are talking about being "attached" to their character in an MMO it is in the same way as someone who, say, gets attached to an antique car he has worked on fixing up for a decade of his life or gets attached to an action figure collection. You are proud of your MMO character because of the weeks/months/years of work you put into him and the proof of your effort in your character's stats, gear, and achievements. Good MMOs excel in the practice of stimulating the effort->reward mechanism of the human psyche. MMOs promote power-gaming. All this high talk about being able to earn "respect" from other players is nice but it swings the other way too. It requires a massive commitment of time and a streamlining of character build and gear to achieve popular respect (unless you're delusional enough to convince yourself that other people in the game worship you when you haven't actually earned it). In an MMO character build is no longer just a fun intellectual exercise like it is in KotOR where any build can successfully complete the game but instead becomes a mathematical reality - if your character is not built and/or geared in such a way that it can compete with other characters of your class, you will earn the reputation of being a bad player, reducing the likelihood that you will be invited to participate successfully in group-oriented content. The play-time aspect also has a dual-nature. Yes, a single character in an MMO can give you thousands of hours of enjoyment, yet not everyone has or desires to spend that much time to experience the physical and story-based content of a game. Single-player games can be broken out like a novel on a rainy or cold weekend, played through from start to finis,h and then stored away again. If you take six months off from your MMO character you will find the "game" will have passed you by (to be sure, you can catch up in levels and eventually gear, but you will find it extremely difficult to find players to commit to playing through content that is no longer at the front end of progression). You essentially are forced to make a regular commitment that adds up to hundreds or thousands of hours if you wish to see the conclusion of major storylines. In addition, a large MMO like WoW might have the benefit of a large cast of characters, but, say, the Lich King storyline in the WotLK expansion is in no way structurally or thematically sounder or deeper than the plotlines of smaller single-player games like the BGs, NWNs, Deus Ex 1, or even the KotORs. Role-playing in an MMO is largely an exercise in futility. The experience is ruined either by intruders who harass role-players, other role-players who are playing with a different set of "role-playing rules," or the fact that it is difficult to get enough sufficiently skilled and geared role-players together regularly to successfully complete more advanced content. Foregoing certain quests and rewards based on role-playing can have a detrimental or even crippling effect on your character (imagine a druid in WoW who refused to kill animals or a Paladin who refused to take part in "revenge killings" or aid characters with unlawful or evil intentions). An MMO is generally forced to fabricate excuses for role-players to undertake actions that are counter to the standard role-playing ideology of a given class more often than a single-player role-playing game in order to keep a character moving along in the determined path of progression. Single-player games are generally designed to allow the player to make choices--as his or her character--which will affect the story and/or that character's development. They are typically easy enough that any player can experience the full extent of the story while still allowing intellectually rigorous players the opportunity to explore the combat system and min-max to their heart's content. The reward of a single-player RPG comes from completing the story and one's own broadening of his or her imagination in exploring the main character's personality and motivations. I know this might come off as a condemnation of MMOs, but I don't intend it to be -- I've logged several thousand hours over various WoW toons including five 70s in TBC and four 80s in WotLK, and am quite proud of my primary raiding toon. The game has given me much enjoyment over the years and the opportunity to make friends with people with vastly different life-experiences than the ones I regularly meet in daily life. But, many of the people who hang our on MMO forums are so blindly dedicated to the format that most imply that it is always superior to the single-player format in any way that should matter to players. I felt it necessary to point out that many of the cited positives could be negatives for players with other gaming objectives and that those differing objectives doesn't necessarily make those players crybabies losers as many MMOers choose to believe.
  5. Umm--there's a pretty decent record of the important things were done by, say, George Washington in the 1700s. I don't need to have met him to know that he led the Continental Army of the American Colonies, crossed the Delaware River on Christmas 1776 to attack Trenton, resigned his commission at the end of the war, was elected President of the United States of America, twice, and didn't lie about the cherry tree he chopped down as a kid. Is there anyone alive who knew George Washington? Obviously not, but many of his historically relevant exploits are known--and the Star Wars universe has a lot deeper historical tradition than colonial America with all the technology about. Assuming Revan interacted with the Sith in some fashion following his disappearance, he figures into their history too. My point is that a historically conscious people generally do not let somebody as important as Revan was completely vanish into obscurity, and if there is unresovled information that has some bearing on current events in the MMO, some people should exist who have dedicated their energy to discovering what he did and what became of him. Stop trying to equate Revan to some no-name chump that lived 300 years before. The first two games set him up as one of the most influential characters of the era, so if he became a no-name when we look back at him 300 years later then LucasArts completely and illogically sold out on the KotOR series.
  6. I choose to believe that the 300-year gap is a poorly veiled attempt at connecting the MMO to the SPRPGs for fans of the series, while also allowing themselves to cash in on published material to fill in the gap, including possibly a KotOR 3 down the line. My problem with this actually differs from most others I've read. IMO, for an MMO world to be successful in creating a deep and compelling setting, it needs to be built on a foundation with a strong attention to detail. In the Star Wars universe, 300 years is hardly a long time (Yoda's race can live over three times as long for example), and especially so in a setting where the Republic itself is a monument to historical continuity. Furthermore, because we are able to side with the Sith, we will be privy to information about their own history. The point being that if the Sith Empire was able to emerge as a contender to the Republic, and these Sith are the ones that Revan was possibly searching for (which my interpretation of Bioware's information suggests this is the case), then we know that Revan and the Exile "failed" in some fashion to eliminate this Sith threat (whether corrupted, defeated, etc. etc.). If Revan and the Exile were in meaningful conflict with these Sith at some point, somebody, somewhere in the MMO world will have some information about what happened to them, and why. The alternative is that they were essentially "lost in space," tarnishing the storylines created in the SPRPGs. Assuming that there was a conflict involving Revan, the Exile, and the Sith (and others), many of the long-term consequences of this conflict will already be observable in the MMO, which vastly erodes the weight one can give to one's decisions made in an intervening KotOR3. Anyway, not saying that a KotOR 3 under such conditions wouldn't be a lot of fun to play...just that the effect of feeling your choices can change the course of events in the galaxy would be diminished, since so much less is available to the imagination.
  7. Ugh...no. A geosynchronous orbit is one in which the orbital period of the satellite is exactly equal to one rotation of the planet. A geostationary orbit is a special case of a geosynchronous orbit in which the satellite remains at the same point above the planet's surface. A geostationary orbit represents a circular orbit, a geosynchronous orbit can also be a non-circular ellipse. By definition, circular orbits have the property of a constant orbital radius which is the relevant point of discussion. A constant orbital radius carries some important implications, the relevant one here being that a satellite in a circular orbit has a constant linear speed tanget to the pull of gravity. (Assumptions: two-point Earth-satellite system, atmospheric friction at the distances concerned is negligible) Because of the law of inertia, in order for an object to maintain a circular orbit about a point, it must be experiencing a constant acceleration toward that point. This acceleration is called "centripetal acceleration." A "centripetal force" is a force that causes centripetal acceleration. In the case of a satellite, the centripetal acceleration is provided by the force of gravity acting on the satellite. To an observor it appears as though "the Earth's gravity has no effect on a satellite" in circular orbit--it's not getting any closer to the planet after all--but that's not what is actually happening. What IS happening is that the inertia of the satellite would cause it to continue "straight off into space" but the the force of gravity acts as a centripetal force causing it to follow a curved path. In Newtonian physics, "centrifugal force" is the concept used to explain the balance of forces in a rotating reference frame. Centrifugal force in this case is exactly equal to the force of gravity acting on the satellite, and opposite in direction. Doing some annoying math that I won't show here, it can be shown that in this equilibrium, a constant radius implies a constant angular speed, and therefore a constant linear speed tangent to the orbit. For an Earth-satellite system, the geostationary orbit is located at approximately 26,200 miles (measured from the center of the planet) or at an altitude of about 22,200 miles (assuming the Earth's radius measured at its surface is about 4,000 miles). That corresponds to a (tangential) linear speed of about bout 6,878 miles per hour. That's the speed the satellite is traveling through space at any instant. It can also be shown that an object in orbit around a planet will drop to a lower orbit IF its (tangential) linear speed decreases (this decrease in orbital radius results in an increasing angular speed and a faster rotation around the planet). As its linear speed continues to decrease, at some point friction from the atmosphere will become non-negligible. Friction causes drag, which will further decrease the linear speed. In the absence of a force to increase its linear speed at that point, the satellite will eventually crash into the planet. In the case of the Invisible Hand, supposing it was traveling around Coruscant in a geostationary orbit, it has an initial linear velocity sufficient to keep it in that orbit. If its linear speed in orbit decreases--boosters are fired opposite the direction of its orbit, significant change in momentum from discharging weapons, being hit by weapons, etc.--then its orbital radius will decrease. Once atmospheric friction comes into play, the loss in linear speed (tangent to its orbit) may be sufficient for it to "plummet" to the planet's surface (of course in reality it follows a sort of "spiral" trajectory when viewed in cross-section, getting ever closer to the planet as it travels through the air--which is exactly what the movie depicts as the remains of the ship approach the planet's surface). A spaceship is an interesting case though, because in theory it has engines that could allow it to be geostationary at a lower orbit--provided the engines were providing an acceleration parallel to the gravitational pull of the planet (akin to, say, a helicopter or a Harrier jet). In this case, if the engines were cut, like, say, the controls were damaged, it would not have the linear speed to sustain its orbit and would fall toward the planet. SUMMARY If you are going to pick on the Star Wars prequels for being absurdly bad, there are plenty of things to go on about that have nothing to do with physics that even most fans who rant about it don't understand very well.
  8. Many KotOR fans upset that they are apparently being robbed of the opportunity to participate in the conclusion of a story they had been a part of for two-thirds of the telling. Instead they will be told the conclusion through one medium or another. As a property LA and Bioware have the right to do with it as they wish, yet I don't think there should be anything suprising that there are many fans of the SPRPG series upset with it. I am surprised though that people believe that TOR won't provide information regarding what that conclusion was, particularly given that thousands of years of Star Wars history revolve around the conflict between the Jedi and the Sith. In a game world as massive and detailed as an MMO should be, it's inconceivable to me that the events following TSL won't be given a massive amount of treatment in in-game lore. Just because 99% of MMO players skip through quest text, NPC text, NPC chatter, and other lore-related material in favor of making their toons as uber as possible as quickly as possible doesn't mean that lore doesn't exist. World of Warcraft, for example, has hundreds, even thousands of years of (often invented as-needed) lore as a basis for the content in the game, whether included directly or as "background" for characters, quests, and locations. If TOR expects to be the marvel of a MMO world that Star Wars could and should be, it MUST be based on and include substantial information from the period since TSL. Furthermore, this isn't truly an ancient civlization we're talking about here where events three-hundred years past might as well be from a fictional epic poem...the Star Wars universe is riddled with people or groups with the means and drive to record and preserve history, and the Republic itself is a monument to historical continuity. What happens to Revan and Exile and their quest to find and stop (or join?) the threat in the Unknown Regions will be addressed in TOR, IMO, at least to the point that a player will have a good idea how any subsequently produced single-player KotOR III ends before they create their character (if they've played TOR). If, indeed, the threat is the same Sith Empire being dealt with by the Republic in TOR--something that seems to be implied by Bioware and LA--"endgame" content will almost necessitate that the means of their success or failure be addressed in some fashion for players who "beat the game" (ie, progress through all plot-based content). Unless, of course, Revan and Exile become utterly irrelevant to the Star Wars story after TSL, which would be a different sort of disgrace all by itself. Anyway, the problem as I see it isn't that TOR won't conclude the KotOR series--it almost certainly will include a conlcusion to that story in some fashion--it's that the player had originally been an intimate part of that story unfolding and an MMO set 300 years later takes that out of their hands. The really upsetting thing to me will be when, five years from now, LA tries to put out a single-player KotOR III. IMO the point of the 300-year gap was first a shameless attempt to pass TOR off to KotOR fans as a continuation of the KotOR saga in order to secure a "fanbase" for their MMO, and second to allow a period substantial enough that a KotOR III covering a few months or years could be told to milk even more money out of the same story, except that the story of such a KotOR III will be constrained by both KotOR I and II and TOR, which IMO is a recipe for story-telling disaster. The conlusion will already be known, such that a KotOR III would amount to gooshy details or "fanfic." Basing a story on past events but leaving oneself the opportunity to tell it wherever it goes generally yields much better results than trying to match up specific events of a story with what will happen in the near future--witness the Star Wars prequels. As an aside, characterizing everybody who wanted a "proper" single-player conclusion to the KotOR series as fanboyz only interested in Revan and Exile kicking arse and seeing all the old party NPCs survive and pwning the True Sith or whatever is extremely unfair. Many of us wanted a thoughtful story that unfolded in an exciting and entertaining fashion as we participated in it first-hand with our player-character, regardless of the fates of the characters we have come to know.
  9. The duelists, at least after Gerlon, can all be kited around the arena keeping them permanently with melee weapon in hand while you run in a giant circle about the edge of the arena, pausing, and shooting once every round with a ranged weapon. Bendak can be killed at level 2 that way, though on the hardest difficulty setting it may take a few reloads because he can one shot you at that level if you get unlucky.
  10. I could see a lightspear/pike/lance, a long stave 4-10 ft. with a 1-2 ft. saber blade at the end, having practical use as a battlefield weapon for footsoldiers. Sabers that came out of bracers on one's forearms, like Protoss energy blades, and used with punches, swings, and swipes of the the entire arm would make some sense as weapons. I'm quite content with what we have though--with the exception that I'd like to see a few unique sabers dropped by "bosses" or as special treasure. A "longsaber" dropped by a larger opponent like a Malak or Nihilus that provided an innate additional strength bonus to one's attacks, a larger critical chance/damage, and/or a chance to knockback at the cost of only being able to mono-wield it would be a nice changeup.
  11. If you want to take advantage of Bioware's strengths, storytelling being one of the largest, you want them to have as open-ended a period to work with as possible IMO. That would make anything between Exar Kun and TSL a poor choice IMO. As much as I hate to admit it, making the MMO KotOR 3 makes the most sense: -There's a solid foundation of material to work with allowing for greater depth of setting. The previous 50+ years of Star Wars history as of TSL are fairly well-defined. -Fans are familiar with this period and using it will allow the built in fanbase from KotOR and the various EU media to emerse themselves more quickly. -The fate of the galaxy is still up in the air (barring the fact that we know the Jedi and Republic survive), as well as the fates of many of the key players of the era, including Revan and the Exile. This allows Bioware to shape your playing experience into a story of the player and his companions saving the galaxy while encountering a number of well-liked and identifiable figures. -The Jedi Order and the Sith Orders under Revan/Malak and the TSL Triad have been decimated. Allowing the players to partake in the rebuilding of the ordes has the advantage that it can provide an excuse for why the Jedi and Sith are closer in ability to their non-Force sensitive companions than they would be in other periods, allowing for game balance and incentives to play other classes. A lot of the knowledge is lost or hidden and needs to be recovered, and repopulating the Orders will make the influx of adult Jedi more logical. -The problem with placing the period X (X = ~500-3000) number of years after a hypothetical KotOR 3 is that it would undoubtedly reference lore that would have taken place in KotOR 3 pertaining to Revan, the Exile, and the "True Sith." Again, if we're talking about playing to Bioware's strengths, the depth of world in the MMO will be huge which means entire encyclopedias of new and established Star Wars lore will be involved. Unless a KotOR 3 SPRPG is being developed concurrently to be released around the same time as the MMO, some important details of the story of a future KotOR 3 would be spoiled. The more I become convinced that our SPRPG will be overlooked, the more I want the MMO to finish the story Bioware began in KotOR. I'm becoming reconciled to it now. If Revan is the Illidan of KotOR and I had to go kill him as one of my endgame objectives, I could live with that. Let it be done with lest a KotOR 3 end up being forced to deviate too far from the games we know by the time they get around to it.
  12. Yeah, don't use two weapons (or double-bladed weapons) until you have at least the first two, and preferably all three of the Two Weapon Fighting feats. The penalty to your chance to hit is just too high for most of the game otherwise. If you're talking just about fighting, dual-wielding Soldier/Guardian, dual-wielding Scoundrel/Guardian (7/13) using Master Speed and Force Jump as much as possible, or some x/Consular build where x is low for Force Power pwnage. However, the perfect build IMO doesn't really equate to the "most powerful," but rather one that can get the most out of the game in one go and still be a formidable combatant, either melee or Force powers. I think the game lends itself to starting off as a Scout, because repairing HK to get his full story makes his character, plotwise, a lot more intriguing. The implants feats are extremely valuable as well, and as a Scout you can get them for free (usually I would recommend leveling as a Scout to get the first two, and then choosing the third after you become a Jedi). In certain spots throughout the game having skills helps you expose more of the story or open up some minor plotlines, and it helps you out with gear early, though you can bring party members with those skills with you if you want. As far as Guardian, Sentinel, or Consular, it depends on your style of play. If you're trying to maximize your combat potential as a Guardian, dual-wielding is the way to go. Flurry vs. Critical Strike vs. Power Attack is not terribly important. Power Attack is the best for experienced players who know how to gear up their guardians and buff for melee combat, but the weaker or less likely to hit you are, the worse Power Attack is mathematically; Flurry and Critical Strike are comparable when you aren't always hitting your opponent, though Critical Strike tends to be a bit better more often IIRC. Double-bladed with the highest damage crystals you have is better for overall damage with Flurry and Power Attack, but two weapons with Critical Strike allows you extra crystals for other things. Two full sabers looks cool, but a shortsaber is better against difficult opponents--in fact, try to keep a "balanced" weapon in your off hand (it will say if it's balanced in the description) to avoid taking a penalty to your chance to hit in your main hand. Consulars might be better off with a single saber and the Dueling feat tree for extra defense and chance to hit, in which case Flurry or Critical Strike is the way to go. Get Master Speed and keep it up at all times during combat, both for defense and the extra attacks. Force Wave and either Insanity (Dark Side) or Stasis (Light Side), and the full Heal line of Force Powers are the others I wouldn't leave home without. Use the shields in your arm slots. You get tons of them during the game, so there's no reason not to. Make sure you are using the right type of shield for your particular opponents. Save a handful of the most powerful energy shields for the final battle. If you're going to be using lightsabers, don't waste early feats on blasters or melee weapons. Unless you're using Force Powers exclusively, you should try to grab three feats in a combat method (Power Attack, Flurry, or Critical Strike), and if dual-wielding, all three Two Weapon Fighting feats. I would also recommend getting all three implant feats since later implants will really help you boost your stats, which makes Scouts a nice choice for a starting class. Statwise, I always start with DEX, WIS at 14, and CHA at 12 or 14 (giving up 2 ability points elsewhere to raise one stat to 15 or higher is silly to me...the marginal benefit of 15 or 16 vs. the two or four points you could put elsewhere makes it a bit of a waste in my eyes, but to each his own). Being able to persuade in conversations is nice in a number of places, and higher CHA will help with that. It also helps your offensive Force Powers. CON at least 10, and I would go with STR at least 10. Strength helps damage, but if your DEX is higher (there are more items that help DEX), lightsabers base their chance to hit off your DEX instead of your STR, so you don't need STR that high, and DEX helps your defense also. Some people still want the couple extra points of damage, so they dump extra points into STR. You don't lose much by lowering it to 8, but I dont' find a huge advantage elsewhere to taking a penalty in it unless I plan on forgoing Force Powers completely. INT 14 if you care about skills, which you should if you want to "get the most out of" a single runthrough. That's how I would do it. Scout/Guardian if you want to melee, Scout/Consular if you want to spam Force Powers. IMO Scout/Guardian fits the story best, but that's really subjective. At least 12 Jedi levels, preferably 15 to maximize your feats.
  13. How powerful Revan was is an interesting question from a few different aspects. We've been told he was very strong in the Force and clearly had great potential. That Malak deferred to him, and was afraid to face him IMO (regardless of what he says) is somewhat suggestive that translated into Revan being an excellent combatant with the Force and saber. After his mind wipe and reconversion, he tears through the Star Forge, so he was clearly extremely martially adept. Canderous refers to Revan touchingly as "The greatest warrior of our time," in his final influence dialogue if you bring him with on the Star Forge, and that says quite a bit IMO. From his victories in the Mandalorian Wars, the Jedi Civil War, the respect he was given by the Mandalorians, and the rest we've heard about his prowess, Revan was by pretty much all accounts a brilliant military tactician. Finally, combining what we know of Revan's action during and following the Mandalorian Wars from KotOR1 and 2, the scope of his scheming, while falling a ways short, is within the realm of Palpatine IMO. Hunting down a space station built by a lost civilization 20,000 years old, converting thousands and thousands to his cause through Malachor and more perverse methods, the assassins, the academy, etc...he was far more savy than your "Mwahahaha, I will knock you all down!" Sith villain. Combining all of Revan's strengths, he makes one of the most formidable characters in the Star Wars universe. I don't know how I feel about him being as strong in the Force as say Exar Kun (who Jolee claims posed a bigger threat than even Revan IIRC), Vader, or Sidious, but as a total package he deserves to be in the discussion of those who wielded the power to make or unmake the Republic.
  14. I don't see anyone trying to defend what Revan did here. We're talking about the Exile's choices. The Exile went to war to protect people who were being slaughtered by the millions by the Mandalorians. She believed that to be Revan's goal, and she agreed with it. Fighting in a war does not mean supporting all of the reasons (or what turn out to be the reasons) others fight in the same war. In my opinion anyway. That can apply to real world situations if one wishes, but it fits here as well. Of course, many people blame soldiers for the choices their leaders and governments make, so it is somewhat subjective. Certainly many people would agree with the "all Germans/Japanese/Americans are evil" argument. The relevant question is not what happened to Revan, but what a doctrine that purports to serve the Light Side is worth if adhering to it means standing aside while half the galaxy is slaughtered? Is that truly in the interests of some longterm universal sense of good or right? Or is it a decision influenced by the ambitions, fears, and prejudices of actual people based on self preservation for their philosophy/religion? The Council's judgement of the Exile at the end of KotOR2 provides the clincher for me personally, but obviously there are many ways to look at the argument as a whole.
  15. I'm sure the pansy Star Wars canon Exile walked around giving people hugs, telling everyone how she was wrong to join Revan in the Mandalorian Wars, and how the Council was right and how the Republic is so great, chiding Kreia at every turn for her insensitivity toward her companions and the suffering of others. If I had to wager, I'd say Lucas' people would choose #9. IMO, the story is far more interesting if the Exile still believes in her heart that joining Revan was right. I want an Exile who can stare down the Jedi masters, especially Atris, for what their blind adherence to doctrine and their fear of confronting the unknown did to the galaxy. Furthermore, she needs to have a look that makes her appear insensitive to those she commands, at least outwardly, but who beneath has a compassionate heart. I'd go with #11.
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