Jackel Posted December 23, 2005 Share Posted December 23, 2005 Sorry for not replying sooner - was away for several days on holiday and had no access to a comp at all! (bad idea that , must by a laptop ) Remember that you would still have free access to Force Drain Life, and characters would still automatically regenerate health. But forcing someone to choose Power X and saying "you cant choose power z" is not a roleplaying thing, I want to roleplay a slightly evil guy who still uses force heal as it is part of his background story, bring told "nope you cant do that" breaks immersion in the game and forces me to end up using certain force powers, this would make all "bad guys" exactly the same, they would have access to only powers that are restricted to darkside and no access to lightside powers. As someone else stated, you are already penalised for using lightside powers when darkside, banning darksiders or lightsiders from using certain powers is an extra penalty. No. If you had a consular and you wanted them to be stronger, you could use implants, robes etc. As for your Veridian comment, I don't follow. The idea here is that, as KotOR pointed out, Lightsabre colours are linked to certain classes. Therefore, if colour crystals had bonuses, they should reflect the class they are linked to. Hence, as the Consular is force based, Green and Veridian would boost Wisdom. Sentinel is skills based, so Yellow and Orange boost Intelligence. Guardian is combat yet as Jedi are supposed to use it for defence, Blue and Cyan add to dexterity, while the Sith who use the force to attack get an addition to strength for Red and Purple. As the others don't fit in well elsewhere, they get an addition to charisma. This has already been dealt with by Red, I agree with what he said. I never really liked the "guardians use blue, sentinals use yellow etc" thing anyway, my character is my character, and my character will use what ever colour they like because it fits the character which is what I would be roleplaying, not the class. In terms of restricting force powers, it's completely different. There would be no penalties or restrictions as to what sabre colour you use, just bonuses. Uh, well then you're an idiot for not wearing armour/robes in that area now aren't ya? Just seems to me that it would add more depth to the areas you're wandering around in. And your an idot for making the suggestion, anyway your suggestion was NPC's react to what you wear, to make them feel more comfortable around you wearing clothes/robes would be better then wearing heavy armour, if you are wondering around in an area in your clothes having people like you and bad guys appear your stuck in your clothes. Perhaps, but this isnt an auction. In general, shops are divided into categories depending on what they sell. For example, you're not going to find Diamond Rings worth thousands of dollars at Kmart now are you? Depends on how badly your local K-Mart is run Thats the thing though, the mercahnts int he game ARENT chain stores selling the same goods on every planet, they are individuals seeing what comes in to their possesion, if a thief has to get rid of an item that is worth a pile of money he might sellit to that semi dodgy guy in the under world of coruscant, who you then come across and he offers to sell it to you. Your way of doing it would mean you would have to keep going to different mercahnts trying to find someone that sold "level 3" goods, not fun. Sniper Rifles are completely different, as are Assault Rifles. I was going to write something about siper rifles in my original post, but forgot to and now cant recall what it was ... Well then you're an idiot for breaking down your only weapon. You're assuming that people won't think about these things - I'm sure they will. It doesn't take a great deal of intelligence to figure out that if you break down your only weapon, you won't have a weapon anymore. You're an idiot for assuming everyone knows they wont get components for breaking down their first type of a weapon, It doesnt take a great deal of intelligence to know your idea is stupid. Link to comment Share on other sites More sharing options...
Darth Windu Posted December 24, 2005 Author Share Posted December 24, 2005 Rob - what Sabre idea? You mean the LS/DS modifiers for twin blades/double-blade? I've already dropped that. Jackel - in terms of armour, thats not what I mean. I'm talking about LS/DS, not looking heavily armed. For example, if you were in Iraq and a US/Australian/British etc soldier turned up with their whole kit - kevlar vest, M-16 etc - would you be frightened or reassured? Also for the 'breakdown item to learn how to build it' - you would think that, as with KotOR and KotOR2, there would be a small tutorial section that would introduce players to the changes made in KotOR3. Besides, you would be able to buy plans for weapons as well. Link to comment Share on other sites More sharing options...
RedHawke Posted December 24, 2005 Share Posted December 24, 2005 *Puts on new moderator cap* Lay off the name calling ("idiots" comments) in your posts folks... Link to comment Share on other sites More sharing options...
RobQel-Droma Posted December 24, 2005 Share Posted December 24, 2005 You're an idiot for assuming everyone knows they wont get components for breaking down their first type of a weapon, It doesnt take a great deal of intelligence to know your idea is stupid. Well, I'm not quite sure what that means. It does tell you how many components you'll get from breaking down a weapon, so I must be missing something here... If I'm not, I'd have to agree with Darth Windu- if you didn't pay attention, that is your fault. BTW, I'm intelligent and I agree with him. Link to comment Share on other sites More sharing options...
Rok_stoned Posted December 28, 2005 Share Posted December 28, 2005 Okay windu most of these ideas are awesome and Iv'e thought of them too, others are awesome and completly undreamed of by most. However I think some need a bit of tweaking For example Mercenaries and bounty hunters are neutral maybe for scout it could be "infiltrator", or "spy" and for soldier it could be "spartan" "Warrior" "Myrmidon" (yeah my soldier names suck) wahtbut about your RPG attachement thingie MARK VI What if there was a weapon slot in your... weapon that you could place attachements like a bayonette (melee penalties removed) laser sight (+accuracy) or stun attachement (stun chance). Link to comment Share on other sites More sharing options...
Darth Windu Posted December 29, 2005 Author Share Posted December 29, 2005 Rok - thanks, and that bayonet attachement is actually a pretty good idea, maybe with a small penalty for ranged shots due to the added weight and unbalancing effect. Link to comment Share on other sites More sharing options...
Rok_stoned Posted December 29, 2005 Share Posted December 29, 2005 Thanx I suggested that stuff months ago and it never caught on... I never thought of the weight thing tho yeah it might and penalty to pistols (especially holdouts!). Link to comment Share on other sites More sharing options...
Darth Windu Posted December 30, 2005 Author Share Posted December 30, 2005 Well I was thinking more of bayonets on Rifles, not pistols - they can't handle them. Link to comment Share on other sites More sharing options...
Vaelastraz Posted December 30, 2005 Share Posted December 30, 2005 I agree with most of the ideas. But: Lightsabre crystals - Give colour crystals small bonuses that reflect the Jedi/Sith that would be using them. These would be Blue, Cyan = +1 Dexterity Yellow, Orange = +1 Intelligence Green, Veridian = +1 Wisdom Red, Purple = +1 Strength Silver, Bronze etc = +1 Charisma No, i'd like to choose my saber color without being limited to certain colors to become stronger... even if i play as a sith i want to use a blue saber because I like a dark dressed jedi/sith with a blue saber. Saber upgrades are nice but leave the colors out. Force Powers - Restrict certain ‘iconic’ force powers to either Light Side or Dark Side. In this case, Force Heal could only be used by a LS Jedi, while Force Lightning could only be used by a DS Sith. Neutral players would not be able to use either. No! On the contrary, iam really for the possibility to play a "Gray" jedi, someone who knows the light side as well as the dark side (like Revan or Jolee). Why taking away the fun to use many force powers? All your other ideas are nice. I've also an idea: Make using 2 Sabers, Double bladed saber AND one saber alone equal. I Dont want to be forced to use 2 sabers to get the maximum of stat boosts (crystals). Why should a master of 2 sabers be more powerful than someone who mastered using only 1 Saber? I Dont want them to be exactly the same but i wish the decision between 1 saber 2 sabers or double saber would be only a matter of personal preference. Link to comment Share on other sites More sharing options...
jedi3112 Posted December 30, 2005 Share Posted December 30, 2005 First let's start with Windu's ideas - Attacks - Player should be able to chose default attack for all NPC party members and self. For example, player could choose a party member to use Flurry as their default attack, which that character would use without any external input. I think this is quite usefull. I always hated it when my other charactes ran out of attacks, or when you just killed one enemy and attacked the next one automaticly with normal. I also think Force Jump should be attached to this list, I wouldn't want my NPC's to go run off for Flurry when they can open with FJ. - Classes - Non-Jedi Prestige classes should be introduced with LS and DS variants. These would be Soldier --> Peacekeeper (LS) / Mercenary (DS) Scout --> Commando (LS) / Bounty Hunter (DS) Scoundrel --> Smuggler (LS) / Slaver (DS) I agree with ED here - Jedi Master should be renamed Jedi Force Master, while Sith Lord should be renamed. These titles are indicative of Rank, not ‘path’. For example, irrespective of what class you are, you will still be either a Jedi Master or Sith Lord. I can see your point here, though I don't have any good names for the Sith Lord. Still any Sith class is a Sith Lord. As well as Any Jedi with a prestige class is a Jedi Master. - Feats - Allow associated Prestige classes access to class-specific feats. For example, if player chooses Jedi Sentinel --> Jedi Weapon Master, player should be able to choose Force Jump feats. These would not be automatically granted however. With RH on this point - Force Powers - Restrict certain ‘iconic’ force powers to either Light Side or Dark Side. In this case, Force Heal could only be used by a LS Jedi, while Force Lightning could only be used by a DS Sith. Neutral players would not be able to use either. Bonusses and penelties are fine by me, I also want to be able to choose freely from any Force Powers. If you ask me it's not the power you use, but it's the reasoning that makes it LS or DS - Restrict the final tier of force powers, eg Master Force Speed, Master Force Valour etc to Prestige classes only. This would show a much greater difference between Masters and Knights/Padawans. I think it works fine the way it is. No need to change it, but I wouldn't be against this idea either. - Lightsabre crystals - Give colour crystals small bonuses that reflect the Jedi/Sith that would be using them. These would be Blue, Cyan = +1 Dexterity Yellow, Orange = +1 Intelligence Green, Veridian = +1 Wisdom Red, Purple = +1 Strength Silver, Bronze etc = +1 Charisma I don't really like the idea of a preset bonus to preset color crystals. Please chech my posts here for what I would have done. - Loadout - Party Members should have to load up on weapons/items before leaving the Hawk or whatever base you are using at the time, and then have no access to any other weapon you have picked up previously once you leave your base, much like the system used in Jedi Academy. However, if you picked up items while travelling, they would all be accessible to your party members. I don't really think this is a good idea, going back to get other weapons is something I don't really want to see. Though I do generally only use one set of weapons. - Add more weapon-carriage places for party members, such as Pistol Holsters (thighs) and a backstrap for Blades, Rifles etc. Not really sure how you mean that, if it is to actually carry weapons, I think 2 sets of weapons are fine. However I would like to see the weapons holstered when out of combat. Introducing scabbards for swords and holsters for guns where they are actually holstered would be a good idea. - Allow party members to carry 'holdout blaster's' on their arms, where Energy Shields are carried, much like Mira's rocket launcher. At present, 'Holdout' blasters are useless because they are simply not powerful enough, especially considering there are many much more powerful pistols out there. Sounds like a good idea to me, however I don't think they should replace your bracers/shields. - NPC reaction to player’s clothes - NPC’s should react to what the player is wearing, which currently does not happen. For example, an NPC will react exactly the same to you regardless of whether you are wearing Dark Jedi robes with a Red double-bladed lightsabre, or wearing Jedi robes with a Blue or Green lightsabre. This would be similar to how NPC’s react to you on Taris in KotOR if you are wearing the Sith Uniform or not. Some form of recognition would be nice, but I don't think it should be taken too far. I think the Sith uniform on Taris would be too much, however if it has a purpose (game wise, like the uniform had) it would be fine. Otherwise/in other places a simple comment would be enough. Not restricting information you get, and not resulting in extra attacks. - Random Item placement - All unique items, such as Onasi Blaster, Jolee’s Robes etc should be non-random. I agree, I always though it was somewhat silly that personal items were quite common. - Shopkeepers and items should be divided into levels. For example, a level 1 shopkeeper would stock very basic items, but they would be completely random basic items. To the same extent, a high level shopkeeper would stock only the best items, but would have randomised selections of the best items. I think this would make sense, I've never bought a Ferrari at Burger King - All other loot etc should be random, but in keeping with where the loot is coming from. For example, Dark Jedi wielding Red lightsabre’s shouldn’t drop Jedi robes and Blue/Green sabres. A good idea, I also think some attacks should be random (like the sandpeople on Tatooine) and maybe even get upgrade parts (but not 2 of the same from somebody with 1 saber) - Swoop racing I never did that, I don't care what you do with it. - Weapons - Add Sniper rifles. These would have a very long range and high power, but ineffective at short range and a long time between shots. Effectively, they would be at one extreme, with blaster Rifles in the middle, and Repeating blasters at the other end. This would also lend different attack feats to different weapons. Power Blast would be very useful for Sniper rifles while Rapid Shot would suit Repeating blasters more by accentuating their strengths. - Add Assault Rifles. Especially rifles similar to modern weapons such as the M-16/M-203 combination. This would allow NPC’s to launch grenades and darts from their weapons much like Mira’s rocket launcher in KotOR2 instead of having to throw them. Sounds good to me, but just as extra weapons, not with their own line of feats. Also I think sniper shot should be usefull for sniper rifles, instead of powerblast. - Re-introduce Heavy Weapons feats for Repeating blasters and Sniper blasters. Agreed Workbench - Allow player to build all basic weapon types eg. Vibro-blades, blaster pistols, blaster rifles, Lightsabre’s etc. - To be able to build basic weapons, player should have to break down one example first with no components received in order to learn how to build that type of weapon. I think the workbench works fine the way it is (K2). I don't need extra items as there are plenty of everything in the game. Now something I'd like to see as well is that armor absorbs damage, and not increases the change you avoid getting hit. Link to comment Share on other sites More sharing options...
RobQel-Droma Posted December 30, 2005 Share Posted December 30, 2005 No, i'd like to choose my saber color without being limited to certain colors to become stronger... even if i play as a sith i want to use a blue saber because I like a dark dressed jedi/sith with a blue saber. Saber upgrades are nice but leave the colors ou They aren't limiting you to use a certain color, all of them give bonuses to whoever wields them. Besides, what about MotF and HotG (those super crystals in K1)? Didn't they limit you to a cyan color and orange color? If you used another color you wouldn't get those good bonuses, so how is that any different than this, where you get bonuses on all the crystals? Make using 2 Sabers, Double bladed saber AND one saber alone equal. I Dont want to be forced to use 2 sabers to get the maximum of stat boosts (crystals). Why should a master of 2 sabers be more powerful than someone who mastered using only 1 Saber? Actually, if you hadn't noticed, for dual sabers/saberstaff to be a practical weapon for your PC, a person needs to get the Two-Weapon Fighting feats. Otherwise, if you are using a two-handed weapon, the attack and defense have a lot of penalties, unlike the single saber. The line of feats for the single saber actually increases attack and defense, unlike the two-handed ones which reduce a penalty. So really, a single saber > two sabers/saberstaff, because of the attack/defense penalties. You can't do much good if you can't even hit the enemy. Besides, it makes sense the way it is. You shouldn't be able to have much success wielding a saberstaff/dual sabers, versus a single saber. However, if you can master the weapon, it should become a dangerous weapon. But near the end of TLS I could take on three Sith all with dual/doublebladed sabers, and slaughter them all with a single saber, so it really doesn't do much toward the end. Link to comment Share on other sites More sharing options...
BattleDog Posted December 31, 2005 Share Posted December 31, 2005 I like most of those ideas but the bonus for sabre cystals isn't really a great idea while idea of resricting Force powers is just bad. The modifier is good enough to discourage you but consider these points: 1. Each "power" is just a use of the Force, you don't really learn new spells. 2. In the films/books powers aren't restricted, Luke uses choke in ROTJ. 3. Drain life, Force Speed, Wound, and Heal all use the same Force skills. Jump, choke and sabre throw are also the same. 4. What if you change alignments, all those points you spent were wasted. Link to comment Share on other sites More sharing options...
RobQel-Droma Posted December 31, 2005 Share Posted December 31, 2005 2. In the films/books powers aren't restricted, Luke uses choke in ROTJ. Huh? You must have the super special edition or something, because as I remember, Luke never, ever chokes anybody in RotJ. I think you must be confused with something else. 3. Drain life, Force Speed, Wound, and Heal all use the same Force skills. Jump, choke and sabre throw are also the same. Don't quite understand this... What do you mean? Link to comment Share on other sites More sharing options...
Rok_stoned Posted December 31, 2005 Share Posted December 31, 2005 No he's right Luke uses choke. Think back, when Luke enters Jabba's palace, Luke points to pig-man guy and he staggers back grabbing his throat and gagging. -Introducing scabbards for swords. Whats a scabbard? Another word for sheath? Some kind of challange buried in the ground? Link to comment Share on other sites More sharing options...
Darth Windu Posted December 31, 2005 Author Share Posted December 31, 2005 Rob - yeah Luke does use Force Choke on the Gamorean guards in Jabba's palace, and he uses 'force peek' on Leia BattleDog - yes Luke does use Choke, but look at it this way. Two of the Four Sith Lords we've seen use Force Lightning, yet no Jedi ever uses it. To me, that says that it resricted to the Dark Side, while other DS powers like Choke are not. Link to comment Share on other sites More sharing options...
Rok_stoned Posted December 31, 2005 Share Posted December 31, 2005 Plo koon uses lightning. Link to comment Share on other sites More sharing options...
Vaelastraz Posted December 31, 2005 Share Posted December 31, 2005 They aren't limiting you to use a certain color, all of them give bonuses to whoever wields them. Besides, what about MotF and HotG (those super crystals in K1)? Didn't they limit you to a cyan color and orange color? If you used another color you wouldn't get those good bonuses, so how is that any different than this, where you get bonuses on all the crystals? Yes, that's true and i didnt like it in Kotor I , i wish those crystals werent color crystals Actually, if you hadn't noticed, for dual sabers/saberstaff to be a practical weapon for your PC, a person needs to get the Two-Weapon Fighting feats. Otherwise, if you are using a two-handed weapon, the attack and defense have a lot of penalties, unlike the single saber. The line of feats for the single saber actually increases attack and defense, unlike the two-handed ones which reduce a penalty. So really, a single saber > two sabers/saberstaff, because of the attack/defense penalties. You can't do much good if you can't even hit the enemy. Besides, it makes sense the way it is. You shouldn't be able to have much success wielding a saberstaff/dual sabers, versus a single saber. However, if you can master the weapon, it should become a dangerous weapon. But near the end of TLS I could take on three Sith all with dual/doublebladed sabers, and slaughter them all with a single saber, so it really doesn't do much toward the end. And again.. i know that u can slay 3 sith at once, i did it myself. But with 2 sabers i am much stronger. And the feat u need for dual wielding can be upgraded, for weapon masters even more. Why isnt there a singel saber prestige class upgrade for 1 saber? and i cant see where the superior attack and defense is? even with the feat is is only 3 i think! Hm i have to find out how to quote things .. Link to comment Share on other sites More sharing options...
jedi3112 Posted December 31, 2005 Share Posted December 31, 2005 -Introducing scabbards for swords. Whats a scabbard? Another word for sheath? Some kind of challange buried in the ground? Yes, a scabbard is a sheat, or a holster for a sword. Though I'm not really sure if they are exactly the same. Link to comment Share on other sites More sharing options...
Darth Windu Posted January 1, 2006 Author Share Posted January 1, 2006 Plo koon uses lightning. WHAT?!?!?!?!?! No, he doesn't. In TPM he never got out of the Jedi Temple except for the Naboo victory celebration. In AotC he fought a bit with a lightsabre, and in RotS he got shot down. So where did he use Force Lightning? Link to comment Share on other sites More sharing options...
Rok_stoned Posted January 1, 2006 Share Posted January 1, 2006 Yes, a scabbard is a sheat Whats a sheat some sort of a challange? another word for sheath? j/k thanks for the clarification Plo koon uses lightning in jedi power battle as his ranged attack. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted January 1, 2006 Share Posted January 1, 2006 I haven't replied to this, but since I have some time to kill, I'll do it Attacks - Player should be able to chose default attack for all NPC party members and self. For example, player could choose a party member to use Flurry as their default attack, which that character would use without any external input. I think smarter AI would solve the problem. Since not every attack is fit for every situation, it's not always a good idea to make the NPC stick with a default one except the multi-purpose normal attack. Critical Strike for example, has a defense penalty and it wouldn't be suited for fighting a group of enemy, yet, the NPC might be forced to use that attack. Either, I simply think an AI boost is all we need. Classes - Non-Jedi Prestige classes should be introduced with LS and DS variants. These would be Soldier --> Peacekeeper (LS) / Mercenary (DS) Scout --> Commando (LS) / Bounty Hunter (DS) Scoundrel --> Smuggler (LS) / Slaver (DS) I agree with most of it, except Smuggler for Scoundrel. A Smuggler isn't generally a good guy either. I'll think about it. These classes would give access to various feats/abilities similar to those obtained in the Jedi Prestige classes. For example, the Peacekeeper/Mercenary would get the same extra two-weapon fighting and weapons proficiency feat options as the Jedi Weapon Master. These would also provide an option in terms of training NPC party members. Do you want to train a Soldier as a Jedi Guardian, or as a Peacekeeper/Mercenary? Wouldn't be too bad an idea, but I don't think there should be a choice between Jedi and a non-Jedi class. Why? 95% of the people will choose the Jedi one. - Jedi Master should be renamed Jedi Force Master, while Sith Lord should be renamed. These titles are indicative of Rank, not ‘path’. For example, irrespective of what class you are, you will still be either a Jedi Master or Sith Lord. I agree with this. Maybe not Force Master, but something more classy and less direct to the point. I'll have to think about this too. Feats - Allow associated Prestige classes access to class-specific feats. For example, if player chooses Jedi Sentinel --> Jedi Weapon Master, player should be able to choose Force Jump feats. These would not be automatically granted however. I'm totally against this. It kills the purpose of choosing Jedi Guardian for example instead of Sentinel if you want to become a Jedi Weapon Master later on. I know there will be slight advantages in terms of VP and FP, but we want the classes to be sufficiently different. Force Powers - Restrict certain ‘iconic’ force powers to either Light Side or Dark Side. In this case, Force Heal could only be used by a LS Jedi, while Force Lightning could only be used by a DS Sith. Neutral players would not be able to use either. Absolutely not. Penalties are the way to go here. However, better penalties should be implemented. I ridiculous +75% FP cost to a 100% Light Side Jedi Master using DS Force Powers is ridiculous. Something along 200% would be a lot better. - Restrict the final tier of force powers, eg Master Force Speed, Master Force Valour etc to Prestige classes only. This would show a much greater difference between Masters and Knights/Padawans. I don't think it's necessary for Force Powers. However, allow Masters to have better feats and maybe Force Powers based on their class. Lightsabre crystals - Give colour crystals small bonuses that reflect the Jedi/Sith that would be using them. These would be Blue, Cyan = +1 Dexterity Yellow, Orange = +1 Intelligence Green, Veridian = +1 Wisdom Red, Purple = +1 Strength Silver, Bronze etc = +1 Charisma No way. Though it wouldn't change much, I'd rather leave bonuses to bonus crystals. Loadout - Party Members should have to load up on weapons/items before leaving the Hawk or whatever base you are using at the time, and then have no access to any other weapon you have picked up previously once you leave your base, much like the system used in Jedi Academy. However, if you picked up items while travelling, they would all be accessible to your party members. This is actually a very bad idea for an SP RPG like KotOR. Having to go back and forth between the Hawk and X place will become a major annoyance since you actually have 3 inventory to take care of. This is something that's fitting for the MMORPG, but not for KotOR. - Add more weapon-carriage places for party members, such as Pistol Holsters (thighs) and a backstrap for Blades, Rifles etc. There wouldn't be much point in this if you don't have a restricted inventory. - Allow party members to carry 'holdout blaster's' on their arms, where Energy Shields are carried, much like Mira's rocket launcher. At present, 'Holdout' blasters are useless because they are simply not powerful enough, especially considering there are many much more powerful pistols out there. Exactly, hold-out blasters are pretty useless, as they should be. Since there's no ammo consumption or anything, such kind of back-up weapons are not very useful, unless you want to surprise someone who cheats at Pazaak. NPC reaction to player’s clothes - NPC’s should react to what the player is wearing, which currently does not happen. For example, an NPC will react exactly the same to you regardless of whether you are wearing Dark Jedi robes with a Red double-bladed lightsabre, or wearing Jedi robes with a Blue or Green lightsabre. This would be similar to how NPC’s react to you on Taris in KotOR if you are wearing the Sith Uniform or not. I have to agree with you here. There should be a decent reaction, but it shouldn't be nothing more then simple reaction. Your clothing shouldn't determine whether or not you can get certain sidequests. Random Item placement - All unique items, such as Onasi Blaster, Jolee’s Robes etc should be non-random. God yes. - Shopkeepers and items should be divided into levels. For example, a level 1 shopkeeper would stock very basic items, but they would be completely random basic items. To the same extent, a high level shopkeeper would stock only the best items, but would have randomised selections of the best items. I don't think shopkeepers should have an independant level, but rather the shopkeepers have their inventory evolve with your level. What I want to avoid is areas where shopkeepers are having very good and expensive items and another where the shopkeepers have bad ones. Considering we can travel to any planet first, it would be best not to force people into a certain path just so they don't have to journey to some planet for items that are not too expensive for them. Of course, you could say let's have many shopkeepers of different levels, but then it just becomes weird that there's many person selling the same things in the same area. True in real life, but weird in RPG. This excludes special vendors like Suvam on Yavin. - All other loot etc should be random, but in keeping with where the loot is coming from. For example, Dark Jedi wielding Red lightsabre’s shouldn’t drop Jedi robes and Blue/Green sabres. God yes. Swoop racing - Enable player to purchase or choose a swoop bike at the start of the game. Bikes could come in combinations of average acceleration/average top speed, poor acceleration/good top speed, good acceleration/poor top speed etc. - Allow Swoop bike upgrades to be purchased. - Enable swoop bike ‘tuning’ to fit them better to each track. This isn't SW: Swoop Racers of the Old Republic. Swoop racing is fun, but it should be nothing more then a mini-game. Giving it too much importance is not such a good idea. I'm not against choosing a certain swoop bike which wouldn't be too bad, but upgrades and tuning might be too much. Weapons - Add Sniper rifles. These would have a very long range and high power, but ineffective at short range and a long time between shots. Effectively, they would be at one extreme, with blaster Rifles in the middle, and Repeating blasters at the other end. This would also lend different attack feats to different weapons. Power Blast would be very useful for Sniper rifles while Rapid Shot would suit Repeating blasters more by accentuating their strengths. I'm not sure how Sniper Rifles will work out in a turn base RPG. Remember that this isn't an FPS, where Snipers can shine and seem natural. I just don't think it would look and feel natural. - Add Assault Rifles. Especially rifles similar to modern weapons such as the M-16/M-203 combination. This would allow NPC’s to launch grenades and darts from their weapons much like Mira’s rocket launcher in KotOR2 instead of having to throw them. I'm totally against this. It makes no sense in the Star Wars universe. We've never seen something like this and frankly it would look weird on one of those KotOR blasters. Mira's rocket and dart launcher was a special ability and I think we should keep it a special ability. - Re-introduce Heavy Weapons feats for Repeating blasters and Sniper blasters. I agree about Heavy Weapons feat for Repeaters, but if Sniper is in, it should be something different. Think about it. Machinegunners have different skills then Snipers. I'd like to add that Repeating blasters should actually have repeating properties and feel like real machine guns. Right now, they're no different then regular blaster rifles. Workbench - Allow player to build all basic weapon types eg. Vibro-blades, blaster pistols, blaster rifles, Lightsabre’s etc. - To be able to build basic weapons, player should have to break down one example first with no components received in order to learn how to build that type of weapon. Again, this is something that works well for an MMORPG where such attention to particular trade skills are important, but in SP, it becomes more tedious then anything else. Link to comment Share on other sites More sharing options...
Darth Windu Posted January 1, 2006 Author Share Posted January 1, 2006 Rok - as much as I enjoy it, Jedi Power Battles is not canon. This is because it gives the option of different characters doing the exact same thing. For example, you can have Mace Windu rescue the Queen, fight Darth Maul etc when clearly thats not how it happened. Luke I think smarter AI would solve the problem. Since not every attack is fit for every situation, it's not always a good idea to make the NPC stick with a default one except the multi-purpose normal attack. Critical Strike for example, has a defense penalty and it wouldn't be suited for fighting a group of enemy, yet, the NPC might be forced to use that attack. Either, I simply think an AI boost is all we need. True, but then its a question of whether they can give NPC's a smart enough AI. Wouldn't be too bad an idea, but I don't think there should be a choice between Jedi and a non-Jedi class. Why? 95% of the people will choose the Jedi one. Maybe so, but non-Jedi are useful as well. In KotOR, I often found that Carth with twin blasters and some good heavy armour was more useful to me than Juhani, Bastila or Jolee. I agree with this. Maybe not Force Master, but something more classy and less direct to the point. I'll have to think about this too. Yeah, I don't really care what they change the name to, just as long as it's not Jedi Master. I mean really, are we supposed to believe that every single Jedi who has ever been on the Jedi Council is a force-based prestige class? I think not. It doesn't even make the most basic of sense, because if this was the case, the training of younger Jedi would be severely restricted. I'm totally against this. It kills the purpose of choosing Jedi Guardian for example instead of Sentinel if you want to become a Jedi Weapon Master later on. I know there will be slight advantages in terms of VP and FP, but we want the classes to be sufficiently different. Not true. As I said, you wouldn't be automatically getting them, but they would become available to you. Just doesn't make much sense to me that a class that is supposed to specialise in melee combat doesn't have the ability to Force Jump. Absolutely not. Penalties are the way to go here. However, better penalties should be implemented. I ridiculous +75% FP cost to a 100% Light Side Jedi Master using DS Force Powers is ridiculous. Something along 200% would be a lot better. True, that would be better than the current system. I'd still like to see LS/DS bans for these two powers though. I don't think it's necessary for Force Powers. However, allow Masters to have better feats and maybe Force Powers based on their class. The idea here is that Master's are more powerful than Knights and Padawan's. After all, at the moment a Master can have the exact same powers as a Knight, which strikes me as a bit odd. This is actually a very bad idea for an SP RPG like KotOR. Having to go back and forth between the Hawk and X place will become a major annoyance since you actually have 3 inventory to take care of. This is something that's fitting for the MMORPG, but not for KotOR. Well, you wouldn't have to go back and forth if you equipped your party properly . This is mainly to add some realism to the game. After all, for example, I am playing KotOR2 Onderon Mk.2. At the end of the Tomb group's mission, I unequipped them, and then used that same equipment on my Iziz group. Huh? It just doesn't make sense. Exactly, hold-out blasters are pretty useless, as they should be. Since there's no ammo consumption or anything, such kind of back-up weapons are not very useful, unless you want to surprise someone who cheats at Pazaak. But then every item should have a use. This is mainly for my idea of having to equip before you leave the Hawk rather than being a walking armory. This way you would be able to have, say, two lightsabres, an ion rifle and two holdout blasters in case you needed them. I have to agree with you here. There should be a decent reaction, but it shouldn't be nothing more then simple reaction. Your clothing shouldn't determine whether or not you can get certain sidequests. Absolutely. I'm not saying that clothing as opposed to LS/DS should determine what side-quests you get. All it would be is NPC reactions to you. I don't think shopkeepers should have an independant level, but rather the shopkeepers have their inventory evolve with your level. What I want to avoid is areas where shopkeepers are having very good and expensive items and another where the shopkeepers have bad ones. Considering we can travel to any planet first, it would be best not to force people into a certain path just so they don't have to journey to some planet for items that are not too expensive for them. Of course, you could say let's have many shopkeepers of different levels, but then it just becomes weird that there's many person selling the same things in the same area. True in real life, but weird in RPG. Good idea, similar to KotOR2 where you can upgrade the Rodian's shop on Nar Shadaar. Maybe when you get to a certain level, shopkeepers say 'hey, you look like you could use some advanced weapons...' This isn't SW: Swoop Racers of the Old Republic. Swoop racing is fun, but it should be nothing more then a mini-game. Giving it too much importance is not such a good idea. I'm not against choosing a certain swoop bike which wouldn't be too bad, but upgrades and tuning might be too much. I'm not proposing that Swoop Racing be a huge part of the game, but I would like to see it expanded. At least Swoop Racing, as opposed to Pazaak, requires skill instead of luck. Besides, if you didn't want to upgrade your swoop etc you wouldn't have to. I'm not sure how Sniper Rifles will work out in a turn base RPG. Remember that this isn't an FPS, where Snipers can shine and seem natural. I just don't think it would look and feel natural. Basically they would act like Rifles, except with a longer range, more power and a longer reload time. Plus, they would suffer significant penalties when firing at close range. I agree about Heavy Weapons feat for Repeaters, but if Sniper is in, it should be something different. Think about it. Machinegunners have different skills then Snipers. I'd like to add that Repeating blasters should actually have repeating properties and feel like real machine guns. Right now, they're no different then regular blaster rifles. Well the problem with different feat lines for Repeating Blasters and Sniper Blasters is that it all becomes too complex and feat-consuming. This way you still have the option of using Repeating Blasters and Sniper Blasters if you have a specialised party member. Again, this is something that works well for an MMORPG where such attention to particular trade skills are important, but in SP, it becomes more tedious then anything else. I really don't see how. After all, in KotOR2 you can already build basic Vibro-blades etc, this would just be expanding it. As for breaking an item down to gain the ability to build more of them, its rather realistic - after all, thats how reverse-engineering works. In addition to this, you would be able to buy weapons/item plans from vendors, saving you the trouble of breaking down an existing item. Link to comment Share on other sites More sharing options...
lukeiamyourdad Posted January 1, 2006 Share Posted January 1, 2006 True, but then its a question of whether they can give NPC's a smart enough AI. I'd rather live with the idea that they can improve the AI Maybe so, but non-Jedi are useful as well. In KotOR, I often found that Carth with twin blasters and some good heavy armour was more useful to me than Juhani, Bastila or Jolee. I don't doubt that some more hardcore players would find it better to change some of their NPC to non-Jedi prestige classes, but it's a question of whether or not make the option useful enough for a good amount of people to use it. Remember the dual pistol and saber wielding debate? It was even agreed by the pro party that it should be nerfed to the ground making it only a aesthetic choice for some people. If not enough people use the option, then there's a failing. Not true. As I said, you wouldn't be automatically getting them, but they would become available to you. Just doesn't make much sense to me that a class that is supposed to specialise in melee combat doesn't have the ability to Force Jump. Well, that's the thing. You're not a melee combat specialist. Well, not a full one. That's what class mixmatching is all about: making a certain hybrid, not bad at this but not bad at that either. This is something natural in RPGs. When you match different classes, you try to create a hybrid, bringing the abilities of say the Sentinel and the ones of the WeaponMaster classes together. The idea here is that Master's are more powerful than Knights and Padawan's. After all, at the moment a Master can have the exact same powers as a Knight, which strikes me as a bit odd. Well, more or less odd since something like Force Telekinesis wouldn't change much between a Master and a Padawan. Anyway, it would be a lot better if Masters only got special powers and feats. Well, you wouldn't have to go back and forth if you equipped your party properly . This is mainly to add some realism to the game. After all, for example, I am playing KotOR2 Onderon Mk.2. At the end of the Tomb group's mission, I unequipped them, and then used that same equipment on my Iziz group. Huh? It just doesn't make sense. Actually, you've just proven why it's not a good idea. You're actually managing a total of 6 inventories in that situation. It becomes more tedious then anything. Even on your first playthrough, you might not even know what's waiting for you and you might pack the wrong equipment. It might be more realistic, but it certainly is more tedious then anything else. I'm not proposing that Swoop Racing be a huge part of the game, but I would like to see it expanded. At least Swoop Racing, as opposed to Pazaak, requires skill instead of luck. Besides, if you didn't want to upgrade your swoop etc you wouldn't have to. Yes, but tuning and upgrading involves getting better performances which in turn might make it a little too much. Basically they would act like Rifles, except with a longer range, more power and a longer reload time. Plus, they would suffer significant penalties when firing at close range. Yeah, but in KotOR, you actually have to enter combat mode before firing a shot so range is more or less unimportant thus why I'm not too sure about this. Well the problem with different feat lines for Repeating Blasters and Sniper Blasters is that it all becomes too complex and feat-consuming. This way you still have the option of using Repeating Blasters and Sniper Blasters if you have a specialised party member. Yes and no. Maybe like right now, still allow basic feats like pistols and blaster rifles but make two "specialist" feats being Sniping weapons and Repeating weapons. That way, it would make sense and not restrict people too much. I really don't see how. After all, in KotOR2 you can already build basic Vibro-blades etc, this would just be expanding it. As for breaking an item down to gain the ability to build more of them, its rather realistic - after all, thats how reverse-engineering works. In addition to this, you would be able to buy weapons/item plans from vendors, saving you the trouble of breaking down an existing item. Like I said, it's actually more tedious then what you make it sound like. In an MMORPG, you actually have to get a recipe for an item you want to make, gather the ingredients and then build it. It is natural for an MMORPG as it can focus on these elements. SP RPGs tend to be different, and such kind of recipe looking becomes more tedious and might even bog down the story over keeping a decent pace. Link to comment Share on other sites More sharing options...
Darth Windu Posted January 2, 2006 Author Share Posted January 2, 2006 I'd rather live with the idea that they can improve the AI Me too, but in the meantime this idea would be useful. Besides, all of the combat feats aside from Critical Strike are way more useful than 'attack' so it would still easily work, especially if you use something like Master Flurry which gives you an extra attack with no penalties. I don't doubt that some more hardcore players would find it better to change some of their NPC to non-Jedi prestige classes, but it's a question of whether or not make the option useful enough for a good amount of people to use it. Remember the dual pistol and saber wielding debate? It was even agreed by the pro party that it should be nerfed to the ground making it only a aesthetic choice for some people. If not enough people use the option, then there's a failing. Perhaps, but then you're assuming there will be a choice between Jedi and non-Jedi. What about Mandalore for example? He can't be a Jedi, so you could turn him into a non-Jedi prestige class. As for the duel-wielding debate, I'm a relative newbie here so I've never heard of it. Yes you have, you even posted in that thread! -RH Well, that's the thing. You're not a melee combat specialist. Well, not a full one. That's what class mixmatching is all about: making a certain hybrid, not bad at this but not bad at that either. This is something natural in RPGs. When you match different classes, you try to create a hybrid, bringing the abilities of say the Sentinel and the ones of the WeaponMaster classes together. You're a Weapons Master but not a melle specialist? As said, you'd gain the ability to learn but not gain automatically like the Guardian. Actually, you've just proven why it's not a good idea. You're actually managing a total of 6 inventories in that situation. It becomes more tedious then anything. Even on your first playthrough, you might not even know what's waiting for you and you might pack the wrong equipment. It might be more realistic, but it certainly is more tedious then anything else. It may be tedious, but the fact that I can do it at all is bizarre. It's like you teleporting these items from one place to another, which gets ever wierder when you consider you are teleporting them back in time as well, since the two missions happen simultaneously. Yes, but tuning and upgrading involves getting better performances which in turn might make it a little too much. It's like sabre upgrading in KotOR2. You don't have to do it to beat the game, but it helps. Yeah, but in KotOR, you actually have to enter combat mode before firing a shot so range is more or less unimportant thus why I'm not too sure about this. But then a lot of the time you get into combat range without being in weapons range. In addition you could just increase combat range. Like I said, it's actually more tedious then what you make it sound like. In an MMORPG, you actually have to get a recipe for an item you want to make, gather the ingredients and then build it. It is natural for an MMORPG as it can focus on these elements. SP RPGs tend to be different, and such kind of recipe looking becomes more tedious and might even bog down the story over keeping a decent pace. Not as complicated as you think. For example, you want to build single-bladed lightsabres. You go to your workbench and break one down, losing it forever. In exchange you get the plans to build single-bladed lightsabres. Then, you can go to the workbench at any time and, using the same 'compnents' system from KotOR2, you build as many as you want. See, easy. Link to comment Share on other sites More sharing options...
Rok_stoned Posted January 2, 2006 Share Posted January 2, 2006 Rok - as much as I enjoy it, Jedi Power Battles is not canon. This is because it gives the option of different characters doing the exact same thing. For example, you can have Mace Windu rescue the Queen, fight Darth Maul etc when clearly thats not how it happened/ Doesn't change the fact that he can use lightning, I mean its not rewriting the history of the characters before episode I. Link to comment Share on other sites More sharing options...
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