Azrael1415 Posted August 13, 2003 Share Posted August 13, 2003 For Jedi Academy when it comes out... It's something I've been toying with starting. I have a few notes jotted down. It's really similar to Siege so it wouldn't be too difficult to do in JA. It would be a 'Tales of the Jedi' mod. But instead of a Team Fortress-style class-system, it would be RTS-style much like Cnc: Renegade. You start one of three base characters (Republic Soldier, Jedi, Onderonian Warrior for Jedi side; Mandalorian, Sith, Massassi Warrior for the Sith). Each class would have special classes and upgrades (weapons, armor, force powers, vehicles, etc...) that as you and your team did well, you got points to purchase. You would even be able to get unique characters (like Exar Kun, Ulic Qel-Droma and Nomi Sunrider) if you got far enough up the tree. Of course, only one person could be each character... I'm working on a tech-tree (no numbers, just a structure) if any are interested PM, IM or E-mail me. But I would like your replies on this idea... P.S. Even with the inclusion of Mandalorians, Republic Soldiers and other non-Force Users. I want Jedis to be the most common because of how prevalent they were at that time. Link to comment Share on other sites More sharing options...
Darkjedi3000 Posted August 13, 2003 Share Posted August 13, 2003 I like your idea but I can't mod:( Link to comment Share on other sites More sharing options...
Chairwalker Posted August 14, 2003 Share Posted August 14, 2003 Sounds like a plan, but the unique characters might be annoying, because people would 'hog' the cool/good characters. "Hey, n00b ! I wanna be Exar !" "NO I AM LEET YOU CANT HAVE EXAR" ..stuff like that. Link to comment Share on other sites More sharing options...
Azrael1415 Posted August 14, 2003 Author Share Posted August 14, 2003 Ah...but I have an idea about this...like all the other class upgrades, one would have purchase a unique character...but each purchase only lends you three spawns with that character. it'd be nice if there was a way for the server to setup a queue of some sort. Something along those lines... Link to comment Share on other sites More sharing options...
razorace Posted August 15, 2003 Share Posted August 15, 2003 You probably want to wait til JKA comes out. The Siege gameplay mod might be exactly what you wanted. Link to comment Share on other sites More sharing options...
Azrael1415 Posted August 15, 2003 Author Share Posted August 15, 2003 Well, from what I've heard, mostly yeah...BUT my mod a.) incorporate a Tales of the Jedi theme (which is favorite EU era) and b.) adds much more than Siege offers...spawnable vehicles, upgradable classes and unique character. Of course, Siege will be the basis for my mod. Link to comment Share on other sites More sharing options...
Azrael1415 Posted August 15, 2003 Author Share Posted August 15, 2003 Right now I'm still juggling some idea (I really need to play the stock Siege mode to fully understand what my mod would need) but essentially it would be objective-oriented (like Siege) but with extras. Namely, upgradable class using a points system (explained below), spawnable vehicles, and a few other minor things. You would have Attackers and Defenders (i.e. the Light Side raiding the Dark Side temple on Yavin 4 or the Dark Side invading the Great Library at Ossus). If the attackers complete the objectives within the time limit--they win...if not, they lose. From the start players can choose from three classes: LIGHT- Jedi Knight- the core class for the Light Side; encompasses many roles Republic Soldier- the standard ranged assault class for the Light Side Beast Warrior- the light, quick melee/ranged assault class for the Light Side DARK- Sith Warrior- the core class for the Dark Side; encompasses many roles Mandalorian Warrior- the standard ranged assault class for the Dark Side; comes with Jump pack Massassi Warrior- the light, quick melee/ranged assault class for the Dark Side Of course, these classes alone don't encompass all roles of the teams, but eventually they can be upgraded to fit more specialized and advanced areas. JEDI KNIGHT Once enough points are earned (explained later) the Jedi Knight can choose three areas of specialty: Battlemaster- Master of saber combat; can gain Battle Armor and Dual Lightsabers Healer- Medic of the Light Side Artisan- Tech of the Light Side, can construct Sentries and Support Droids Once a Jedi chooses a specialty, he/she cannot change to another without losing all gained abilities in that specialty and starting at the beginning of the new one.) And, upon completion of any specialty, a Jedi Knight can purchase the Battle Meditation ability REPUBLIC SOLDIER The Republic Soldier can upgrade to four areas of specialty: Heavy Weapons- Gains heavier armor and a more devastating weapon, but loses the ability to pilot vehicles Demolitions- Gains mines and detpacks, required to accomplish some objectives Sniper- Gains long-range rifle, but has to take lighter armor. Rocket Jumper- Gains jump-pack; but has to take lighter armor Republic Soldiers can purchase multiple specialities and change at respawn without any loss of progress. BEAST WARRIOR Beast Commando- Melee specialist, no ranged attack, light armor, attacks negate shields, gain all Jedi acrobatics (as if he/she had Force Jump level 3; except his/her actual jump is equivalent to Force Jump level 1 without force drainage) Beast Rider- Airborne class. Rides Dxun Beast. Gain fly and fire a rifle at the same time; When on ground, Beast automatically attacks any enemy who gets into melee range (negates shields) SITH WARRIOR Once enough points are earned (explained later) the Sith Warrior can choose three areas of specialty: Battlemaster- Master of saber combat; can gain Battle Armor and the Saberstaff Sorcerer- Purveyor of he dark arts; can gain Illusion force power Alchemist- Using the dark force and living materials, can conjure mutant creatures to act as sentries and support Once a Sith Warrior chooses a specialty, he/she cannot change to another without losing all gained abilities in that specialty and starting at the beginning of the new one.) And, upon completion of any specialty, a Sith Warrior can purchase the Dark Oppression ability. MANDALORIAN WARRIOR The Republic Soldier can upgrade to four areas of specialty: Heavy Weapons- Gains heavier armor and a more devastating weapon, but loses the Jump-pack and the ability to pilot vehicles Demolitions- Gains mines and detpacks, required to accomplish some objectives Sniper- Gains long-range shoulder cannon, but has to take lighter armor. Basilisk Pilot- Gains Basilisk War Droid (sentient vehicle); but has to take lighter armor. Republic Soldiers can purchase multiple specialities and change at respawn without any loss of progress. MASSASSI WARRIOR Massassi Priest- Can purchase Force Level 1 in any Dark Side force power except Dark Oppression, Illusion and Conjure. Massassi Mutant- Melee juggernaut. Loses ranged attack but gains heavier armor, more speed, and a devastating melee attack the negates shields. These are all tentative and are subject to balance, but that's the gist of classes. Points in this mod slowly progress for each player (no collective pool) thoughtout the game. However, the collecting of relics (explained later) and the successful use of class abilities increase the rate at which they are gained and add bonus points. Example, if a Jedi Healer heals a teammate, he/she get a one-time point bonus. As does a Sith Battlemaster when he/she kills with a Lightsaber. This is done to reward players for using that particular classes main abilities. Relics add a bit of randomness to the game. At the beginning each side has three relics randomly placed on their respective sides. When a *Jedi/Sith* runs over a relic, his/her team 'controls' it. The relic also gives a special ability to the holder. Only Jedi and Sith can retain a relic, thus adding more importance to the Force-Users. LIGHT SIDE Jedi Holocron- Player gains one extra level in all Light Side powers as long as he/she retains Holocron (even Sith Warriors) The Tome of the Jedi Code- Force Power regenerates at triple speed for Jedi, double for Sith Lightsabers of the Ancients- Lightsaber damage and speed increase 25% for Jedi; 10% for Sith DARK SIDE Sith Holocron- Player gains one extra level in all Dark Side powers as long as he/she retains Holocron (even Jedi Knights) Sith Amulet- Force Power regenerates at triple speed for Sith, double for Jedi Sith Swords- Lightsaber damage and speed increase 25% for Jedi; 10% for Sith Here's how point progression boils down: Without relics players gain 1 point per second. If you control one of your relics, it increases to 2 points per second. At two relics it becomes 3 and at 3 relics it becomes 4. Players using Force Sight can always locate their side's relics from anywhere on the map. However, using Force Sight one can only see enemy relics in the radius that corrosponds with their Force Sight skill level. Some of the vehicles I would need are the: Basilisk War Droid- (pilotable only by Mandalorians), which is basically a medium speed, heavy armored air speeder Dxun Beast- (pilotable only by Beast Riders), a medium speed, medium armored flying dragon-looking thing /w an automatic melee attack. Airspeeder- High speed, light armor fighter, pilotable by Jedi Knights; Sith Warriors and Republic Soldiers (except the Heavy and Rocket Jumper) Landspeeder- Medium speed, heavy armor tank, pilotable by Jedi Knights; Sith Warriors and Republic Soldiers (except the Heavy and Rocket Jumper) Some Force powers I would add/change... LIGHT SIDE LOSE Mind Trick (becomes Dark Side Illusion) GAIN Battle Meditation (All Jedi; one rank, as Dark Side Team Energize level 3; player must stop and meditate much like Heal level 1; drains all of caster's force) Craft (Artisan; two ranks, use Force to assist in building sentries and support droids) Repair (Artisan; one rank, uses Force to repair personal and vehicle shields) CHANGE Team Heal (available to Healer only) DARK SIDE LOSE Team Energize (becomes Light Side Battle Meditation) Dark Rage GAIN Dark Oppression (All Sith; one rank, Drains all Force on Light team and prevent any Light Side Force Power from being used for 15 seconds; player meditate for entire 15 seconds; drains all of caster's force too) Conjure (Alchemist; two ranks, uses Force to assist in creating mutant sentries and support minions) Repair (Alchemist; one rank, uses Force to repair personal and vehicle shields) Illusion (Sorceror; three ranks; as Light Side Mind Trick) Now, if you read all this--I'm amazed...lemme know what you think, if you'd be interested in helping me, let me know. Thanks. Link to comment Share on other sites More sharing options...
razorace Posted August 15, 2003 Share Posted August 15, 2003 Sounds neat. Link to comment Share on other sites More sharing options...
tFighterPilot Posted August 15, 2003 Share Posted August 15, 2003 Artisan? Why won't you just purchase SWG. Seriously, it sounded very nice at first, but then it started to sound like an MMORPG or something. Link to comment Share on other sites More sharing options...
Azrael1415 Posted August 15, 2003 Author Share Posted August 15, 2003 RPG...well, kinda sorta yeah, an RPG that last for about 30 minutes and then you're done. But unlike SWG...you'll actually do stuff beside run around and kill Womp-Rats. The skill point system is prolly the only RPG element...other than that--it's not different than any other class-based FPS game. The points system just gives the classes more flexibility and flavor--that's all. You still run around and kill for the most part. Link to comment Share on other sites More sharing options...
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