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Light Side Vs. Dark Side - A Detailed Proposal (UPDATED - Version 2.2)   [ Edited ]
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ThePhilosopher
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Version 2.2 - Revised 2/11/2004

 
 
Clarification: When I use the term "Light Jedi" in this post, I am referring to Jedi Apprentices and above. In other words, someone who has committed themselves to the Light Side. Padawans and below, although Rebel by default, are not yet committed to one side or the other, and should be considered as such.
 
General Changes
 
  • Let each side keep all the powers they have now. Many sources of the EU state that "powers aren't good or evil, it's how you use them," and that is a valid point. Nerfing one side or the other isn't going to help that, or make anyone happy.
  • Give BOTH sides SOME state defenses to Dizzy, Stun, Knockdown, Intimidate, and Posture change, which they are currently both lacking (How many times in the movies did you see Jedi get dizzied, stunned, or knocked off balance? Not often).
  • Give BOTH sides some melee and ranged Damage Mitigation.
    • Melee Mitigation 1 at Initiate
    • Ranged Mitigation 1 at Padawan
    • Melee Mitigation 2 at Apprentice
    • Ranged Mitigation 2 at Knight
    • Melee Mitigation 3 at Guardian
    • Ranged Mitigation 3 at Master
  • Add some single-state state heals to the lower parts of the tree. There needs to be SOME way to heal states before Guardian.
    • Move Stop Bleeding to the Padawan Box.
    • Add Heal Stun and Heal Blind to the Healing 4 box of Initiate.
    • Add Heal Intimidate to the Apprentice box.
    • Add Heal Dizzy to the 4th Knight healing box.
    • Heal States, the all-in-one, should remain where it is.
  • Balance the Force Power & Force Regeneration amounts to be of equal effectiveness for both sides.
    • Currently, Dark Jedi end up with +30 Force Regeneration.
    • Currently, Light Jedi end up with +58 Force Regeneration, which is almost twice as much.
    • The 1000 extra Force Power Dark Jedi get to compensate is only about 15% more.
    • almost 100% more Force Regeneration Vs. 15% more Force Power does NOT seem to be balanced.
    • Either make the stats equal on both sides, give Dark Jedi More extra Force Power to compensate, or make the difference between the two regeneration rates less, to balance it out.
  • Change the Saber crafting system to be different for both sides, as it was in the continuity.
    • Light Jedi foraged for crystals. Light Jedi did not take the time to make Red Sabers, because their sabers were for self defense, not to attack with.
    • Dark Jedi crafted synthetic ones. Only Dark Jedi used Red sabers, and Red sabers had stronger cutting power than the other types.
    • Stop all Red Force Crystal Drops, and make Red no longer a possible color on pearls. Red Crystals should be synthetically made only, as they were in the continuity.
    • Make the Initiate Training Saber blue or green, not red. Red should be a Dark Jedi only color (Look at what the kids were training with in Episode 2).
    • Pearls used by Dark Jedi to craft a saber, would translate the color of the pearl into its red equivalent. For instance, Light Green would become Light Red, Dark Yellow would become Dark Red, and Blue would become Red.
  • Force Run 1 and Force Run 2, should not give a TEF when used.
    • It's generally understood that the purpose of the system is to make Jedi that are "showing off" their powers around others, to make themselves open to attack
    • However, from a common sense standpoint, to an observer, a Jedi running using Force Run would look no different to that person than a Non-Jedi using Burst Run.
    • The TEF generated leaves the Jedi in a "screwed if you do, screwed if you don't" situation when attacked by a Bounty Hunter around others. They are left with the choice to either use Force Run to get away, and make themselves vulnerable to even more attackers, or not use it and allow that one person to pound on them as they try to get away.
    • The Force Run skills are the ONLY Jedi skills that cost Force Points, but do not give any Jedi XP when used. Balance out this disadvantage by removing the generated TEF.
  • Give Jedi some Restricted First-Strike Ability
    • Currently, with the TEF system in place, Jedi can never attack anyone, who doesn't attack them first, unless they go overt, which cannot be removed without dying.
    • Give Jedi the ability to attack Overts of the opposing faction, as well as TEFed Coverts.
    • Make the TEF on Bounty Hunter Missions two-way.
    • Give Jedi the ability to retaliate against those who attack same-faction members in their group.
  • Give each side some new, unique skills, that the other side doesn't have, to make each fit its role better.

 

Light Jedi

"A Jedi uses the force for knowledge, and defense, NEVER to attack." -Yoda-

  • Light Jedi should be the Masters of Defense, and their force skills should reflect this.
  • Give Light Jedi an effectiveness multiplier to all healing skills, so they can heal themselves better.
    • For powers that cannot be made more effective, such as Total Heal Self, and the heal states skills, give them a cost reduction instead.
    • Give a force cost penalty for using offensive skills, such as Lightning, Choke, Weaken, and Intimidate.
  • At Light Jedi Apprentice, grant the ability to forage for crystals.
    • Allow this "quest" to be done only once per day.
    • /crystalsense - gives the Jedi a random planet to travel to, where they may try to find a crystal.
    • /crystalfind - upon arriving at the designated planet, this command will generate a waypoint on that planet. Upon reaching the waypoint, the ability is used again. Make it possible to take several attempts to find the exact crystal location (kind of like a treasure map, only you won't be finding a CDEF pistol and 1 unit of crappy metal). Upon finding the "true" crystal location, a message is given, indicating so.
    • /crystalextract - The Jedi uses the force to extract the crystal from deep underground. This takes several minutes, during which the Jedi cannot move, or perform any other actions, without aborting the attempt. Using this ability gives the Jedi a TEF. Depending on the final location of the crystal, the Jedi may or may not find it worth the risk to extract it. Allow crystals to be found anywhere, except within municipal zones.
    • Give crystals found through this ability a significantly lower Force Cost Modifier, than crystals looted, or crafted by Dark Jedi.
    • Twin Crystals should be findable with this ability, but only after Guardian level is attained. It would be frustrating to constantly find useless crystals with this ability.
    • Make these crystals most likely to be Blue or Green, the two most commonly seen colors.
      • Yellow, Orange, Purple, and Brown should be possible to find, but much less likely. This would add to the coolness effect of having a "rare" saber color.
    • Make these crystals untradeable, to prevent people from farming these to sell (Jedi should have no need for money anyway).
    • Grant 10,000 Jedi xp for a successfully extracted crystal. This will give Jedi a way to earn xp, other than by running around killing stuff all the time, and would compensate the Jedi for the amount of time spent finding the crystal, which could potentially take up to an hour or more. The "once per day" rule would keep this from being farmed.
  • Modified Power: Jedi Mind Trick - Jedi try to avoid conflict wherever possible, and this should be their main tool for doing so. Keep its current functionality when used on pets, but add the following effect: when used on any player, it renders that player unable to attack the Jedi for 30 seconds. Give this power the following restrictions:
    • Can only be used on one player at a time, with a cooldown of a couple of minutes.
    • Will not work on Other Jedi (Obviously).
    • Will not work on any player who is a Master of at least one Elite Profession (Mind Tricks only work on the weak-minded).
    • In other words, Novice BH (i.e. Greedo) can be Mind Tricked, but a Master BH (i.e. Jango Fett) cannot.
  • New Power: Force Absorb - When activated, provides a chance to absorb incoming force power attacks, from Player Dark Jedi, and from NPC's such as Nightsisters. 20-30% chance at Apprentice, 40-50% chance at Knight, 60-70% chance at Master.
  • New Power: Force Area Heals - Heals all same faction members/group members within a 20m radius of the Jedi.
    • These would be for damage only, not wounds.
    • Heal Health Area at Guardian Healing 1.
    • Heal Action Area at Guardian Healing 2.
    • Heal MInd Area at Guardian Healing 3.
    • Heal All Area at Guardian Healing 4.
    • Total Heal Other would remain Single Target only.
  • New Power: Force Focus - A Jedi should be able to calm their mind in the middle of battle, concentrating all their efforts on their own defense. This skill, when active, should make the Jedi much harder to hit, damage, and knock off balance. 
    • Apprentice: +5 Lightsaber Block, +10 Melee/Ranged Defense, 20% reduction to all damage inflicted, +15 All State Defenses 
    • Knight: +10 Lightsaber Block, +20 Melee/Ranged Defense, 35% reduction to all damage inflicted, +30 All State Defenses.
    • Master: +15 Lightsaber Block, +30 Melee/Ranged Defense, 50% reduction to all damage inflicted, +45 All State Defenses. 
    • Keep in mind these numbers would assume that some level of natural defenses/damage mitigation are given to Jedi, and these would be a BOOST to those levels. Otherwise, the numbers would need to be higher for this to be an effective skill.

Dark Jedi

"Use your aggressive feelings! Let the hate flow through you!!" -The Emperor-

  • Dark Jedi should be the Masters of Offense, and their skills should reflect this.
  • Give Dark Jedi an effectiveness multiplier to all offensive skills, so they can deal out more damage.
    • For powers that cannot be made more effective, such as Intimidate, give a cost reduction instead.
    • Give a force cost penalty for using healing skills, such as Battle Fatigue, Wound Heals, and Damage Heals.
  • Give Dark Jedi Schematics for Crafting their own Red Force Crystals.
    • These crystals should require a unique new resource, that only Dark Jedi can survey for, and extract.
    • Dark Jedi should have to seek out and survey this material themselves, rather than just have a friend's main character plop down a harvester.
    • Make the damage and speed statistics on them superior to regular Force Crystals.
    • Make these crystals untradeable. Dark Jedi should NOT be crafting crystals for their initiate friends who have not fallen to the Dark Side, or selling them to Light Jedi (Both of these situations would be REALLY stupid, and would happen without this restriction).
    • Apprentice: Grant a schematic for a Red Force Crystal. 
    • Knight: Grant a schematic for a Superior Red Force Crystal.
    • Guardian: Grant a schematic for a Red Twin Force Crystal 
    • Master: Grant a schematic for an Ultimate Red Force Crystal and a Superior Red Twin Force Crystal.
    • Pearls would still be useable by Dark Jedi, but the outcome color would automatically be changed into the Red equivalent of that color.
      • Light (Whatever) would become Light Red.
      • Plain (Whatever) would become Red.
      • Dark (Whatever) would become Dark Red.
  • Modified Power: Force Lightning - Add a Knockdown Effect to Lightning Single2, and Lightning Cone 2. (Luke sure seemed to get knocked down by it).
  • New Power: Force Drain - Steals the Target's HAM, using it to recharge the user's HAM.
    • These would cause damage to the target, and return a % of the damage done to the target to the Dark Jedi's own pool.
    • Force Drain Health at Guardian Healing 1.
    • Force Drain Action at Guardian Healing 2.
    • Force Drain Mind at Guardian Healing 3.
    • Force Drain All at Guardian Healing 4.
  • New Power: Force Stealth - "The Dark Side Clouds Everything" - well it sure should. If Palpatine can cloud himself from the entire Jedi Order, including Yoda, a Dark Jedi in this game should be able to cloud himself from one person following him. This could work in several ways, depending on what is possible, and easiest to code. It might even be possible to include all three of these (such as /forcestealth1, /forcestealth2 and /forcestealth3), so that it would be harder for another player to catch on (besides, deception takes many forms).
    • #1 - Hide the Dark Jedi's dot from the radar.
    • #2 - Make the Dark Jedi's radar dot a different color to fool anyone that would be looking. For instance, make his name and dot purple to the player looking at it, even though that Dark Jedi might be TEFed and would still be targetable (the person looking might not figure out he is TEFed, or not figure out soon enough for the Dark Jedi to escape)
    • #3 - Remove the Dark Jedi's name from over his head, or replace it with a Fake, randomly-generated NPC name and title.
  • New Power: Force Rage - Harnessing the power of their anger, Dark Jedi unleash a devastating flurry of attacks against their opponent. When used, this should give the Dark Jedi greatly increased Movement Speed, Attack Speed, Attack Damage, Attack Accuracy, and the ability to knock their opponent off balance. Grant this skill at Apprentice, and make its effectiveness increase with level.
    • Apprentice: 60 second duration, +35 1H/2H Lightsaber Speed,  50% bonus to all damage inflicted, +50 1H/2H Lightsaber Accuracy,  10% chance of Knockdown added to all basic attacks.
    • Knight: 90 second duration, +70 1H/2H/PA Lightsaber Speed, 100% bonus to all damage inflicted, +100 1H/2H/PA Lightsaber Accuracy, 20% chance of Knockdown added to all basic attacks.
    • Master: 120 second duration, +100 1H/2H/PA Lightsaber Speed, 150% bonus to all damage inflicted, +150 1H/2H/PA Lightsaber Accuracy, 30% chance of Knockdown added to all basic attacks.

 

Any constructive feedback on this, or any NON-WHINING criticism is more than welcome.

Message Edited by ThePhilosopher on 02-11-2004 10:33 AM

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01-31-2004 05:30 PM  

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Re: Light Side Vs. Dark Side - A Detailed Proposal
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KraytDragonMan
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If only Jedi was already like this.. then I would probably grind out professions to be one, but these are VERY nice ideas. If only the devs were listening.
01-31-2004 05:45 PM  

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JediDeathLord
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/applause but i think force drain would have to have a timer for sure

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01-31-2004 05:49 PM  

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JediDeathLord
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wish i could redo my last post but a lot of them would have to have some sort of timers so couldnt be spammed

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01-31-2004 05:50 PM  

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Re: Light Side Vs. Dark Side - A Detailed Proposal
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WookFu
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If crystals are gotten with ease or made they need to be Inferior to those gotten off mobs.
 
Pearls should make uber saber.
 
IF the dev's change system and allow jedi to make or mine crystals then those should basically suck and serve only the purpose of allowing 2nd - 5th gen saber.
01-31-2004 05:51 PM  

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Arnwald
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Well if this can be done and tweaked a bit this would be great, you deserves your 5 starts *grin*
01-31-2004 05:58 PM  

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Re: Light Side Vs. Dark Side - A Detailed Proposal
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LandonRyuu
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For the record, the color of your saber has nothing to do with your alignment in the Force. In the EU it is this way, and in the canon is it this way as well.
01-31-2004 06:06 PM  

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LandonRyuu
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"Dark Side Clouding" "Force Stealth" or whatever is neat, but since people could just press tab and target the nearest target it wouldn't work to just hide yourself on the radar.

I agree with lots of these powers, but people should really check out the West End Games, RPG powers, if SWG used these powers all the Jedi problems would be solved.
01-31-2004 06:08 PM  

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Kalelz
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Nice suggestions, but when was the last time that the devs listened to the players?

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01-31-2004 06:42 PM  

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Brikker-Sunrunner
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Everyone would want to be a damage dealing, offensive Dark Jedi.

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01-31-2004 06:51 PM  

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ThePhilosopher
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"Dark Side Clouding" "Force Stealth" or whatever is neat, but since people could just press tab and target the nearest target it wouldn't work to just hide yourself on the radar.
 
That wouldn't be the point, to make you invincible. The point was, who is gonna sit there pressing tab, when they don't KNOW they can target you? It would make it more likely, although not guaranteed, that you could be missed, and get away.
 
 
As it is now: guy rides up, sees red dot, hops off bike, hits tab, starts shooting.
 
As it would be: guy rides up, sees purple dot (or no dot), DOESNT KNOW HE CAN SHOOT, possibly ignores you, or doesn't figure out who you are. Meanwhile, you get the hell out of there while he is scratching his head.

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01-31-2004 07:07 PM  

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Spiffyzor
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Wow, very well thought out plan. I like it all. Great work.

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01-31-2004 07:11 PM  

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ThePhilosopher
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LandonRyuu wrote:
For the record, the color of your saber has nothing to do with your alignment in the Force. In the EU it is this way, and in the canon is it this way as well.

It is related, for this reason.

Light Jedi craft a saber for self defense. They use foraged crystals which are easier to get. They do not craft sabers to be as powerful as possible, because that goes against their defensive philosophy. Light Jedi are not supposed to be obsessed with power.

Dark Jedi craft a saber to attack and destroy their enemies with. They want the most powerful saber they can possibly make, to cut through anything and everything that gets in their way. Dark Jedi seek an advantage in power, however, and wherever they can get it.

In the continuity, Red Crystals made a more powerful blade, and were not naturally occurring. They had to be made synthetically. Dark Jedi took the time to do this, because they wanted the power, and because it fit their philosophy of using the force. Light Jedi did not, because they weren't obsessed with having as much power as possible.

 

And for your "well it wasn't that way in the movies" argument, let's look at the facts:

Dark Side:

Darth Vader: Red Saber

Darth Maul: Red Saber

Count Dooku/Darth Tyranus: Red Saber

 

Light Side:

Luke: 1 Blue Saber, 1 Green Saber

Anakin: Blue Saber

Obi Wan: Blue Saber

Yoda: Green Saber

Ki-Adi-Mundi: Blue Saber

Qui-Gon Jinn: Green Saber

Mace Windu: Purple Saber

Every Single Jedi That Appeared in the Episode 2 Battle Arena: Blue or Green

 

Do we detect some kind of a pattern here?

George Lucas said it himself, only Dark Side characters used red.

It wasn't ever EXPLAINED WHY in the movies, but it was explained in the books.

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01-31-2004 07:31 PM  

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nice post I fully agree

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01-31-2004 07:56 PM  

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ThePhilosopher
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Brikker-Sunrunner wrote:
Everyone would want to be a damage dealing, offensive Dark Jedi.


I don't think so.

#1 - Most people base their decision off of what side their main character is on. They want to be able to play their Jedi around all of their friends. A rebel player probably wouldn't go Dark Side, because he'll get TEFed and increase his visibility around all his friends.

#2 - There are plenty of carebears that play this game. Light Jedi would be the character for those that don't WANT to engage in PVP, who just want to level up and survive. PVP is part of the nature of being a Jedi, but still, many care to minimize or avoid it. Light Jedi would be harder to kill with their defensive abilities.

#3 - Even if you're right, so what if most people go dark side? Light Jedi were hunted during this time period. The Sith were in control of the Galaxy. Do you honestly want someone playing a Light Jedi, but runs around killing people with lightning? Does that make any sense?

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01-31-2004 08:22 PM  

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