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An Idea I Had... new class based gameplay

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 Azrael1415
08-13-2003, 2:50 AM
#1
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.
 Troopr-Undr-Fir
08-13-2003, 5:50 PM
#2
sounds cool, but it seemed a little complicated the way u explained it in your post. "Dumb" it down a little :D
 Dilandau-Sama
08-13-2003, 5:52 PM
#3
Nice Idea.
 boinga1
08-13-2003, 10:03 PM
#4
hmmph. What's an Onderian? And who's going to code this? You, or some modder who'll be bugged till he agrees :D ? You are aware there is no Sunrider or Que-Droma model?

Just constructive questions.
 Azrael1415
08-13-2003, 11:44 PM
#5
Well, if enough interest is put into the mod idea. I'm gonna try to learn the basics of the engine but will need to recruit others with more experience than I. I would need modelers, coders, mappers and others. Luckily a lot of the ideas I have are being brought into JA anyhow, they just need to be minorly altered to fit this mod.

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.

-Azrael
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