Jump to content

Home

The big bad Class discussion!


Ztalker

Recommended Posts

  • Replies 95
  • Created
  • Last Reply

There will have to be some sort of Rogue/Thief/Scoundrel class that will be skilled in all sorts of tricks and abilities. They will probably end up most valuable when adventuring with battle-geared players (of which I think there will be too many :xp: ).

Either the Smuggler or Exchange Operative classes. Or both.

Link to comment
Share on other sites

The fact that everyone and their mom will be rolling a Jedi or a Sith only pushes me to level another class first. My class will be rare, and assuming end-game (even certain story events while leveling probably) requires more than just a Jedi/Sith, I'll be in high demand. :)

 

By the way, there was a clue as to whether you need to train your abilities, or you're a Jedi off the bat. In one of the interviews (This one) they inform you of what exactly you'll be facing as a Lv1 Sith.

 

Does ths mean you won't be asking Jedi to go out and kill nine rats or nerfs?

 

Daniel: Here's a great example. In the videos and in the concept art, one of the first things you saw was a K'lor Slug. It was very important to me to not create when we can take. Lucas has such a huge backlog of great, exciting stuff, so when of the first things I asked for was the art team to make the Dejarik set. The point to that is this: the K'lor Slug is twenty feet tall, horrible and can eat your whole face. That's what you fight as level 1 as a Sith.

 

The first thing you ever fight in the game is that thing. You never do anything less heroic than that. There are no bunnies. There are no rats. There are no snakes. At no point will your Sith be sitting down with thread and needles wondering how he's going to make a pair of shoes.

 

There ar a huge number of incredibly non-heroic things that are traditionally in MMOs simply because there was no contextualization to deny them.

 

Granted, this is about a Sith. But if you're ready to take on a K'lor Slug at Lv1, I think its fairly safe to say you'd be able to as Jedi.

Link to comment
Share on other sites

I'd really like a military commander class. Either Naval (if space battle is included) or Army. Following the examples of EaW and BFII, possibly granting combat bonuses to their troops?

Not everyone can be a military commander. ;)

 

That commando picture looks a lot like a stormtrooper guy. Or is it just me?

Link to comment
Share on other sites

The point to that is this: the K'lor Slug is twenty feet tall, horrible and can eat your whole face. That's what you fight as level 1 as a Sith.

Yeah, but they still will only have about 6 hit points.

 

We need some Bith accordian players, and I'll come be a Twi'lek dancer in whatever cantina Sithy's scruffy looking nerf herder shows up at.

Link to comment
Share on other sites

Yeah, but they still will only have about 6 hit points.

 

yup. I don't see how they can go "oooo this is gonna be so tough!" nobody wants to die repeatedly at level one just to beat the intro critter. It's gonna be like every other game with a creature close to your level. It'll be tought at the time, but looking back, it'll be the weakest thing in the world. That's always one of the downsides to making a massive creature, if it CAN eat your face, why DOESNT it?

 

Well no - but I have no intention of playing as the rank-and-file that gets killed in the first five seconds of battle!:xp:

 

ooo! Oooh!! I wanna be a redshirt!!......

 

....not.

Link to comment
Share on other sites

You guys completely missed the point. I was only answering the whole "training to be a Jedi" that's been thrown up in the air so often. Regardless if the creature will be easy or not, which I too assume it will be, the fact that you can take something down so easily pretty much says you're already a Jedi or Sith. Of course, I could be wrong, but we'll see.

Link to comment
Share on other sites

yup. I don't see how they can go "oooo this is gonna be so tough!" nobody wants to die repeatedly at level one just to beat the intro critter. It's gonna be like every other game with a creature close to your level. It'll be tought at the time, but looking back, it'll be the weakest thing in the world. That's always one of the downsides to making a massive creature, if it CAN eat your face, why DOESNT it?

 

Well I dunno, it might actually be brutally tough(without being insta-death). The real trick is how the character progression will work. I mean they have said that they won't use XP like we're used to. They have also said that character progression will be different. I know coming from an old style PnP RP background it's tough to imagine a departure from that. Maybe they'll pull it off. Heck it may be progression by finding holocrons or meeting some person on some quest, who knows at this point. I intend on figuring that out after the game comes out.

Link to comment
Share on other sites

The one thing I'm interested to know about classes if they will do multiple Jedi classes like there were in the KotOR games, or just one class for Jedi and one for Sith. So far it sounds like there will only be Jedi and Sith as classes.

Link to comment
Share on other sites

The one thing I'm interested to know about classes if they will do multiple Jedi classes like there were in the KotOR games, or just one class for Jedi and one for Sith. So far it sounds like there will only be Jedi and Sith as classes.
Perhaps you start as just a Jedi (Initiate, Padawan, whatever) and at some point in the game, you can choose to be Guardian, Sentinel or Consular.
Link to comment
Share on other sites

There are a few calsses I would like to have:

 

Elite: A battle-ready specialist, elites specialize in weapons and physical endurance. They should have extreme mental and physical conditioning, making them resistant to basic force powers. They can belong entirely for either side.

 

Bounty Hunter: Bounty hunters specialize in stealth, speed, and excel at tracking and scouting skills. They are neutral between the two sides

 

Explorer/Scout: These people excell at things like piloting and exploring new areas of space. These players should be able to find uncharted worlds, and sell the locations of these planets to different companies, who can then set up trade routes. They excell at space combat (by the way, does anyone know whether there is going to be space combat in the game?) Also neutral between two sides.

 

Mercanary: Mercanaries are a good balance between combat skills and other skills, such as copmuter, repair, things like that. It would be nice if you could slowly gain reputation, and the higher your reputation, the more that either side will pay you for a particular assignment

Link to comment
Share on other sites

its hard to get an idea of how to insert classes you woul like to see on ag ame that has so many unknowns.

we dont know how class mechanics will work.. will it be a pve or pvp based game? or both? will it have starships and will classes/professions influence this?

balance was alwyas something that had extreme importance to me in my long mmo experience and as of yet only 2 games managed to a degree to get pretty close to that both pve and pvp wise.

 

but an extensive and EPIC massive SW universe based mmorpg with strong good vs evil plots with strong interactivity in both worls and spaceship was always something I though about.

for one since the immersion of the game is in the Kotor eras I can safely say that unlike galaxies I would like a HEAVY presence of force users, but with very very specific atunments.

somethings about classes that I imagined and brief descriptions

 

 

1)Officer <both factions>

(this class would only exist if theg ame had strong emphasis in both spaceship warfare, ground vehicle warfare and overall mass scale pvp/pve battles)

- the officer would be the class with litle to no domain over force powers and have litle combat options (like a vibroblade melee weapon and single blaster ranged weapon) ofc the reason for thi lack of individual power would be because he could have superior use of large war machines like starships, AT-ST T-2Bs etc aswell as have powerfull buffs for large scae groups. every group would need the officer for large scale war as in large scale war without big and strong hard points being used (vehicles ships bunkers tanks etc) one looses too much power and possibly the whole battle.

this would be a tank class in pve through the use of vehicles or possibly exosuit types.

 

2) Soldier <both factions>

the bread and butter of both factions hopefully this class would have a good balance between his defencive and offencive power, wouldnt use the force but would have tools to fend off an possibly hurt or kill force users. ofc this class would be very strong in solo, but overall it would not exell in any area.. it would fly or drive vehicles but never as good and efective as officer, would do dmg but never as efective as a sith marauder in melee or a bounty hunter/Comando in ranged, would tank nicely but not as well as a jedi/sith sabermaster

think of it as a hybrid that was apealing for its adapting situations and usefullness in many roles, and the ability to backup heal himself and others.

 

3) Bounty hunter <both factions>

ranged dps and crowdcontrol/utility

this class should be all about his dps in pve enviroment, be it heavy blaster carabines small rockets or theraml detonators, big bangs and pew pew is his deal. should be unmatched at that role (assuming similiar lvls of gear) would also have nice forms of CC for mainly pvp (jetpack stuff comes to mind aswell as nets/ropes)

in pvp he should be very easily kiled if one managed to caught up to him through his defencive CC.

 

4) Comando <both factions>

utility/CC +ranged dps

unlike the bounty hunter this class should provide moderate dps (same lvl as a soldier I'd say) but what he would be needed for would be his strong CC and group dps buffs.

in pvp he wouldnt be much difrent from a bounty hunter but compensate on the lack of dmg and aoe dmg with more thoughness and stealth gameplay

 

5) Jedi Sabermaster <Sith Sabermaster>

a melee combatant, emphasis on using a single long bladed lightsaber with extreme skill and discipline delfecting and/or dodging even the strongest of blows or blaster fire.

this would be the main tank class, would be extremly hard to kill but with average dmg with decent amount of utility through force powers (snares <force grip/stun> ,knockbacks <force push/pull>,speed <force speed>)

 

6) Jedi Consular <Sith Consular>

average melee dmg, weak survivability, strong utility.

the jedi consular would be the exquisite force user of the jedi order, with extreme knowledge of the mysteries of the force he would provide powerfull buffs and healing to his group, as well as when need to, he would pull out his lightsaber to do average dmg possibly heavy dmg though self buffs and on low armored targets, or if when the target is resilient to melee dmg he would use the force to push throw levitate or even crush the target or objects towards the target to deal dmg

the sith consular withbe similiar in every way but only wich powers used would be difrent I guess... while a jei would use for exemple force crush to throw a rock at the enemy a sith would force lightning or instead of force heal he would use force regenerate or something like that.

 

7) Jedi Sentinel <Sith marauder>

the sentinel and them rauder would be the masters of melee combat dps, they would deal enourmous amounts of dmg (just not as high as the bounty hunter and comando since the jedi melee version will have force powers to aid them)

these are also very easily kiled if caught up in a situation where their force powers would have given them all the exacpes they could get

unlike their jedi force user peers these classes will emphasize on using double bladed staff lightsabers or dual weild short lightsabers, the light side version would use the force to conceal and confuse their enemies (stealth + mindtricks/force jumps) and the dark side version would focus on buffing them with temporary greater dmg or higher resistence or disabling the target(dark rage/force grip)

 

thats it for classes :p

 

professions would be nice to have subleties to the game but hat ultimetly would be a requirment to have some among many, for exemple, would be good to be able to pick profession like "Moisture farming" to craft food to regen/minor buff you and your friends.

"engeneering" to repair and upgrade ships/vehicles/turrets

"forger" to craft pysical parts/items such as lightsaber hilts/crystals, weapon upgrades or even armor upgrades (both as if they were enchants)

"smith" to build armor and blaster/vibroblade type weapons

 

I also feel it would be cool that even non pure military classes (like jedi/sith force users) couldnt fly ships or operate vehicles and would have a "profession" to give them a very small ability to fly ships or drive vehicles (just so they could buy and use vehicles of their own instead of relyin on others to travel but they couldnt use them in combat nor fly as cheap/fast)

the same about pure military classes like soldiers not being able to use the force they could have a profession that would give them a small amount of non combat aplicable force training (I dunno like see through doors <force sense or something>)

"basic Piloting" and "basic force sensitivity"

 

one should only be able to pick 1 main profession and 1 secondary one so one woukd have to sacrifice alot to get one of those 2 professions

 

 

some force powers would like to see:

Force push -> pushes the enemy knocking it back forward 10-20y (all jedi sith would have it, damage and efectiveness calculate based on stats dominant on pure force users like the consular)

force pull -> same but designed to get the oponent into melee at the cost of it dmg factor)

force speed-> movement speed increase for X chanc to deal extra lightsaber attack (consular would not have this fori ts melee combat atuned)

force crush -> using the force to do dmg to a target or using an object to hit it at high dmg (unique to jedi consular)

force lightning -> aoe dmg need I say more? :p unique to sith consular

Dark rage -> temporary increase of dmg/armor/resitance (marauder+sith consular)

Force shield -> temporary dmg shield (jedi consular)

Force sight -> temporary increase of dodge/defence (sentinel+jedi consular)

Force regenerate -> heal over time that gets boosted if doing dmg (Sith consular)

Force heal -> big heal (Jedi consular)

meh so much more stuff that I can see put in game here

 

 

meh long post just shows how much I though about it >_<

Link to comment
Share on other sites

I would like Jedi and Sith with Various roles (within the order's, but they are preference not Separate class) Bounty Hunter's, Soldiers (officers, commando, medic- again, skill tree not class) I think Jedi should craft there own weapons, maybe go to crystal cave and meditate, B/H's loot and craft weapons, soldiers are issued said items as per military standard, Smugglers, they could perhaps get stuff via looting or playing Pazaak etc.

 

I have no interest in any kind of R/L job's like crafters and farmers, chefs etc. Not Star Wars. we need to cut out all the non Star Wars crap and make it epic and immersive. No more "Hai m8, can you make me L33t blaster??", " get lost nub, watchin superbowl".

Link to comment
Share on other sites

Hmmm I dunno. Crafting is one of my favorite things in SWG. Sometimes I really feel like not killin stuff. Of course I never listen to l33t 5p34k in game so in adam's example I wouldn't make them anything. So far though I only get respectful people asking me for stuff I craft. Of course I'm a Shipwright and a pretty well respected pilot on Flurry. On my imperial toon I took out a vette in a TIE(High Mass... variant... so I cheated a lil) just to prove it could be done hehe. Next I intend to try it with a scyk light. I have all the RE'd parts for it hehe....

 

Funny thing is I rarely see l33t on SWG. Maybe in PVP. But even that is rare. Usually it's only when someone is joking about l33t speak that I see it.

 

Anyways.... I think the crafting profs add a lot to the game. But I don't really think they have to be completely non-combat. I think rather than the prof, I'd rather see it as a subset of skills that you can take if you like it. I'd rather see the economy based around player crafted items than loot though.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...