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RobQel-Droma

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Whoa, whoa, whoa Guys, !RPG! Role-Playing Game. Role-Playing means to "act the part" If your a Jedi, you mostlikley fly a starfighter! So why not actually make it so you can? I for one would love to own a starfighter in KOTOR :D Get into a dog fight with one of my rivals while attempting to bord his ship would be awsome! Use the force to improve your guidance system ^.^ "Use the force luke.." lol > . <

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The starfighter was an optional idea- I just thought that perhaps if you didn't get the Ebon Hawk at the beginning of the game, you might start off flying a starfighter once or twice. Besides, you could always have an option to not have a starfighter battle- or perhaps the devs just leave it out completely. It was just an idea.

 

And far from being the best one. A starfighter mode requires a lot of time investment and people would expect it to be pretty good.

It's always the "it could only be an option" argument. It's not that most of us can't play a starfighter game, but it's actually because it's time consuming for the developpers who could focus time and money on everything important.

 

It seems "good" ideas are being thrown around without thinking and who knows? Maybe a developper or worse, an LA executive could see this and force some useless modes into the game.

 

 

And your point is?

 

That it brings back bad memories? That it focuses too much on unimportant elements?

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And far from being the best one. A starfighter mode requires a lot of time investment and people would expect it to be pretty good.

It's always the "it could only be an option" argument. It's not that most of us can't play a starfighter game, but it's actually because it's time consuming for the developpers who could focus time and money on everything important.

 

It seems "good" ideas are being thrown around without thinking and who knows? Maybe a developper or worse, an LA executive could see this and force some useless modes into the game.

 

 

 

 

That it brings back bad memories? That it focuses too much on unimportant elements?

Motion seconded :)

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Lets see, what doesn't fit into the RPG style.

 

1. Pazaak

2. Swoop Racing

3. Trurret mini-game

 

Now, where have I see them again? Oh, thats right, they're integral parts of two great RPG's!

 

Sure, the game is an RPG, but that doesn't mean you can't divert from that every now and then.

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One thing that I want to see for KIII is large scale maps (ever seen a clip from one of george's movies, they usually don't try to make you feel like you're in a tiny module.

If you've played Mercenaries (I'm not suggesting a Shooter ;)), you have a good idea of the kind of map I want (Multiple faction areas, with the possibility of impassible canyons/mountains dividing it up for a bit mor moduleistic feel) one problem with a large map is getting from one place to another, a transporter system (Fable, Dungeon siege) just wouldn't fit in in star wars like a landspeeder would.

If you've played mercenaries you'll probably think of launching sportscars of cliffs at 120 mph, and go RPG fundamentalist on me, remember you don't need arcade physics to get around, and it doesn't need to be a complex simulator either, if you keep the controls toned down and removed combat abilities (or made them weak, or make it impossible to attack altogether) you could have a decent transport to get you to your secret contact in the north woods (faction based vehicle recognization would be interesting) It would make sense to keep it just slower than force speed, but with bonuses to Armor, Constitution, and some immunities.

A light vehicle which decreases armor (and has a DC against wiping out, destroying and leaving you stunned with half HP, when suffering a critical hit at high speed (AI would have to be aware with quick sniping response)) would have the ability for higher than force speed.

Any Vehicle used MUST be composed of RPG stats.

 

Another option for transportation would be "rails" you can get in and out whenever you want and control the speed, but you can't start a hitnrun funfest on sith soldiers,

This would also work well on large scale vehicles such as jabba's desert "yacht" where the story might have you escorting an ambassador while fending off boarders

 

One advantage of a vehicle over walking is that you couldn't suffer melee or AOE attacks, or even harsh weather, depending on wether or not it's a ragtop;)

Armorwise the vehicle would work similarly to an expensive energy shield (except for a repair/recharge option) after the armor takes a certain number of hits, both you and the vehicle can suffer damage, a critical hit would bypass armor (think grassy knoll)

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...says who? The piloting would have to be a simple point and click, none of this flight sim 'toggle flaps, rudder etc' stuff.

 

Even something as simple as Rogue Squadron wouldn't be simple enough.

If you put something in, you have to do it right. If it's a relatively dumb mode, people will wonder why it was put in.

Like both the Swoop Racing and Turret Mini-game.

The first time I heard Swoop Racing, I thought SW EP1 Racer. It was only a simple drag race. I know other people felt that way.

The Turret Mini-game was also badly implemented with fighters always flying in the same pattern.

 

Both of them were as simple as those modes allowed them to be.

 

A starfighter mode however, would indeed be more complicated even in its simplest form. You have to get used to the flight mechanics, shooting arcs, etc.

 

Besides, what is this with the mixing of every possible genre into a single game? Look what happened to SWBF2. Mixing everything possible into a single game is not generally a good idea.

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I enjoy Swoop racing.

I enjoy pazaak.

I (kind of) enjoy the turret sequences.

 

These are quick, harmless breaks in the game, but don't deter from the RPG feeling. If they can be slightly upgraded or improved then fine.

 

If I want a starfighter, dogfighting game then that's what I'll go and get.

 

This is not the essence of Kotor.

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A starfighter mode however, would indeed be more complicated even in its simplest form. You have to get used to the flight mechanics, shooting arcs, etc.

 

All right- forget the fighter idea! I don't care, I agree that it may be a waste of time. But that wasn't really the main part of my ideas. I was mostly talking about piloting ground vehicles, which I haven't really heard many people say anything about- you seem to all be stuck on the fighter. :)

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Lets see, what doesn't fit into the RPG style.

 

1. Pazaak

2. Swoop Racing

3. Trurret mini-game

 

Now, where have I see them again? Oh, thats right, they're integral parts of two great RPG's!

 

Sure, the game is an RPG, but that doesn't mean you can't divert from that every now and then.

 

Point taken. I hope others see that as well:)

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It would definatly be a breath of fresh air to be able to pilot all the discarded landspeeders lyings around, the only problem is, the levels wu=ould have to be much larger,or else you could get through them in no time at all.

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Lets see, what doesn't fit into the RPG style.

 

1. Pazaak

2. Swoop Racing

3. Trurret mini-game

 

Now, where have I see them again? Oh, thats right, they're integral parts of two great RPG's!

 

Sure, the game is an RPG, but that doesn't mean you can't divert from that every now and then.

Quoted for emphasis.

 

I remember that while I was reading something, I came up on this thing:

PALADIN'S MOUNT

The paladin's mount is different from a standard animal of its type in many ways. The standard mount for a Medium-size paladin is a warhorse, and the standard mount for a Small paladin is a warpony. A paladin's mount is a magical beast, not an animal. It is superior to a normal mount of its kind and has special powers, as shown below

Paladin Bonus Natural Str

Level HD Armor Adj. Int Special

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

5–7 +2 4 +1 6 Improved evasion, share

spells, empathic link, share

saving throws

8–10 +4 6 +2 7

11–14 +6 8 +3 8 Command creatures of its kind

15–20 +8 10 +4 9 Spell resistance

Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.

Bonus HD: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the mount's base attack and base save bonuses.

Natural Armor: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.

Str Adj.: Add this figure to the mount's Strength score.

Int: The mount's Intelligence score.

Improved Evasion: If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.

Share Spells: At the paladin's option, the paladin may have any spell cast on him or herself also affect her mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if the mount returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on the mount (as a touch range spell) instead of on herself. The paladin and the mount can share spells even if the spells normally do not affect creatures of the mount's type.

Empathic Link: The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. This is a supernatural ability.

Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.

Share Saving Throws: The mount uses its own base save or the paladin's, whichever is higher.

Command: The mount's command ability is a spell-like ability that it can use at will against other creatures of its kind with fewer Hit Dice than it has itself. The mount can use this ability once per day per two levels of its paladin, and the ability functions just like the spell command (for purposes of this spell, the mount can make itself be understood by any normal animal of its kind). Since this is a spell-like ability, the mount must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount's daily uses.

Spell Resistance: The mount's spell resistance equals the paladin's level + 5.

DRUID & RANGER ANIMAL COMPANIONS

Druids and rangers can use the animal friendship spell to gain animal companions. Use these rules of thumb when characters have animal companions.

While the spell allows a character to have animals whose Hit Dice total double the character's caster level, that maximum assumes optimal conditions. The typical adventurer should be able to maintain animal companions whose Hit Dice total half the maximum caster level. If the character spends most of her time in the animals' home territory and treats them well, she can approach and even achieve her maximum Hit Dice. If she spends most of her time at sea, in cities, or otherwise in places that the animals don't like, her animals desert, and she will not be able to retain even half her maximum. Remember, these creatures are loyal friends but not pets or servants. They won't remain loyal if being the character's friend becomes too onerous.

The animal is still an animal. It's not a magical beast, as a familiar or a paladin's mount is. While it may have learned some tricks, it's still no more intelligent than any other animal of its kind, and it retains all its bestial instincts. Unlike intelligent followers or cohorts, animals can't follow complex instructions, such as "Attack the gnoll with the wand." A character can give a simple verbal command, such as "Attack" or "Come," as a free action, provided such a command is among the tricks the animal has learned. A more complex instruction, such as telling an animal to attack and pointing out a specific target, is a standard action. Animals are ill-equipped to handle unusual situations, such as combats with invisible opponents, and they typically hesitate to attack weird and unnatural creatures, such as beholders and oozes.

Left to its own judgment, an animal follows a character and attacks creatures that attack her (or that attack the animal itself). To do more than that, it needs to learn tricks. An animal with an Intelligence of 2 can learn six tricks. Possible tricks include:

"Attack": The animal attacks apparent enemies. The character may point to a particular creature to direct the animal to attack that creature. Normally, an animal will not attack unnatural creatures (though it will defend people, guard places, and protect characters against them). Teaching an animal to be willing to attack unnatural creatures counts as two tricks.

"Come": The animal comes to the character, even if the animal normally would not do so (such as following the character onto a boat).

"Defend": The animal defends the character (or is ready to defend the character if no threat is present).

"Down": The animal breaks off from combat or otherwise backs down.

"Fetch": The animal goes and gets something. The character must point out a specific object or the animal fetches some random object.

"Guard": The animal stays in place and prevents others from approaching.

"Heel": The animal follows the character closely, even to places where it normally wouldn't go.

"Perform": The animal does a variety of simple tricks like sitting up, rolling over, roaring, and so on.

"Protect": The animal follows a specific other character and protects him from danger (like "Defend," but for another character).

"Seek": The animal moves into an area and looks around for anything unusual.

"Stay": The animal stays in place waiting for the character to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

"Track": The animal tracks the scent presented to it.

SORCERER & WIZARDS FAMILIARS

Familiar: A sorcerer or a wizard can call a familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant.

Even if the character is multiclassed with two or more classes that allow a familiar, only one familiar is permitted. For these kinds of multiclassed characters all the class levels in classes allowing a familiar are combined for determining the familiar’s abilities.

The master chooses the type of familiar he gets. As the master increases in level, the familiar also increases in power. In the special case of a character with both sorcerer and wizard levels, the character can add those levels together to determine the power level of the familiar.

If the familiar dies, or the master chooses to dismiss it, the master must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the master loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a master's experience point total can never go below zero as the result of a familiar's demise. A slain or dismissed familiar cannot be replaced for a year and day. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a Constitution point when this happy event occurs.

These special abilities only apply when the master and familiar are within one mile of each other.

Table: Familiars

Familiar Special

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

Bat -

Cat Master gains a +2 bonus to Move Silently checks

Hawk -

Owl Has low-light vision; master gains a +2 bonus on

Move Silently checks

Rat Master gains a +2 bonus to Fortitude saves

Raven Speaks one language

Snake (Tiny) Poisonous bite

Toad Master gains +2 to Constitution score

Weasel Master gains a +2 bonus on Reflex saves

Familiar Basics: Use the basic statistics for a creature of its type, but make these changes:

Hit Dice: Treat as the master's character level (for effects related to Hit Dice). Use the familiar's normal total if it is higher.

Hit Points: One-half the master's total, rounded down.

Attacks: Use the master's base attack bonus. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that type.

Saving Throws: The familiar uses the master's base saving throw bonuses if they're better than the familiar's.

Skills: Use the normal skills for an animal of that type or the master's, whichever are better.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the level of the master. The abilities are cumulative.

Table: Familiar Special Abilities

Master Natural

Class Level Armor Int Special

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

1–2 +1 6 Alertness, improved evasion, share

spells, empathic link

3–4 +2 7 Touch

5–6 +3 8 Speak with master

7–8 +4 9 Speak with animals of its type

9–10 +5 10

11–12 +6 11 Spell resistance

13–14 +7 12 Scry on familiar

15–16 +8 13

17–18 +9 14

19–20 +10 15

Natural Armor: This number improves the familiar's AC.

Intelligence: The familiar's Intelligence score.

Alertness: The presence of the familiar sharpens its master's senses. While the familiar is within arm's reach, the master gains Alertness.

Improved Evasion: If the familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.

Share Spells: At the master's option, he may have any spell he or she casts on themselves also affect a familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell's effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionally, the master may cast a spell with a target of "You" on a familiar (as a Touch range spell) instead. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar's type.

Empathic Link: The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see through the familiar's eyes, but the two of them can communicate telepathically. This is a supernatural ability.

Because of the empathic link between the familiar and the master, the master has the same connection to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport into that room as if he has seen it too.

Touch: If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master casts a touch spell, the familiar can be designated as the "toucher." (The master and the familiar have to be in contact at the time of casting.) The familiar can then deliver the touch spell just as the master could. As normal, if the master casts another spell, the touch spell dissipates.

Speak with Animals of Its Type: The familiar can communicate with animals of approximately the same type as itself (including dire variants). The communication is limited by the Intelligence of the conversing creatures.

Speak with Master: The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.

Spell Resistance: If the master is 11th level or higher, the familiar gains spell resistance equal to the master's level + 5.

Scry: If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell-like ability that requires no material components or focus.

This sounded like RPG rules to me, but when I wanted to see which rules are these, I saw:

• d20 = twenty sided dice

That's weird. D20 rules support mounts. But what are mounts?

Answer: Vehicles

 

Now, about the flying Rogue Squadron style: I was thinking of the same idea. But since I know that there is aiming in the Rogue Squadron style and it is an absoulte which cannot be adapted to the RPG system, the RPGers don't agree and I didn't want to be patronised ( :rolleyes: ); I gave up on it. (Strangely no one who sugested it didn't get patronised... Nah.)

 

But then I realised that maybe it wasn't meant to be; Rogue Squadron style and so.

 

But until:

Tactical Movement

Use tactical speed for combat.

Some creatures have other modes of movement.

Burrow

The creature can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot use the run action while burrowing.

Climb

A creature with a climb speed has the Climb skill at no cost and gains a +8 racial bonus to all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10, even if rushed or threatened while climbing. The creature climbs at the listed speed while climbing. If it chooses an accelerated climb, it moves at double the listed climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a -5 penalty. Creatures cannot use the run action while climbing.

Fly

The creature can fly at the listed speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating maneuverability, as follows.

Perfect: The creature can perform almost any aerial maneuver it wishes.

Good: The creature is very agile in the air (like a housefly or hummingbird), but cannot change direction as readily as those with perfect maneuverability.

Average: The creature can fly as adroitly as a small bird.

Poor: The creature flies as well as a very large bird.

Clumsy: The creature can barely fly at all.

Creatures can use the run action while flying, provided they fly in a straight line.

Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability rating that defines how it moves when flying.

Table: Flight Maneuverability

Type: Perfect Good Average Poor Clumsy

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

Example: (Will-o’-wisp) (Beholder) (Gargoyle) (Wyvern) (Manticore)

Minimum Forward Speed None None Half Half Half

Hover Yes Yes No No No

Fly Backward Yes Yes No No No

Reverse Free –5 ft. — — —

Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.

Turn in Place Any +90º/–5 ft. +45º/–5 ft. No No

Maximum Turn Any Any 90º 45º 45º

Up Angle Any Any 60º 45º 45º

Up Speed Full Half Half Half Half

Down Angle Any Any Any 45º 45º

Down Speed Double Double Double Double Double

Between Down and Up 0 0 5 ft. 10 ft. 20 ft.

Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed at a Reflex saving throw (DC 20) to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.

Hover: The ability to stay in one place while airborne.

Fly Backward: The ability to fly backward.

Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward.

Turn: How much the creature can turn after covering the stated distance.

Turn in Place: A creature with good or average maneuverability can “spend” some of its speed to turn in place.

Maximum Turn: How much the creature can turn in any one space.

Up Angle: The angle at which the creature can climb.

Up Speed: How fast the creature can climb.

Down Angle: The angle at which the creature can descend.

Down Speed: A flying creature can fly down at twice its normal flying speed.

Between Down & Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance.

This caught my attention.

 

Hmmm... I crossed the line. Ladies and gentlemen, start your lecturing... NOW.

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I remember that while I was reading something, I came up on this thing:

 

This sounded like RPG rules to me, but when I wanted to see which rules are these, I saw:

 

That's weird. D20 rules support mounts. But what are mounts?

Yes, mounts have been included in d20 since the beginning.

 

Now, about the flying Rogue Squadron style: I was thinking of the same idea. But since I know that there is aiming in the Rogue Squadron style and it is an absoulte which cannot be adapted to the RPG system, the RPGers don't agree and I didn't want to be patronised ( :rolleyes: ); I gave up on it. (Strangely no one who sugested it didn't get patronised... Nah.)

 

But then I realised that maybe it wasn't meant to be; Rogue Squadron style and so.

 

But until:

 

This caught my attention.

But d20 mount rules have nothing to do with twitch-based RS style flight sims. What is your point here?

 

Hmmm... I crossed the line. Ladies and gentlemen, start your lecturing... NOW.
OK. Can the attitude.
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But d20 mount rules have nothing to do with twitch-based RS style flight sims. What is your point here?

But why are they then mentioning tactical movement? From what I see here, the quote I listed pretty much resembles flying sims. Which is strange considering how strict RPG rules are.

 

If there is an explanation that I don't know about, please state it.

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But why are they then mentioning tactical movement? From what I see here, the quote I listed pretty much resembles flying sims. Which is strange considering how strict RPG rules are.

 

If there is an explanation that I don't know about, please state it.

Remember Vlad PnP RPG rules are physically "tactically" mapped out using map sheets with 1 inch squares or Hex grids with lead or pewter miniatures, this is the tactical movements you are talking about. It is a slow tedious process as each player takes their turn pending their initiative rolls, something that would be very booring for most players, except the "die hard" fans, which is why many RPG games have the use of miniatures as an optional rule. ;)

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Lets see, what doesn't fit into the RPG style.

1. Pazaak

2. Swoop Racing

3. Trurret mini-game

Now, where have I see them again? Oh, thats right, they're integral parts of two great RPG's!

 

in·te·gral adj.

1.Essential or necessary for completeness; constituent: The kitchen is an integral part of a house.

2.Possessing everything essential; entire.

Wait.... something almost entirely avoidable is integral?

1.You don't need to play pazaak in either KOTOR.

2.You only need to swoop race once in the series.

3. a)trurrets don't exist.

b) If you meant turrets, if you took out the mini-game, who would really care? Its only 30 seconds in between planets.

 

On topic: I'm not really interested in vehicles, the Ebon Hawk and Force Speed are enough for me.

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Remember Vlad PnP RPG rules are physically "tactically" mapped out using map sheets with 1 inch squares or Hex grids with lead or pewter miniatures, this is the tactical movements you are talking about. It is a slow tedious process as each player takes their turn pending their initiative rolls, something that would be very booring for most players, except the "die hard" fans, which is why many RPG games have the use of miniatures as an optional rule.

Oh... Well at least the feeling was good while it lasted. I really thought that I had something there. :(

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Wait.... something almost entirely avoidable is integral?

1.You don't need to play pazaak in either KOTOR.

2.You only need to swoop race once in the series.

3. a)trurrets don't exist.

b) If you meant turrets, if you took out the mini-game, who would really care? Its only 30 seconds in between planets.

 

On topic: I'm not really interested in vehicles, the Ebon Hawk and Force Speed are enough for me.

 

You know, you really should be an English Teacher.

 

But anyways, forget "integral." We really didn't need the exact definition; I think everyone understood what he meant. But still, as you said, all of those mini-games are optional, except on story points. Furthermore, you said that you didn't really care about the vehicle transportation.

 

So.... why not have this in the game? It would be absolutely optional, if you want to run at force speed you can, if you want to spend some credits on a beast you can. Completely un-connected with the storyline, completely optional, and completely miniscule. Not even more than one mode of transportation per planet, if you want.

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