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[TSL] Toughen em up! or alternatives


Wedge Suron

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Okay I'm doing a quick toughen up pack, it'll be a TSL Patcher version so there'll be no troubles.

 

The Mando's will be tougher. The only way to do this is to reintroduce some Core RPG rules that were cut from TSL, so the gameplay will be altered to reflect distinctive classes more.

 

It is a rebalance mod, to fine tune the distinctive class types and make sure the npc's in the Mando camp Battle are specific class types instead of just generic minions. So it will also make character classes, Soldier and Scoundrel etc., more distinctive and rely more upon individual class skills in combat throughout the game.

 

There is a trade off. Some of the Sith Assassins are going to have Force powers, particularly drainage type powers and combat assistance like Slow (and anti-Jedi powers like Force Suppression). The Mando's will be more warrior-like, some of the Sith Assassins are going to become more scary, and the Mando camp Battle should seem much more interesting for Player controlled characters.

 

It will require a little playtesting, for those of you who have a save game just before Dxun you can help out a bit here. The only tricky part is going to be trial and error to make sure exactly the right Sith Assassins, and the right proportion of them are fully fledged and trained up Sith Assassins as in the prestige class with all its awesome scary scariness.

 

This is actually a pretty quick mod, I almost finished it by the time I wrote this because I was opening KTool while I've been writing.

 

Here is the effect we're going for:

 

The "Sith Assassins" encountered at Dxun actually only become the Sith Assassin Prestige class at higher levels. It is a special class not like other classes and usually does not require that the character has had any Jedi training. It was a way for Sith to turn out deadly troops who can combat Jedi effectively in relatively large numbers.

 

It is a modification of the Dark Side Marauder character class of tabletop SWRPG, which is not a Jedi class. These are a normal Soldier class who spends feats in Force Sensitive (which player characters could do to open up their mind to the Force). The reason they are called Dark Side Marauder is because without proper Jedi training (and the Code), being battlefield combatants they invariably wind up developing their skills in the Dark Side, using things like telekinetic kill instead of force push, etc.

 

Basically they are a normal Soldier with a small handful of combat/non-Jedi Force powers who are most often very messed up little darksiders. The kind of thing Jedi are sent to hunt down when they start laying waste to planets on the Outer Rim, making themselves mini-dictators and stuff like that.

 

The Sith Assassin version is basically a minion who is being trained as a Sith Assassin prestige class, but doesn't make the class requirements until higher levels (the same way Dark Side Marauder is actually a prestige class and not a beginning character class, starting characters can't choose it).

 

So most Sith Assassins on the battlefield will be normal minions, with good combat/stealth training. But roughly every fourth or so will be a really scary Force User capable of handling Jedi one-on-one and giving him what-for. They specialise in cannibalistic powers like Force Drain to power their own abilities. These are like the squad leaders.

 

So don't think the Dxun camp Battle is going to be a walk in the park with this mod, and whilst some Sith will be low level minions, some will be very tough and you won't be able to tell one from another.

 

 

 

See what TSL did was take the Sith Warrior, Sith Adept and Dark Side Marauder classes from SWRPG and they combined them and specialised them to make the Sith Marauder and Sith Assassin prestige classes.

And if we're going to make the Mando's proper Soldiers then we have to make the Sith Assassins proper too.

 

The vanilla game has them all as just generic minions, that's why the mando's seem weak and the sith assassins are uninteresting.

 

 

actually it's unlikely you'll have autobalance or classes 2da files in your override already so you can just pop these files in without the Patcher for a playtest if you want. Remember to do so only at your own risk (disclaimer). Here are links for a 7-zip and normal zip versions.

7z file

zip file

 

Mostly I'm looking for how the sith assassins are, if none or the whole lot are running around using Force powers. I want about a quarter of them doing this, because the bulk are going to be taken down pretty easy by the Mando's. Also these Force users have powers that work best against Jedi so hopefully we see some of that too.

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