After working on ForceMod 3's ini files, alpha and beta testing the mod, here's my two cents on what I'd like to see in a class based version of OJP.
I think the key is to keep the classes to a minimum, and then try to define them according to what we've seen in the movies. After all, that'll heighten the sense of immersion, and in my opinion, add a lot to the game play.
(1) Jedi classes should have their abilities defined in a manner that is very similar to what we've seen in KotOR. I thought that it was very well executed, and certainly fell within the range of cinematic believability. The saber combat system that the Jedi engage in should be very similar to what it is now, although I'd love to see it come closer to my vision spelled out here
http://lucasforums.com/showthread.php?s=&threadid=129929&perpage=40&pagenumber=2]) and here
http://lucasforums.com/showthread.php?threadid=134205) . Now I realize that we all can't get our way all the time, but it's alright to at least hope for favorable results. ;)
My only worry with the adjusting of saber skill levels is that the results of a duel will become more determined on the results of chance rather than real skill. Perhaps the further removed from saber use one gets, the fewer STANCES one has access to. In my opinion, the best stance is the one with the LEAST amount of "flashy" moves so that preparing/delvery time of a saber's swing is reduced to a minimum. Those who are more god like with their Force powers would be more confined to using the fancier looking stances, while those who rely on the lightsaber more would have access to stances that allow for quicker attacks/parrys. The reliance on probability would thus be reduced, and those players who like the extra Force powers would just simply have to contend with learning how to time their flashier saber swings. In other words, the emphasis is kept on actual skill of timing one's swing with another player's opening than having to rely on probability.
(2) Mandalorians should have VERY slow ground movements, with VERY fragile jetpacks (they're pieces of junk in the films), have access to all the cinematic gizmos, along with the gadgets that we've seen in McQuarrie's designs (the launchers that fire tranquilizer darts that are located at the kneecaps). Any special vision their helmet gives them should be pretty limited in its range (it might be able to perceive heat signatures through one wall, but definately not two).
(3) Geonosians can fly very short distances, but with a great degree of control, fire sonic blasters that emit a large bolt of energy that knocks players back and stuns them for several seconds, and the Geonosians carry spears/some type of vibro staff to dispatch enemies with.
(4) Combat droids. Well, whatever type of droid is put in the mod should have its own capabilities based on its appearances/behaviors in the films.
(5) Clone Troopers/Storm Troopers have infrared vision similar to Mandalorians, but they're only a little slower than an unarmored human. The ARC Troopers' abilities would be very similar to the elite type Storm Troopers that are better known as "Sand Troopers." I'd imagine with all the extra equipment that they cary that they'd be equipped with a limited number of thermal detonators, which could be quite lethal to Jedi (one grenade should severely wound/kill anyone struck by its shrapnel).
(6) Human/Wookie characters are able to move at full speed, and since they're not "brainwashed" like the troopers are, they have much greater access to different weapon types since they're allowed to be more resourceful.
(7) Bounty Hunters & Commandos have access to the ultra heavy duty weapons that are too expensive/too difficult for others to acquire. They wear NO/minimal special armor, and their speed is somewhere between that of a Mandalorian and a Trooper since Commando type specialists have to lug around heavier equipment that requires heavier ammo.
PLEASE avoid permiting any kind of class from picking up and using all kinds of weapons. Games where one can run around with 8 different weapons on one body are hard for me to become immersed in, since it's just SO impossible for anyone to be able to do this. Keep the number down to two, or three at most. This in itself can be a tool for balancing out classes.
And if at all possible, please allow players to aim their weapons. Running and gunning IS done in the films, but it's just as common, if not more so, to see shooters actually bring weapons to their eyes, aiming, then firing. Oh, and enable LEANING with the Q or E keys so that cover can be used effectively, since blaster bolts will drop a body in 1-3 hits.
That's it from me for now. Ciao!
Kyle
:)