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Star Wars Galaxies 2: - A fresh Start [Concept]: UPDATED 24/3/06


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Star Wars Galaxies 2: - A fresh Start [Concept]: - Dev’s Please take a look!

Introduction
Devs, Please take a look. I know the overall concept may not be possible but I believe we have come up with some very interesting ideas.

This post is still very much work in progress, it will be updated as we go along!

Ok guys and gals. Here it is, a concept idea from players of star wars galaxies an empire divided on what we would like to see if a star wars galaxies 2 was ever going to be made.

I don’t pretend that any of these ideas will work or are possible but myself and others have had fun putting it together!

The ideas have been gathered from SWG, other star wars games like KOTOR and racer, the Expanded Universe and Cannon.

We have tried to identify area’s where we feel SWG went wrong and have suggested alternatives.

Also it must be noted that SOE must improve their customer service! SOE should aim to have a customer’s problem resolved within 30 minutes. Furthermore, SOE must not at any time completely change the game from core elements. At all times SOE must maintain a level of honesty with its customers.

In no way, shape or form should SWG 2 be pushed out in an “unfinished” state.

SOE will treat SWG 2 like one of their babies! They will nurture both the game and it’s customers. Favouritism must not be shown to their “other” titles. /wink

This will be a long post, so be prepared!

Current discussion on skills / professions / classes http://forums.station.sony.com/swg/board/message?board.id=Corbantis&message.id=492273

Quick run down of proposals!

Timeline has moved.

SWG 1 UI is back! But better than ever!

SWG 1 combat style is back!

SWG 1 HAM bar is back!

12 playable races

12 starter races

12 unlockable characters including Astro-mech Droid! **NEW**

14 unlockable planets including Korriban! **NEW**

A new character progression that truly allows for full customisation and with the ability to pick and drop skills, And yes, smugglers will finally smuggle! Other professions have some really cool things that we hope you will like!

Ability to be Light or Dark **NEW**

All new interactive quests!

Puzzles to solve! **NEW**

Fantastic Loot!

More music from John Williams

More cut scenes, especially when travelling between star ports

Players can swim for the first time! **NEW**

Mini Games! **NEW**

All player species will have a special, unique to their species as well as having 1 bonus to an attribute.

Guild made space stations! **NEW**

Guild made and run Capitol ships! **NEW**

Jedi is unlockable but NOT an “alpha” class, they will however, through epic quests once they are council members be able to unlock a skill unique to them like Bastila Shan’s Battle Meditation.

Implants **NEW**

Item decay is back

Buffs are back, but tweaked

Crafting is back in pre-CU form.

Player Bounties are back on the menu, but before some of you panic, if you find yourselves on the terms you can do a redemption quest, which will remove you from the terminals.

Named Minerals and crystals **NEW**

Timeline: -

The timeline can be moved forward or backwards, we felt this would allow more freedom within game. Placing the timeline of SWG into such a narrow timeline constricted the devs. KOTOR proved that a successful Star Wars game does not have to contain Luke or Vader.

We have however not been specific with how far ahead or behind the timeline is, as this is only a concept.

The UI / Quests / Beginner Starting Guides: -

The UI (User Interface): -


Some players and devs identified a problem, which must not be overlooked in that actually beginning the game could be hard and confusing.

The user interface should reflect the complexity of the game, but at the same time be user friendly both to PC players and console users alike. Neither user should be at a disadvantage though. Also players with disabilities should be taken into consideration when designing the interface.

Combat in SWG1 pre-CU style was, on reflection at the right "pace". It gave the user the ability to lock onto a target. In the CU it was slowed down to a snails pace, while in the NGE it was too frenetic!

The radial menu will be there, but instead of going around options / answers will be one under the other, this helps with quest answers and helps console users.

So in light of this it is proposed to go back to a SWG1 pre-cu style combat. This style of combat also helps with the very important but basic ability of being able to "speak" naturally. The interface should be able to be fully remappable to that which a player finds comfortable and usable. The use of voice over and cut scenes will greatly enhance the overall experience.

Beginners: -

So now we have the concept of how we want the UI we will now cut it down for beginners to basics, and introduce them as their starting quests progress.

There will be NO levels in SWG2

So you load up SWG2, the first thing you will be asked to do is choose you race, change facial features and choose a name.

After you have done this you will start your journey. Starting credits, like those from the film will start giving the background story and then our player finds themselves on their 1st quest.

The UI is basic at this stage and help through voice-overs and interactive elements will be in place. As the player advances more of the UI will open up to them as well as them gaining basic skills that all players will have. When the player has agreed that they are happy to complete the set of quests and has gained all starter skills they will then be taken to a starter location from a list.

At all times these starter quests should immerse the player and should show them tasters of what professions are like and what the galaxy is like as well as entertainment and crafting.

Once the player has entered the galaxy for real they should be directed to other NPC's that can help them in their journey.

Quests: -

Quests should be involving and have a storyline to them. Some stories will end at that quest; others will lead onto other quests. Some quests will be hard, some easy some in between.

There should be some quests of a truly epic proportion.

All quests will be linked to light and dark and have multiple-choice answers. Different quests will open up depending on your answers.

Quests will not solely revolve around combat! Some will require you to use thought, maybe to sort out a disturbance or an altercation, others will be puzzles in nature, but above all these quests should draw the player in and encourage them to do and see more of the galaxy!

Some quests will be profession linked and where this happens the rewards should be that a reward, something cool and unobtainable perhaps by other professions.

Other quests will not be profession linked. Where this occurs then there should be a choice of rewards.

However, quests should not be the sole means of gaining rewards / xp etc. The player if they chose should be able to just do their own thing if they so wish, either alone or grouped.

Player stats and Damage types ect: -

Original SWG stats: -

Health [pool]
Strength [cost]
Constitution [regeneration]

Action [pool]
quickness [cost]
Stamina [regeneration]

Mind [pool]
Focus [cost]
Willpower [regeneration] It is proposed to add 1 other stat, Charisma. Charisma is linked to leadership, personality and persuasive talking. This stat will have a min / max value and will fluctuate like the light / dark points depending on your answers in quests. The higher this stat the better chance you have of talking someone round to your way of thinking.

Battle Fatigue etc: -

Battle fatigue is back! Visit your local entertainer to soothe your troubles away.

Wounds are back! Visit your local doctor to have these healed.

Item Decay is back! This is so crafters are needed; there will not be anti decay kits.

Buffs are back! Although not quite as they were in SWG1 pre-cu.

Implants are NEW! Visit your local doctor to have these put in, they will decay like any other item and will need replacement. Designed to give a small, longer lasting boost to some character attributes as well as some boost to protection or skills. Players may have up to 3 implants, although they must not boost the same thing (stack) They cannot be stacked with foods or drink.

Encumbrance will play a part in Star Wars 2

Damage types: -

Blast Damage
Cold Damage
Heat Damage
Ion Damage
Sonic Damage
Electro - magnetic Damage
Lightsaber Damage
Stun Damage
Plasma Damage



Message Edited by Leiowyn on 03-24-200611:53 AM

Light and Dark: -
This will have a very important bearing when doing quests. Here we are listing the tables directly from KOTOR but of course the devs can use whatever would work.

The Light vs. Dark continuum (shown on your character page) is made up of a 100-point scale. Your position at the beginning of the game is at 50 points, neither Light nor Dark. Every conversation and/or action in the game that gains you Light Side or Dark Side points will give you either plus or minus 1, 2, 4, 6, 8 or 10 points, depending on your current position on the continuum.

This first chart depicts the amount of Light Side or Dark Side points you will receive for a particular Light or Dark deed, depending on how good or evil the deed is. There are three types each of light deeds and dark deeds: High/Medium/Low light deeds, and High/Medium/Low dark deeds. Each deed will give you a set number of light or dark points depending on your current position on the continuum.

Current Alignment Adjustment Chart

Type of Deed

Light Neutral Dark Very Dark High Light

High Light 1 4 6 8 10

Mid Light 1 2 4 6 8

Low Light 1 1 2 4 6

Low Dark -6 -4 -2 -1 -1

Mid Dark -8 -6 -4 -2 -1

High Dark -10 -8 -6 -4 -2

This second chart shows you how your current position or alignment along the Light vs. Dark continuum adds or subtracts from the base cost to use a Force Power. If you're on the Light Side using a Light Side Force Power, you will receive a bonus % deduction from the base cost of the power, up to -50% of the base cost. If you're on the Light Side and use a Dark Side Force Power, you will receive a % penalty added to the base cost of the power in order to use it, up to +75% of the base cost, depending on your current position.

Code:

Force Power cost adjustment chart
Place on Continuum Light Side Powers Cost Dark Side Powers Cost
100 (Light) -50% +75%
91 to 99 -30% +50%
81 to 90 -20% +50%
71 to 80 -15% +25%
61 to 70 -10% +25%
41 to 60 No adjustment No adjustment
31 to 40 +25% -10%
21 to 30 +25% -15%
11 to 20 +50% -20%
1 to 10 +50% -30%
0 (Dark) +75% -50%

The Starting Worlds: -
Dagobah: - Swamp

Tatooine- Desert world
Naboo - Honeycomb type - marshes

Corelia – Gentle plains with wooded slopes
Yavin IV - Jungle


Hoth - Arctic wasteland
Endor - Heavily wooded - massive trees


Mustafar - Volcanic
Dathomir - Dark

Oovo IV – Low Gravity, Racing planet.

Nar Shadda – Smugglers Capital

Bespin – Cities in the air

Species: -

All players will need to learn languages to be able to understand other races. All races for ease will know basic and their native tongue. They can then teach these languages to other players, but it may be that they don't want to, keeping a language that they can "switch" to when they don't want others to know what they are talking about.

If a player does not know a races language, it will appear as "gobbledegook"

Human. – Coruscant

In the Star Wars universe, humans were one of the first species to develop the hyper drive (Corellians being the first to do so). By this time humans were already present on a few scattered worlds throughout the galaxy, which implies that they had a slower means of interstellar transport for a while earlier. Humans are natural all rounders and can with the right training excel at anything

Racial skill
Attribute bonus Mind

Bothan - Bothawui

Bothan Spies were originally planned to appear in Star Wars Battlefront, but they were cut. Their weapons were unknown, but they were said to have an Imperial Storm trooper disguise Kit, allowing it to slip past enemy lines undetected

Racial skill Disguise
Attribute bonus to constitution

Wookiee - Kashyyyk

Although they resemble the terrestrial Sasquatch, they are intelligent, have a varied culture, and are star faring. Wookiees possess great strength and exceptional skill in droid repair.

Racial skill Rage
Attribute bonus to strength

Twi-lek - Ryloth

Twi'lek females are prized for their natural beauty and gracefulness, and between genetic predisposition and social conditioning, are naturally submissive. As such, they are thus sold to slavery as dancers for crimelords and such, while others take jobs to dance at cantinas. However it must not be overlooked that some notable Jedi were Twi-lek’s.

Racial skill Combat defence stance
Attribute bonus to Quickness

Rodian - Rodia

The Rodians are born hunters, they killed most of the wildlife and grew restless with the lack of creatures and began to hunt each other in gladiatorial combat, until the Republic found them

Racial skill Innate Camouflage
Attribute bonus to Stamina

Mon-Calamari - Calamari

They proved a invaluable asset, primarily due to the Mon Calamari being masters of star ship construction and supplying the Alliance with badly needed capital ships, Mon Calamari Cruisers, that could take on the Galactic Empire's ships of the line. Prior to joining the Alliance, the Mon Calamari had only built passenger liners because of their peaceful ethos. Also renowned for their performance art, lithe Mon Calamari water dancers often perform in some of the galaxy's most prestigious venues, including Coruscant Galaxies Opera House, where the ballet "Squid Lake" ran for some time during the waning days of the Republic and was known to be a personal favorite of Supreme Chancellor Palpatine

Racial skill Tactical Sense
Attribute bonus to Mind

Sullustan - Sullust

They have a reputation for excellence and intuition for piloting, which has mostly been earned through simple hard work, although as a race they possess perfect direction sense and memory thanks to spending their lives inside the pitch black caves and tunnels that run through Sullus. This allows them to remember any paths they have travelled, or maps they have seen, making them excellent navigators.

Racial skill Navigation
Attribute bonus to
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Sullustan - Sullust

They have a reputation for excellence and intuition for piloting, which has mostly been earned through simple hard work, although as a race they possess perfect direction sense and memory thanks to spending their lives inside the pitch black caves and tunnels that run through Sullus. This allows them to remember any paths they have travelled, or maps they have seen, making them excellent navigators.

Racial skill Navigation
Attribute bonus to Focus

Zabrak - Iridonia

Their home planet is Iridonia, though they have established many colonies on planets throughout the galaxy. It is believed that they are among the galaxy's first space-faring people. They have strong will power and are a stubborn, proud people. By nature, they tend to be independent and fearless, hence have never been a successful venture in the slave trade.

Racial skill Mechanical repair while in combat
Attribute bonus to willpower

Selkath - Manaan

An aquatic species, they are very good swimmers and have the ability to breathe out of water.

Racial skill ability to breathe under water for prolonged periods
Attribute bonus to action

Trandoshan - Trandosha

Trandoshan are large, reptilian humanoids from the planet Trandosha (or Dosha), they have supersensitive eyes that can see into the infrared range and the ability to regenerate lost limbs when they are young. They also shed their skin.

Racial skill Infrared vision
Attribute bonus to Constitution

Ithorian - Ithor

Abroad, Ithorians have integrated well with the intergalactic community. Their own language is incredibly beautiful, yet difficult to learn, as the Ithorians have twin mouths on opposite sides of their necks. Fortunately, they can speak Basic, albeit with a strange accent. Their vocal chords are strong enough to produce a sound shockwave used in defence to stop an enemy in its tracks.

Racial skill sonic scream
Attribute bonus to Mind

Trianii - Trianii

an advanced, adventurous feline species, the Trianii inhabit the outermost portion of the Corporate Sector. In many ways they are similar to the Togorians, Cathar, and Catuman Warriors. Unlike these other feline species, however, Trianii have prehensile tails, and their more agile figures are perfect for leaping, jumping, and acrobatics. Like most feline species Trianii have excellent balance and eyesight. Their sleek fur comes in a wide range of colours and patterns.

Racial skill Leap
Attribute bonus to Action

Sith [dark Jedi] home world Korriban

Light Jedi - where academy and library are located according to Expanded Universe - Ossus.

You will have noticed that the species home worlds are also listed; this is because these planets are unlockable by all players! Including the Jedi and sith planets!

On top of being able to unlock species home worlds, players can also unlock another character!

All players will be able to swim!

Unlockable Characters: -

Ewok
Jawa
Astro-mech Droid
Gungans

Tusken Raiders

Bith

Chiss

Quarren

Yuuzhan Vong

Neimoidian

Kaminoan

Aqualish

All players will be able to unlock one of these characters at a time. They will have fixed skills, there will however be choices that you can make to specialise your unlock to make them different from another Ewok or Astro-mech droid, but you will need to level them up. If you decide you want a change you may delete this character and undertake another quest to unlock another.

All players will be able to create 1 character per server, and be allowed to unlock 1 character at a time per server from the unlock list.


Message Edited by Leiowyn on 12-21-2005 12:12 AM


_____LEIOWYN____
JEDI KNIGHT
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First thoughts on professions: -

Character Progression: -

Many thanks to everyone so far for your input, especially MsNil for helping me arrange my thought's as well as having some great idea's.

If you want to help make this idea something you too would love to see implemented then please feel free to comment on things you would change, but remember to say why

Character Stats.

Your character has six attributes that define his or her physical and mental abilities. Depending on your race, these attributes will vary to reflect innate strengths and weaknesses.

Strength – represents your characters physical strength. It affects your characters ability to deliver physical damage, and his or her carrying capacity or encumbrance. Strength also affects power for those making a more combat orientated character.

Constitution – is your characters ability to regenerate the health pool faster and physical endurance.

Agility – is a measure of your characters nimbleness and dexterity. It can improve your characters ability to physically hit targets, and makes your character harder to hit.

Focus – is a measure of your characters ability to concentrate when performing tasks

Willpower – is your characters ability to regenerate the mind pool faster and mental endurance.

Charisma - Charisma is linked to leadership, personality and persuasive talking. The higher this stat the better chance you have of talking someone round to your way of thinking.

Light and Dark

This will have a very important bearing when doing quests. Here we are taking directly from KOTOR but of course the devs can use whatever would work.

The Light vs. Dark continuum (shown on your character page) is made up of a 100-point scale. Your position at the beginning of the game is at 50 points, neither Light nor Dark. Every conversation and/or action in the game that gains you Light Side or Dark Side points will give you either plus or minus 1, 2, 4, 6, 8 or 10 points, depending on your current position on the continuum. This first chart depicts the amount of Light Side or Dark Side points you will receive for a particular Light or Dark deed, depending on how good or evil the deed is. There are three types each of light deeds and dark deeds: High/Medium/Low light deeds, and High/Medium/Low dark deeds. Each deed will give you a set number of light or dark points depending on your current position on the continuum.

Your current position or alignment along the Light vs. Dark continuum adds or subtracts from the base cost to use a Force Power. If you're on the Light Side using a Light Side Force Power, you will receive a bonus % deduction from the base cost of the power, up to -50% of the base cost. If you're on the Light Side and use a Dark Side Force Power, you will receive a % penalty added to the base cost of the power in order to use it, up to +75% of the base cost, depending on your current position.

Character Progression.

All characters will be able to spend 250 points on skills. They will also get the opportunity to spend points on stats as they become more experienced, however spend your stat points wisely, as once chosen it cannot be undone.

Skills can be dropped at any point and new ones gained. This depends on experience earned. Every time you earn experience a small portion will be set-aside for this purpose. Once you have dropped a skill you can re-assign it immediately if you have earned enough xp, if you haven’t you will continue to acquire xp at the normal rate for your new skill, while a small portion goes back into the xp bank.

You will gain skills / stats at increasing intervals throughout your progression. An example is a new character working to assign his first skill points may have to earn 20,000 xp. A character looking to assign his last points may have to earn 2 million xp.

Once you have spent all of your points developing your character, you will continue to accrue xp through play. Distribute these points in the normal way.

Players will be asked at intervals to increase stats.
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Stats that can be increased are as follows.
Strength

Constitution

Agility

Focus

Willpower

Charisma

A player can also choose to improve the following combat stats.
Accuracy

Speed

Dodge

Power

All players will be able to use any weapon. Skills will not be specific to a weapon. Instead their own character stats, combat stats and the weapons stats will determine base damage. Skills will help the characters increase damage, slow opponents down, heal them for more ect.

There will be 5 skill areas a player can pick from.

You can pick anything you want, mix and match combat and crafting / crafting and entertaining or be a pure crafter type or combat type but you cannot exceed your 250 point total.
Combat skills

Healing skills

Survival skills

Crafting skills

Entertainer skills

Anyone can train in politician skills and space skills.
Jedi

If you are lucky enough to be called to be a Jedi you will follow the same skill point rule as above with the exception that your skills will be related to the force.

There will be 5 areas a player can pick from.

Lightsaber combat skills

Force healing skills

Force sense skills

Force alter skills

Force control

Light or dark skills will be available to all characters but your alignment will determine the costs associated with using the skill.
Damage types

This is the type of damage that can be inflicted upon a player, npc or creature. Players can, through the use of items / equipment and buffs gain some protection in these areas.

Example – you acquire a mustafarian mining suit, it gives a +10 % to heat protection.

Example - Kama - sturdy leather, blast protection 7%

Blast Damage

Cold Damage

Heat Damage

Ion Damage

Sonic Damage

Electro - magnetic Damage

Lightsaber Damage

Stun Damage

Plasma Damage

Miscellaneous

Protection – against a damage type

Encumbrance – how heavy an item is and how it affects movement

Range – distance to / from target

Accuracy – player accuracy / weapon accuracy

Reload / clip? – Ranged weapons attack speed

Weight? [Melee weapons, to act like the reload / clip?] – Melee weapons attack speed

Sometimes a player can improve a skill or a stat through an item
Example – You have a surgical implant that boosts you agility by +10% for X amount of hours / days.

Example – You wear a stealth generator, once activated it lasts X amount of time and has a recharge of X amount of time.

Professions

At any time your character can chose to take on a particular kind of work. This is called your profession. You may at any time change your profession.

There will be NPC’s throughout the galaxy that are always on the lookout for skilled workers. Maybe you wish to hunt down thieves, murderers or smugglers.

Perhaps you wish to work for the Hutts smuggling goods?

Maybe you work as a political spy for the rebellion gathering what precious information you can?

Maybe you are a diva?

A miner in the outer rim?

A creature handler?

Or a crafter whose goods are renowned throughout the galaxy?

There will be numerous jobs available in the galaxy
Bounty Hunter

Smuggler

Spy

Officer

Commando

Doctor

Combat Medic

Ranger

Mechanic

Creature handler

Dancer

Musician

Shipwright

Droid Engineer

Chef

Bio Engineer

More jobs / professions will be available.
Your jobs will start off as basic. As you advance your duties become more involving / more dangerous where the rewards and fame become greater.

Each profession has a mini game attached to it that you can participate in. Sometimes a profession will be linked to another sub game within the main game, but may not be exclusive to.

Example – Commando, Officer linked to the galactic civil war. Other professions can be utilised for situations in the war like smuggler, spy, mechanic ect.
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I'm Going to keep in profession blurbs below so that it gives you a feel of the scope we are aiming for.

Musician: -

What if a master musician had access to many instruments and could actually create his own tunes [was thinking a keyboard comes up on the screen] he / she can then experiment and once a good tune has been made, record it, save it, then play it back at leisure.

Musicians will have a mini game; all players will have a jukebox and galactic radio where the finest tunes will be showcased. Players if they want to play a tune by their favourite artist on their jukebox, will need to purchase these tunes using credits earned within game.

The top downloaded tune will make it to number 1 for that week.

Dancer:-

Dancers have perfected the art of moving to a rhythm in such an agile and supple way that their audiences become captivated. They can quite literally tell stories through the use of dance.

Master dancers can perform at opera houses throughout the galaxy and are the only ones that can perform the “special” ballet type dance as seen in Star Wars revenge of the Sith.

Master Dancers can create their own shows using lighting tools, props and customisable “Bubbles”

Image Designer: -

Image designers are back. They can no longer alter player stats but they can pierce ears, eyebrows and noses. At master level an image designer can upload new hairstyles and new tattoo designs of their creation!

Architect: -

A master of design and building! What if this profession could really design ships and space stations? Now perhaps the outer shell should be should be too selectable design plans to reduce player lag [like with lag caused due to cpu process in gathering info about avatar faces] but the inner areas and materials used in those areas should be up to the architect. Walls could be moved about; glass walls placed, or maybe something of a stranger origin can be used!

Also Architects should be able to choose the colour of everything they make. This could be done using a sliding scale using the html colour codes. This can also be used for Tailors.

Perhaps the architect’s mini game could be a monthly design award within game, gaining them a higher reputation and high rewards?

Bio Engineers: -

These guys really know how to slice and splice when it comes to organic items! Bio engineers create the serum used in implants that give various bonuses throughout star wars.

They can also make some truly fierce some creatures! Now what if when they are experimenting with more than 2 DNA samples at master, they can actually alter the creature’s appearance into something truly terrifying!

Tailors: -

Tailors can create some wonderful clothing for the inhabitants of the galaxy. They can make a variety of clothing from schematics using the same HTML colour code bar that the Architect uses to create some unique fashions! A master tailor can manipulate schematics to create a totally new design of clothing that can be showcased at the latest fashion shows; these schematics can be sold to other tailors!

Smuggler: -

Finally smugglers will be able to smuggle!! Goods that are highly illegal but highly sought after will have to be smuggled. The smuggler will have to undergo tariffs and checks. In order to smuggler the smuggler will need to navigate space. The smuggler can find himself being boarded either on the ground or in space. Where this happens a smugglers charisma may have to play a part in convincing the authorities that there is nothing out of the ordinary about him or his cargo.

If some cases the smuggler may find himself being captured by a capitol ship, in which case he may need to send out a distress call to his guild or try and get out alive using his wits.

Bounty Hunter: -

Player bounties will be back on the menu! Player bounties will apply to anyone finding themselves out of favour with the ruling authorities on any planet!

Bounty Hunters excel at hunting, capturing and if necessary killing their target.

To avoid situations of forced PVP, there should be quests / mechanisms in place that a player can make amends and remove themselves from the Bounty hunter missions terminals.

Only master bounty hunters can get a player mission. All master bounty hunters will get these missions from the bounty hunter guild [who they work for] Bounty hunters will be ranked according to number of successful kills, the higher the rank the more credits they gain!

[Note: - loopholes must be closed to avoid player exploitation!]

Rifleman: -

He is the master of long-range personal firearms. With his trusty gun he can manuvere into position and set himself up for the perfect shot! A rifleman in SWG 2 is unique in that he is the only player that can switch into 1st person mode to look down his scope and bring a far off target to him through magnification on the scope. His shots can be devastating, but in close quarters the rifle can become pretty useless.

Riflemen from around the galaxy gather for long range shooting competitions to determine the best!

Carbineer: -

Carbines are more powerful than pistols with a longer range, but less powerful and have a shorter range than a rifle. They can hold more ammo than a pistol. For this reason carbineer excel at doing area damage, being the only firearm profession to truly excel at this type of combat.

Like the rifleman, Carbineer from all over the galaxy holds tournaments.

Pistoleer: -

When it comes to close range combat with firearms, no one does it like a Pistoleer! What’s more master Pistoleer are the only ones who can duel wield a firearm.

Pistoleer also have tournaments to find out who is the best!

Commando: -

The commando is an expert at being able to look after himself. He can use basic melee weapons to some devastating effect but also use ranged weapons, although the commando’s true skill lies in the use of heavy weapons, grenades and mines. A commando is the only player who can blow up heavy armoured tanks etc. Commando’s are also very good at operating behind enemy lines.

Squad Leader: -

Not only can these guys look after themselves but they can also boost their groups in ways no other player can. These players make excellent high-ranking officers, having maps and a planet wide / galactic communication links open only to them. (Imagine a server wide call for help going out that only your side can see) They can also call in orbital strikes from same faction.

Combat Medics: -

Not only can a combat medic look after himself using a gun, heal others in his group but he can also toss bio canisters that will release a variety of nasty things, like poisons, diseases, sonic pulses and nerve damage agents. These bio canisters will utilise the damage types.

Fencer: -

A fencer is the master of using one-handed weapons. With his quick reflexes and defensive stances he can fight his way out of trouble.

The fencer is also the only melee profession that can duel wield a melee weapon.

Fencer weapons can be enhanced with special minerals to help them against Lightsabers and block blaster fire.

Like with the ranged professions, Fencers get their own tournaments.

Swordsman: -

A swordsman is the ultimate melee tank. He has learnt the art of handling massive damage dealing two-handed melee weapons although wielding these weapons because of their heaviness is slow. To make up for this they can wear the heaviest armour available with no encumbrance at master.

Swordsman weapons can be enhanced with special minerals to help them against Lightsabers and block blaster fire.

Like with the ranged professions, swordsman get their own tournaments.

Teras Kasi Artist: -

The master of unarmed combat and the faster hitter out of all the melee professions. He has a range of moves that can be quite devastating although his true power lies at master level where he can equip vibro knucklers.

Teras Kasi Artist weapons can be enhanced with special minerals to help them against Lightsabers and block blaster fire

Like with the ranged professions, Teras Kasi Artist get their own tournaments.

Pikeman: -

Pikemen are accomplished fighters with polearms and spears. They are very effective at charging the enemy, holding a position and holding a small space.

Pikeman weapons can be enhanced with special minerals to help them against Lightsabers and block blaster fire

Like with the ranged professions, Pikemen get their own tournaments.

Doctor: -

Doctors are quite simply the best healers in the galaxy. They can buff stats, give players implants and heal wounds and damage. They can also craft their own wound and buff packs. As a master the doctor can heal massive damage.

Chef: -

Chefs keep the inhabitants of the galaxy fed and watered with the finest food and drinks available.

Crafting of these delectables is like pre-cu.

Armoursmith: -

Armoursmiths provide equipment for personal protection. They can add minerals from the special mineral lists to get special stats.

Crafting is like it was pre-cu.

Weaponsmith: -

Weaponsmiths know their stuff when it comes to weapons, what’s more a Weaponsmith can use special minerals to enhance his weapons.

Crafting is like it was pre-cu.

Droid Engineer: -

Droids, where would the galaxies inhabitants be without these helpful additions! Not only can they make droids but they can also make parts from the special mineral list to upgrade them, whether that’s in armour upgrades terminal slicing upgrades or attack upgrades.

Crafting is like it was pre-cu.

Mechanic **NEW**: -

Mechanics can fix droids, repair vehicles out in the field and repair capitol ships and space stations. They are also the only profession that can build ground vehicles and pod racers and supply modifications for them for racing on the various tracks throughout the galaxy.

Crafting is like it was pre-cu.

Shipwright: -

Shipwrights are the only ones that can build space stations from architect’s designs as well as build capitol ships and smaller vessels. They can also reverse engineer ships and supply modifications.

Crafting is like it was pre-cu.

Creature Handler: -

Creature handlers have learnt to tame the fiercest of creatures. Not only can he train mounts for other players but also he is the only one who can handle the creatures made by a Bio Engineer. At master, the CH stands the best chance of taming the biggest and most dangerous creatures of all including Krayt Dragons. While not a combat profession in it’s own right, the CH can use his creatures to devastating effect.

Fringer **NEW**: -

The expert of exploration, a fringer has some combat abilities as well as the ability to look after himself out in the wilds for weeks on end if need be. He can harvest resources from animals like no other, he also has some piloting and navigation skills available only to him. He can make maps of places he has explored and sell them as uploads to other player’s data pads.

Miner **NEW**: -

Miners can place more ground harvesters than any other player and are the only ones who can operate mining ships. They are also the only players who can do planetary surveys. They have tools unique to them for mining asteroids and gas giants.

Politician: -

Anyone can be a politician. Politicians run space stations and can run for chancellor on many planets.

Pilot: -

Anyone can be a pilot, but certain skills are to be left for other professions. If you want to pilot a capitol ship you must have obtained at least officer status for either the Empire or the Republic.
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Jedi: -

Some very important points about Jedi...

1) They must NOT under any circumstance be a starter profession

2) The developers must NEVER reveal or even partly give away the secret on how one unlocks Jedi!

3) All players will have the ability to be Jedi.

4) Jedi will NOT be an alpha class, nor will they receive special treatment from either the devs or Lucas Arts. Jedi will be on a par with all other master professions that are available. They will however have skills that are only available to them.



If they reach council ranking, they can undertake epic quests to gain 1 unlockable skill, like Bastila Shan’s Battle Meditation.

The reasoning is that Jedi is a mystical thing and as such how one gains Jedi should remain precisely that! This in turn will add to their mystery.

The side a Jedi finds themselves on WILL depend on how they have conducted themselves in game, a very good indicator of this will be the light / dark meter used in quests.

Basic force skills: -

All Jedi will be required to learn basic use of the force, including meditation. This is so that Jedi can concentrate on what type of Jedi they would like to be, rather than being forced to take simple, basic skills into their templates or be gimped.

There will be 7 types of Jedi.

Consular: -

This Jedi seeks to bring balance to the universe. They focus less on physical combat and more on mental disciplines in order to augment their mastery of the Force.

Sentinel: -

This Jedi ferrets out deceit and injustice, bringing it to light. They strike a balance between the physical and mental disciplines of the Jedi Order.

Guardian: -

This Jedi battles against the forces of evil and the dark side. They focus on combat training and masterful use of the Lightsaber.

Grey Jedi: -

Light and Dark are only words. Good and evil exists. They are the repercussions of choices and actions. The Force is one. It is Power Unlimited, It is Power Absolute. Its infinite nature corrupts absolutely. Those who are sensitive to its flows, eddies and rushes be warned. For all of you walk the line. Know your intentions, your actions and the there impending consequence. Remember, Choose, and Act.

Dark side equivalents could include sith warrior, dark side adept, dark side elite, dark lord, Sith Acolyte, Sith Lord, Sith Master, Sith Minion, sith apprentice.

I cannot find a definitive answer to what the dark side equivalents are named as.

Of course both Jedi and Dark Jedi mini game is the council rankings.


They will be able to pick from skills so that in theory no two sentinels are the same for example.
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States / DoT’s / De-buffs.
Each combat skill has a % chance to inflict a state, DoT or de-buff upon its target.

Example – Knee hit will hit your opponent in the knee using either a melee or ranged weapon. It will stand a chance to cause your opponent to become snared (slowed movement).
Example – Torso hit will hit your opponent in the body using either a ranged or melee weapon. It will stand a chance to cause your opponent to bleed (lose health over time).
Example – Head hit will hit your opponent in the head using either a ranged or a melee weapon. It will stand a chance to cause your opponent to become dizzy
Each weapon will come with its own chance rating to what states, DoT’s or de-buffs it can inflict

All armour will carry it’s own protections.

In the case of both armour and weapons, the % chance will vary when the item is being crafted. Master craftsmen can produce the best, most consistent results at a price of course.

Armour protection - Blast Damage - % chance to cause DoT bleed

Armour protection - Cold Damage - % chance to cause De-buff snare,

Armour protection - Heat Damage - % chance to cause DoT minor burns, major burns or fire

Armour protection - Ion Damage - % chance to cause ?

Armour protection - Sonic Damage - % chance to cause Concussion

Armour protection - Electro - magnetic Damage - % chance to cause Electrical meltdown, used mainly on droids and panels ect, but can be used on a players / NPC’s wearing implants or other electrical gadgets.

Armour protection - Lightsaber Damage - % chance to cause Blindness, heat damage.

Armour protection - Stun Damage - % chance to cause dizzy, blind

Armour protection - Plasma Damage - % chance to cause ?

Your chance to inflict states, DoTs and de-buffs depends on skills chosen, and the weapon in your hand.

Example – Leiowyn aims at Scoob's knee for 100 points of initial damage with a pistol. The pistol has a 5% chance of inflicting a state, DoT or de-buff. In the case of cold damage we look to the list above. Cold can inflict snares or DoTs. In my case a snare caught Scoob, because its % chance was increased because of the special used (Knee hit). This slowed his player’s movements down.
P.S sry about the font, it's gone wacky on me

Stun: - State

Loss of balance and mental confusion. The recipient of a charge feels great pain and feels paralysed for a brief instant, because his or her brain is now receiving mixed signals from the nervous system.

Dizzy: - State

People who say they feel 'dizzy' are usually referring to a sensation of turning round or whirling. Alternatively, dizziness may be used to describe a swaying sensation, or a feeling of weakness, faintness, light-headedness or unsteadiness. Occasionally, some individuals say they have blurred vision, feelings of unreality, faints, blackouts or even epileptic fits. All these are sometimes referred to as 'dizzy spells'.

For game purposes dizzy can cause weakness, blurred vision or blackout.

Blind: - State

Causes impaired vision, partial blindness or total blindness.

Bleed: - DoT

You can bleed from a minor scratch to a major wound. This can be for a short period of time or over a more prolonged period.

Fire: - DoT

Causes burns from minor to major wounds that cause intense pain.

Snare: - De-buff

Snares slow a player down.

Concussion: - DoT

Mild concussion can daze a target while severe concussion can knock out a target.

Poison: - DoT

Poison can be mild to the most deadly, not all cause DoT some just cause initial damage. This will be determined at the crafting stage.

Disease: - DoT

As with poison some diseases can affect players in different ways. Some will cause initial damage while others will have a DoT effect. This will be determined at the crafting stage.

Paralysis: - State

In mild cases, a limb maybe paralysed for a short period of time. In severe cases the player may be completely helpless for a short period of time.
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Buffs and protections.

We have already discussed armour protections, but a player may receive additional protections, increases and buffs.

All player stats can be buffed for small amounts.

A doctor (with appropriate skill) can buff 1 character stat from the health pool at any time

A player may wear 2 implants. These implants can additionally increase a stat or boost a skill or protection.

Example – player A has 2 implants.

Implant 1 = + 4 to Charisma
Implant 2 = + 5% resistance to disease.
Entertainers (with appropriate skill) can buff 1 stat from the mind pool at any time.

Clothing can give small increases to stats or resistances to such things as disease or fire.

Players can also choose to increase skills slightly, like tracking range, terrain negotiation and % ability to stay under cover or remain hidden while in stealth.

Of course many other skills can be given small boosts.

Armour: -
Light, medium and heavy types [to be decided for some]

Echani - light armour
Katarn - Heavy, Commando? [Like clone armour]
Sith Trooper
Nightsister armour - made from lizard skin - light
Mandolorian armour
Ubese armour
Composite armour
Tantel armour
Chitin armour
Mabari armour
Padded armour
RIS armour
Bone armour
Bounty Hunter armour
Baragwin shadow armour - stealth
Bonadan Heavy alloy suit - good protection
Enviro suit - Hostile environments, like space etc
Kama - sturdy leather, blast protection
Layered molecular armour - very strong
M'uhk'gfa - Heavy, gamorean
stalker battle armour - built for Rodian bounty hunters
Vonduun crab armour - biotechnological armour - protection from blast and Lightsaber. Drawback is crab will try to kill person attempting to equip.

Weapons

Melee weapons: -

The Arg'garok was a large battle axe used by many Gamorrean warriors. It required tremendous skill to use. Non-Gamorreans often had great trouble using the Arg'garok.

Vibroswords were large vibroblades. Some vibroswords were large enough to require two hands to use. Some even had twin blades. Many of them incorporated advanced power cells, lightsaber-resistant cortosis weaves, or customized grips to make them more effective in combat.Vibroswords were more lethal than the prototype vibroblade.Mandalorian recruits 10 years after the Mandalorian Wars used these in training.

The Baragwin Assault Blade was an advanced (for the time) vibrosword produced around the time of the Jedi Civil War. The weapon not only offered improved functionality, but was also fitted with capacitors that would discharge upon the blade's contact with a target. Empty space within the blade was reserved for the installation of common upgrade modules.

The Cesta was a Gungan weapon similar to a spear.

The electrostaff, built by Baktoid Armor Workshop, was an electronic melee weapon constructed of lightsaber-resistant phrik alloy equipped with electromagnetic pulse-generating tips. Though some staffs could penetrate and neutralize ray shields, most were simply used as blunt-force melee weapons.

Energy swords were an ancient development in weaponry, similar to lightsabers, consisting of a plasma charged blade powered by a power cell in the hilt, with a pair of velmorite crystals used for focusing. While similar to the lightsaber of the Jedi Knights, the energy sword was not comparable in strength to the Jedi weapon, although it was deadly and precise. Lightsabers were also called energy swords, but the two weapons were considered distinct.

Force Pikes were generally used by Senate Guard and Imperial Royal Guard. The two meter long pike was used to keep any person away from important figures. But most of all it was a status weapon that in practice was hardly used.

The tip of the pole was a vibro-edged head with a stun module that could knock a full-grown Wookiee unconscious using a concentrated nerve impulse similar to that featured in the stun setting of a blaster rifle. The impulse worked by overloading the central nervous system, effectively knocking the victim unconscious. When the vibro-edge was set to maximun it could rip through steel bulkheads and easily dismember most organic beings. The control settings and power generator were located at the Pike's grip. While most prominently displayed by the Emperor's Royal Guard, Force Pikes were employed by a wide variety of planetary militias and police forces. They were excellent for crowd control. Force pikes were often employed during boarding actions because they allowed attackers to slice through bulkheads and airlocks and could be operated in small hallways.

Gungan soldiers wielded double-bladed pikes which emitted more minor electrical shocks. They were also used along with cestas by members of the Gungan Grand Army.

The Gaderffii, or Gaffi stick, was the traditional melee weapon of the Sandpeople. Crafted out of whatever salvage was at hand, they were very effective in close combat.

The Lightdagger was a lightsaber with a very short blade, built and wielded by Luke Skywalker against Lumiya's lightwhip.

The lightsaber, or less formally, the laser sword was more than the distinctive weapon of the Jedi for millennia, it was a segment of the order's history and its ultimate symbol. There could be no Jedi without a lightsaber and no lightsaber without a Jedi in the eyes of galactic denizens. Over the years, it came to be associated with gallantry and elegance otherwise lost in an age of blasters.

A lightwhip was a rare variation of the lightsaber that only specially trained Jedi could wield. Like the lightsaber, it emitted a coherent beam of energy that was long and flexible and wielded like a whip.

The Mythosaur axe was a weapon used by the Mandalorian Crusaders, named after the extinct Mandalorian monster, the Mythosaur. The axe was made of overlapping blades of Mythosaur bone. This was made on either side of the handle, making an extremely deadly weapon.

A Sikurdian Battle-Axe is a dangerous weapon, this is an unpowered axe created by the Sikurdians.

The Sith Tremor Sword was awarded to members of the Bladeborn who had killed at least ten lightsaber-wielding opponents in battle. The metal blade was laced with the rare mineral cortosis to prevent it from being severed in lightsaber sparring.

Sith swords were weapons used by the Sith during the Sith Empire. Developed by the ancient Sith, it was adopted by the Dark Jedi when they arrived on Korriban. Sith swords were altered by Sith Alchemy to be harder and sharper. They were never dulled, could block blaster fire, and were even able to resist lightsabers. Quite a few Sith Lords used Sith swords rather than lightsabers—either for tradition, or because they preferred the more visceral feeling of sword cutting through flesh.

A stun baton was a short-range melee weapon that immobilised organic targets with a powerful electrical shock. It required the user to physically touch the target in order to immobilise them effectively. It is dated to be used back during the Jedi Civil War.

It was usually used as a crowd-control weapon, or in place of more powerful weapons by the security forces of the Core Worlds such as those on Corellia.

Vibro-shivs were small vibroblades. A device within the hilt vibrated these small blades at a tremendous rate, allowing them to become far more deadly and efficient.
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Vibro-Knucklers: - Were weapons worn on the knuckles of Teras Kasi Masters to augment damage output.

Vibroblades were a type of melee weapon: Swords, pikes, knives, and axes all consisted of a basic design. The hilt or handle usually contained a mechanism that caused the blade to vibrate at an incredible speed, causing even the slightest glancing blow to become a gaping wound. Its cortosis weave allowed it to parry the blows of lightsabers, energy swords, or a random blaster bolt.

A vibroknife was a blade that used an internal generator to make the blade vibrate, making it a far more effective weapon in close combat, or as a tool. The clone commandos also used a vibroknife. It was very effective at taking down Trandoshan slavers during the hostile takeover of the Republic Assault Ship Prosecutor.

Vibrostaves were melee weapons that came in single and double-bladed varieties. These staffs had a rounded hilt roughly three feet long, that contained a vibromotor, a mechanism that caused the blades to vibrate at an incredible speed, causing even the slightest glancing blow to become a gaping wound.

The hilt also contained one or two blades roughly 2 ½ feet long, sharpened to a razor's edge that could be activated individually or simultaneously. The blades' cortosis weave allowed them to parry the blows of lightsabers, energy swords, or blaster bolts.

Ranged weapons:-

DC-15 blaster rifle The standard weapon of the Republic clone troopers. The weapon fired blue plasma bolts, foregoing the need for projectile ammunition. Though hard to aim, the blasters were deadly in the hands of the specially trained clone troopers.

The DC-15 primarily came in two versions; a long-barreled, long-range blaster rifle (The DC-15A) and a smaller, lightweight pistol/carbine (The DC-15S)

DC-15 "Deluxe" rifle Carried by AT-RT drivers to take down heavily armored tanks which an AT-RT couldn't destroy, the "deluxe" (no official name) rifle is a much bulkier version of the blaster rifle that shoots rockets.

DC-17m Interchangeable Combat Weapons System The standard issue weapon for the clone special forces. Mainly used by the republic commandos, the DC-17m is a unique weapon that puts a blaster, sniper and a grenade launcher in one. There is an option to attach the ion pulse blaster (blaster), the ion pulse sniper (sniper) and the anti-armor charge (grenade launcher or sort). The blaster is sort of a machine gun, with 400 rounds per clip. The sniper attachment is quite powerful, and has a scope that can zoom up to 20 times. The anti-armor is powerful, and resembles a rocket launcher. There has been clone commanders who carried a hand blaster composed of the key components of the DC-17m blaster, but with diverse blaster shells and power settings.

BlasTech A-280 Blaster Rifle The BlasTech A-280 blaster rifle is the standard issue blaster rifle among the soldiers of the Rebel Alliance and the New Republic. The A-280 blaster rifle was see in the hands of Rebel Alliance soldiers during the Battle of Hoth in The Empire Strikes Back as well as in the hands of Rebel Alliance commandos during the Battle of Endor in Return of the Jedi.

The BlasTech A-280 blaster rifle prop that was seen in The Empire Strikes Back was built from the World War II-era German MP44 "assault rifle".

BlasTech E-11 blaster rifle The basic E-11 blaster rifle is 43.8 cm long (folded), and weighs 2.6 kilograms. The power cell housing opens on the left side of the action housing, above the trigger, giving the E-11 a very low profile (useful when shooting prone or from a barricade), with a standard power cell providing 100 shots. The blaster gas chamber contains sufficient supplies for thirty power cells.

All moving and/or metal parts are fitted with a corrosion-proof, vacuum-rated, dry lubricant. The top of the receiver has a universal, quick detach sight rail, which comes from the factory mounted with a light, ring reticle, 2x optical scope. The basic, three piece folding stock rides along the left side, under the power cell. When ordering from the factory, one may specify that they wish a fixed stock or a one-piece, right-folding stock at no extra cost.

DH-17 blaster pistol The Blastech DH-17 is a favored weapon by both the Imperial Navy and Rebel/New Republic Navy officers. It is primarily designed for ship use, where it can pierce blaster armor but not a ships hull.

DL-44 blaster pistol The BlasTech DL-44 is a heavy blaster pistol. It packs far more power than most pistols, but this means that the power pack is exhausted after just 25 shots, as opposed to 100 or so shots from conventional pistols. However, the blaster is widely favored by mercenaries and bounty hunters, as it is easily modified. This is the favorite weapon of Han Solo, who carries a modified version with efficient galvanic circuitry, which allows the pistol to deal more damage without draining additional energy. Han's blaster is capable of blowing nearly half-meter wide holes in your average wall. Compare this to the fact that a Stormtrooper's glancing hit did nothing more than scorch Leia's arm in Return of the Jedi and you have evidence of how powerful the modified blaster really is

T-21 Rifle The T-21 Rifle is a standard-issue Imperial Stormtrooper weapon. Capable of powerful and rapid fire, it's considered a light repeating blaster rifle.

DLT-19 Heavy Blaster Rifle The BlasTech DLT-19 is the standard issue heavy blaster rifle of the Imperial Stormtroopers.

The DLT-19 prop was built from a World War 2-era German MG34 general purpose machine gun.

CDEF Pistol/Rifle/Carbine The CDEF weapons are usually seen as basic and low quality, dealing minimal damage and far from precise. They are slow and ordinary, although they get the job done.

Wookiee bowcaster The bowcaster is the traditional weapon of the Wookiees. It is a common misconception that it launches energy bolts, like a blaster. However, it actually launches "quarrels", which are highly advanced crossbow bolts. The quarrels are surrounded by an energy cocoon while in flight, which gives them the appearance of extra-long blaster bolts. The cocoon gives them an extremely high stopping power. Wookiees can load their bowcasters with both standard and explosive tipped quarrels, and the bandolier across Chewbacca's chest likely holds both. The spring that powers the bowcaster is extremely hard to pull back, and humans are generally incapable of cocking a bowcaster. However, modern bowcasters seem to have an automatic cocking system, allowing any species to use them. These bowcasters are also capable of loading more than one quarrel into their chamber, giving them a shotgun-like effect.

Tenloss Disruptor Rifle The Tenloss Disruptor Rifle is outlawed by the New Republic but is still produced on the black market and used by some outlaws and criminal elements. When used at the highest setting, the rifle can fire roughly ten shots before the power pack must be replaced. With the zoom scope, users of the rifle can assassinate someone from a great distance. A fully-charged disrupter rifle can completely disintegrate a biological target.

Golan Arms FC-1 Flechette Launcher Based upon the shotgun design, the FC-1 fires a spray of metal flechettes. This is very effective at close range, and especially as an antipersonnel weapon against soft targets. However, the flechettes have little effect on most combat armor. The flechette launcher also has a secondary firing mode in which it fires two proximity grenades.

Stouker Concussion Rifle The Stouker fires a concussive blast creating an explosion that spreads about 4 meters in diameter. The secondary mode's fire is less devastating in radius but has more impact on the target.

Electroscope Rifle A rifle with a zoom electroscope and powerful shots. Jango Fett used this weapon in the videogame Star Wars: Bounty Hunter as did Zam Wesell in Star Wars Episode II: Attack of the Clones.

Modified Bryar Pistol The Bryar pistol is a Bryar rifle with stock and muzzle sawed. A fairly standard, relatively accurate blaster pistol with one exception: It has the ability to "charge up" and one fire large blast as opposed to faster, weaker ones. This has no detrimental effects on the gun or it's accuracy, but it does consume ammunition at a much higher rate than normal.

Jeron Fusion Cutter The Jeron Fusion Cutter is used in mining situations to cut rock. It fires green bolts from each of the 4 chambers, or from all 4 simultaneously at will.

Destructive Electro-Magnetic Pulse 2 Gun (DEMP 2 Gun) A gun with a cone-shaped muzzle that fires an electromagnetic pulse. It severely damages droids and other electrical systems, and is also capable of doing light damage to living tissue.

Heavy Launchers:-

Merr-Sonn PLX-2M Portable Missile System The PLX-2M is an extremely powerful weapon that fires Arakyd 3T3 missiles. The sheer explosive power of the PLX-2M makes it dangerous to fire blindly in close quarters, but is extremely effective when used as a 'smart' tracking weapon. The PLX-2M has two 'smart' firing modes - the first causes the missile to home in on the magnetic emissions from the repulsorlifts of speeders, and the second causes the missile to home in on infrared heat sources, allowing the user to attack landspeeders, airspeeders, and even low-flying spacecraft. Of course, the launcher also has an unguided 'dumb' firing mode for manual aim.

Rail charge launcher Rail charge launchers fire bullets or pellets at an exceptionally high velocity via magnetic acceleration from alternating polarity super-conducting rails. This particular launcher can also fire guided "mini-missiles," which seek targets after being launched. Because of their speed, this tracking is only accurate at long range.

Packered Mortar Gun This is effectively a weak grenade launcher with a long range and a fast rate of fire.

Assault Cannon A weapon that fires multiple blaster shots to create a shotgun effect. Used primarily by Dark Troopers, the weapon is very deadly at close range, or for firing at a concentrated group of enemies

Demolition weapons:-

Thermal detonator Thermal detonators are highly unstable grenade-like weapons used primarily by bounty hunters and mercenaries. The material used is called baradium, which is a highly unstable compound prone to explosions.They cause enormous damage by initiating a fusion reaction upon detonation, with a blast radius of 20 meters or more. Some detonators have an even greater radius, although stormtroopers carry miniature 5-meter ones. Thermal detonators have the unique ability of creating a blast that only goes as far as its blast radius. After that, the blast field collapses, and anything even slightly beyond the blast radius is left unharmed.

They can be set to detonate in several ways: on impact after being thrown, after a pre-determined time period, or upon the release of a fail-deadly trigger. Thermal detonators are not usually used as grenades due to their highly unstable nature. Instead, they are often used for demolitions work.

A thermal detonator whose baradium is stabilized with ytterbium burns at extremely high temperatures rather than exploding, which is used similar to a real-life thermite charge to melt sensitive equipment.

Flash Detonators Much like real-life flash-bang concussion grenades, flash detonators emit a blinding flash of light and ear piercing noise in a contained radius, temporarily stunning and disorienting targets.

Sonic Detonators Sonic detonators emit violent sonic waves upon explosion, damaging nearby organic beings and potentially rupturing internal organs.

Cryoban Grenades Upon exploding, cryoban grenades release a heat-absorbing chemical into the air, causing most liquids in their vicinity to freeze, and potentially causing frostbite in organics.

Trip Mines Trip mines consist of a beam projector affixed to a shaped explosive casing. The laser activates once the trip mine is placed, extending a beam from the charge to the nearest surface that intersects its path. If this beam is broken or the charge is fired upon, the mine will detonate and damage anything caught within its radius.

Sequencer charges These come in two types: automatic and manual. Automatic work like mines, while manual work like detonation packs.

Det Packs A det pack is a small explosive with a remote activator that can be triggered by the user. The pack is set in place or thrown and is then detonated whenever the user desires. Typically this is used to ambush enemies or blow open doors that are otherwise sealed to the user.

Concussion Grenades There are two varieties of concussion grenades. One of the two is a fairly standard grenade. It explodes with a small blast radius and expels a sonic shockwave that stuns anybody just outside its blast radius. The other kind does not detonate in a traditional sense. It causes only the shockwave, stunning anybody hit by it rather than killing or wounding them. In the game Star Wars Battlefront, these were the anti-vehicle grenades.

Message Edited by Leiowyn on 03-24-200611:38 AM
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Vehicles and ships: -
All vehicles from SWG 1 will be here as well as some new ones.

AT-AT’

Submersibles

Capitol ships

Armoured vehicles

Pod racers.

Mini Games: -

Games can be a great way of whiling away your time, socialising or making credits. For this reason it was decided to introduce mini games.

The main mini games will be

Pazaak

Sabbac

Holo Chess

Fishing

Pod Racing

Of course Quests can also contain mini games and some professions have mini games connected with them.

Special Minerals:-

Adegan crystal - Common crystal

Agrinium - Alloy of aluminium - strong and lightweight

Ankarres Sapphire - Rare crystal connected with the force, reputed healing properties.

Artusian crystals - Can be used in armour

Bene - Rare mineral from Tatooine

Bondar - Crystal, special damage effect - stun

Chromite - Blue / white ore

Corusca gems - Rare crystals

Damind - Crystal - wider / longer blade

Desh - Flexible material, used to protect droids

Dragite - Crystal - sonic damage through resonance

Duralium - Used in shielding

Durasteel - Strong and versatile, common in use

Eralam - Crystal, clear light beam

Firkrann - Heavy Lightsaber crystal

Heart of Fire - the stone hold a part of the spirit of the giver as well as the receiver.

Hurrikaine - Crystal, beautiful deep blue colour, bonus to penetrating defences

Jedi exile crystal - Colour and properties vary, depending on alignment.

Jenruax crystal - needs cleaning of impurities but makes the LS blade agile.

Kaiburr crystal - Red colour, enhances force and damage dealt

Krayt dragon pearls - nuff said ?xml:namespace prefix = v ns = "urn:schemas-microsoft-com:vml" />

Lambent crystal - becomes attached to owner, increases sense

Laminasteel - very strong

Lanthanide - Used in armour plating

Nextor crystal volatile yet powerful

Nova crystal - common, green

Opila crystal - Intense blade

Qixoni crystal - rare, increases dark force abilities and increases blades power

Rainbow gems - Glow produces inner light, used in jewellery.

Rethin - metal from bespin

Rubat crystal - sharpens and defines blade

Sigil crystal - quite rare, has a "searing" effect

Solari crystal - Rare, increases lightforce abilities and increases blades power

Stygium crystal - can cloak a vehicle

Titanite - substance used in bacta

Ultima pearls - like krayt dragon pearls

Velmorite - produces a fine, thin blade

Harvesters

Harvesters have a lifespan of x amount of hours / days. Once their lifespan has been exhausted they will disappear from the world

This is to combat planetary lag.

All players can place a small number of personal harvestors, but miners can place more of the larger types.

Bases

There will be a planetary cap on bases. If the cap has been reached you will have to destroy a base from the other side to plant one of your own.

Factions

There will be many factions. Like in SWG 1 but unlike SWG 1 you may belong to them.

Some factions will cause you to be permanently overt to its opposite, for example Jedi and Sith. Republic and Empire.

Other factions will grant you free trade to a planet or safe passage through a space sector etc.

Choose your faction with care and investigate the repercussions 1st.

Guilds

Guilds are an important part of the game. Players can earn prestige for their guild through quests etc.

These prestige points add up and give guilds rank. Once the required rank has been reached guilds can purchase rights to own heavy assault vehicles, submersibles, space stations and capitol ships.

SOE will take guilds in SWG 2 one step further in that it will allow each guild to create a website from the main forums provided they have reached sufficient rank in the game.

A space station will act like a city does now, this is in an attempt to cut down on planetary lag. Architects can design your space station and modules can be added at later dates. The biggest space station could be home to 1000 players.

Player cities have been removed although a player may rent 2 apartments from any NPC city as well as having an apartment / home on board a guild space station. This makes for 3 lots in total.

Message Edited by Leiowyn on 12-21-2005 03:47 AM
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Skills – we can add / subtract / change so that everything will make sense.

Combat – melee

Blind
Head
Health
Scatter
Dizzy
Spin
Action
Leg
Sweep
Stun
KD
Combo
Combat – ranged

action
full auto single
full auto area
charge
suppression
burst
leg
crippling
wild
scatter
health
fan
stopping
double tap
disarming
point blank area
body shot
point blank single
multi target pistol shot
strafe shot
flurry
flushing
startle
conceal
sneak
mind shot
surprise shot
sniper shot
head shot
feign
panic shot
Low blow
confusion
underhand
bleeding
eye
torso
spray shot
Combining all combat moves, removing duplicates and specials that belong elsewhere we are left with: -

action
full auto single
full auto area
overcharge
suppression
burst
leg
crippling
wild
scatter
health
fan
stopping
double tap
disarming
point blank area
body shot
point blank single
strafe shot
flurry
flushing
mind shot
surprise shot
head shot
confusion
underhand
bleeding
eye
torso
spray shot
Sweep
Stun
KD
Combo
spin
dizzy
thrown weapons
dive
other skills

creature taming
enrage pets
embolden pets
pet tricks
pet commands / trust
pet commands / formations
rally
system message to group
retreat
boost morale
form up
steady aim
volley fire
area track
conceal
camouflage
trapping
frontiering
enhance
cure poison / disease
heal wounds / states
sample DNA
drag incap player
first aid
quick heal
forage
tend damage
area heal
war cry
taunt
centre of being
Intimidate
berserk
tumble to prone / kneeling / standing
mask scent
creature harvesting
hairstyling
facial customisations
body customisations
marking customisations
dancing knowledge
dancing techniques
healing through dance
musician knowledge
musician techniques
healing through music
crafting weapons techniques
munitions crafting
weapons crafting melee
weapons crafting ranged
armour deflectors / shield crafting
armour crafting techniques
amour layers
armour design
installations
furniture
construction
buildings
clone engineering
tissue engineering
implant engineering
entrée’s
desserts
mixology
cooking
medicine crafting
droid construction
droid refinement
droid blueprints
droid production
vendors
hiring
advertising
making spice
tailoring
casual wear
formal wear
field wear
survey
navigation
mine ground
mine space
reverse engineer
ship modification
space station modification
repair vehicle / capitol sjip / space station
build vehicles
build pod racers
modify pod racers
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Feats / moves

feign
panic
low blow
startle
sneak
sniper shot
unarmed hit
1 handed hit
2 handed hit
polearm hit
droid tracking
pet commands / transfer
revive
lunge
free form dance
free form music
free form styling
mining ship
cartography
Need more for this list if anyone has any input
The Galactic Civil War
Objectives.

To create a war that becomes the backbone of SWG
To create a coherent system
To make rank worthwhile
To create rewards and incentives
To motivate players
To bring ground and space together
Anything else that is bought up.
This proposal will affect many systems and sub systems within SWG, however I believe this is vital if we are ever to see a coherent GCW.

KEY* where I want to draw your attention to a sub system that an idea affects, you will see this * (name of sub system)

PVE and PVP

There will be two types of play status you can choose. Combatant, where you will be at risk from NPC’s or Special Forces, where you will be at risk from NPC’s and other players who are Special Forces.

This is to inject the element of danger that the GCW so desperately needs.

To address the PVE players concerns, other factions will become available for you to join, like Jabba’s. This so you can still play a part if you wish, but accept none of the risk.

Also for PVE players who do not wish to take part in PVP combat to play a role, you will be able to attack and take down random spawns of bases and stations. These will earn you prestige points that you will be able to convert (see guilds)

The areas that we will cover initially will be:

Factional buildings
Factional Vehicles
Air Combat
Factional Armour / uniform
Faction Rank / organisation and communication
Professions and their role in the GCW
NPC’s
Guilds and the GCW
Other factions and their role in the GCW
Faction Medals
Anything else that can be bought up
Factional Buildings

These will include

Factional Bases (Imperial)
Underground Bunkers (Rebel)
Space stations (Imperial and Rebel)
Death Star (Imperial)
Capitol Ships ( Imperial and Rebel )
Anything else you would like to see
These buildings should be guarded jealously, they will have cost a lot to purchase. For the victorious substantial rewards will be on offer.

All buildings will be on a vulnerability timer.
Factional Bases ( Imperial )
These are of sound construction and heavily fortified.

Will be attackable by SF players only.
There will be a planetary cap of 10 faction bases per planet
Bases will be on a vulnerability timer that is settable by the player / owner when base is constructed
Bases will not appear on the map for opposite faction players (*Professions and communication)
Bases can have players place reinforcements i.e. turrets, but only when its not under attack.
Anything you would like to see
Underground Bunkers ( Rebel )
These are not as tough as the Imperial equivalents so they are constructed underground as a defence and to stay hidden from casual observers.

Will be attackable by SF players only.
There will be a planetary cap of 10 faction bases per planet
Bases will be on a vulnerability timer that is settable by the player / owner when base is constructed
Bases will not appear on the map for opposite faction players
Bases can have players place reinforcements i.e. turrets, but only when its not under attack.
Anything you would like to see
Space stations ( Imperial and Rebel )
These can be built upon and customised. Generally *guilds would need to purchase and construct these.

Will be attackable by SF players only.
There will be a space zone cap of 3 faction stations per zone.
Stations will be on a vulnerability timer that is settable by the player / owner when station is constructed
Stations will not appear on the map for opposite faction players
Stations can have players place reinforcements i.e. turrets, but only when its not under attack.
Anything you would like to see
Capitol Ships ( Imperial and Rebel )

Can be purchased by players
Can be manned by players
Requires a team to manuvere and fly* (Rank)
Can be captured by opposite faction
Death Star ( Imperial )

Every now and then one of these babies will spawn. The Imperials objective will be to destroy the small moon that spawns nearby.

SF Imperial forces can man it
SF Imperial forces can fly / dock on / off it
SF Imperial forces can capture and hold rebels on it.
SF Rebel forces can sabotage it
SF Rebel forces can fly / dock on / off it
SF Rebel forces can destroy it.


Imperial Game play objective is to destroy the small moon in the time limit given.
Rebel Game play objective is to stop the destruction of the small moon in the time limit given.
The Death Star is a very rare spawn. When it spawns all Imperial Personnel will get system messages at intervals. These messages will be something like this...
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<<>>

All Military Personnel to report for active duty at the nearest Imperial recruiter.

<<>>

To a Rebel spy who is in Imperial uniform and acting as an Imperial, they will be able to see this system message and know something is up. It will now be up to these people to find out what. They will travel to the nearest Imperial recruiter where they will be able to download the co-ordinates for the Death Star.

At this point our spy can only travel on the planet he is on. He must meet with a Rebel Smuggler who will attempt to get the information off planet and to a Rebel NPC with the rank of Colonel. If he manages to do this a system message will will be broadcast to the Rebellion at intervals.

<<>>

All Active personnel to Report for duty.

Mission Objective: Death Star must be Destroyed at <>

<<>>

Imperial spies will know that the rebels know the location now and will report back and prepare themselves for an onslaught.

Battle will take place in space.

Imperial objective: Destroy the moon that has spawned with a random name.

Rebel objective: Destroy the Death Star.

After a period of time, lets say 2 hours after the first system messages are recieved, the Death star will become vulnerable and will remain vulnerable for 2 hours.

If neither objective has been achieved in the time limit then the Death Star and moon will despawn.

If either side achieves its objectives then huge rewards will be given for all personnel that took part, as in all SF players.

Factional Vehicles

All Vehicles can be manned by Special Forces Players and can only be used to attack Special Forces players and vehicles.

Imperial

AT-ST
AT-AT
AT-ST All Terrain Scout Transport
Twin Blaster cannon
Light Blaster Cannon
Concussion Grenade Launcher
1 Pilot and 1 gunner. No Passengers.
Light ground combat vehicle
Agile
AT-AT All Terrain Armoured Transport
Heavy laser cannons
Medium blasters
Heavily armoured
Carries 1 pilot, 1 gunner 1 commander and up to 33 passengers
Rebel
AT-PT
Rebel Armoured Free runner
AT-PT All Terrain Personnel Transport

Twin Blaster cannon
Concussion Grenade Launcher
Light Armour
Agile
Carries 1 crew and 1 passenger
Heavy Assault Vehicle / Wheeled (HAVw) A5 Juggernaut

Pack an offensive punch
Armoured Heavy plating
Carries 1 pilot, 1 gunner, 1 commander 33 passengers.
Laser cannons
Turreted Blaster
Air Combat

Imperial and Rebel
Low altitude Assault Transport

Anti-personnel Laser Turrets
Composite beam Laser Turrets
Mass-driver Missiles
Air to air rockets
Droid Busters
Carries 1 pilot, 1 gunner and upto 30 passengers
More can be added if players wish.

Factional Armour
Will be dependant on which branch you take in the army.

*Rank will be displayed upon your armour / uniform.

Faction Rank / organisation and Communication

Imperial and Rebel armies can form a
Squad ( 6 players )
Platoon ( 12 players )
Companies ( 18 players )
Battalions ( 24 players )
Regiments ( 30 players )
Legions ( 36 players )
This links up communications to each group.

The leader can name their group i.e. Rouge Squadron.

Ranks will be those found in SWG with the addition of General and commander

Private
Lance Corporal
Corporal
Staff Corporal
Sergeant
Staff Sergeant
Master sergeant
Warrant Officer II
Warrant Officer I
Second Lieutenant
Lieutenant
Captain
Major
Lieutenant Colonel
Colonel
Commander – Planet / space wide system messages
General – Galaxy wide system messages (Ground and space)
Ranks will be limited. To obtain this rank you must show success while under fire. Points will be awarded for

PVP kills
Base removal
Space station removal
Vehicle removal
Successful destruction of the death star
Successful protection of the death star.
Successful capture of capitol ships
Elimination of enemy air vehicles
Faction points can be spent on ranks or can be spent acquiring faction

Rank points degenerate over time, so that an inactive player who is a general can lose his rank for example. This is so that other players can obtain these ranks.

Bases
Stations
Capitol Ships
Vehicles
Perks and decorations
Armour and weapon schematics
Rank and grouping
Corporals and commando’s can form squads
Master Sergeants and Officer’s can form Platoons
Lieutenants can form Companies
Majors can form Battalions
Colonels can form Regiments
Commanders and Generals can form Legions
Professions and their role within the GCW.

Imperial
Tactical Assault (Officers, Commandos, can be gunners in vehicles)
Medical Services (Medics)
Intelligence service (Spies)
Infantry (Any)
Air Services (Any profession but must have master pilot)
Armoured Assault (Any profession but are only ones who can pilot vehicles)
Shadow Troopers (Jedi)
Tactical Assault
Open to Officers, Commandos, can be gunners in vehicles

Can become

Sand Troopers
Snow Troopers
Swamp Troopers
Magma Troopers
Nova Troopers
Scout Troopers
Storm Trooper
Shock Trooper
Medical Services
Open to Medics

Can become

Sand Troopers
Snow Troopers
Swamp Troopers
Magma Troopers
Scout Troopers
Storm Trooper
Intelligence service
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Intelligence service
Open to Spies Note: - Spies stand a chance to hack into and gather intelligence by "listening" into the opposite factions system messages and group messaging systems as well as dressing up and appearing as opposing faction soldiers / troopers.

Sand Troopers
Snow Troopers
Swamp Troopers
Magma Troopers
Nova Troopers
Scout Troopers
Storm Commando’s
Space Troopers
Air Troopers
All rebel units
Infantry / Air services / Armoured Assault
Infantry (Any profession)

Air Services (Any profession but must have master pilot)

Armoured Assault (Any profession but are only ones who can pilot vehicles)

Sand Troopers
Snow Troopers
Swamp Troopers
Magma Troopers
Nova Troopers
Scout Troopers
Space Troopers
Air Troopers
Bomb Troopers
Storm Trooper
Shadow Troopers
Open to Dark Jedi only.

Rebel
Tactical Assault (Officers, Commandos, can be gunners in vehicles)
Medical Services (Medics)
Intelligence service (Spies) (All Imperial Units)
Infantry (Any)
Air Services (Any profession but must have master pilot)
Armoured Assault (Any profession but are only ones who can pilot vehicles)
Generals (Jedi) (Note, this is not the same as the rank)


Soldiers
Vanguard Troopers
The rebellion does not seem to have such a wide range of types, Soldiers and Vanguards being the only ones I can find listed.

It is therefore proposed that each unit is given a mark that the player can wear (perhaps a cap or badge) that helps distinguish them. They will however be limited by their profession roles like the Imperials.

Each unit

Tactical Assault (Officers, Commandos, can be gunners in vehicles)
Medical Services (Medics)
Intelligence service (Spies)
Infantry (Any)
Air Services (Any profession but must have master pilot)
Armoured Assault (Any profession but are only ones who can pilot vehicles)
Generals (Jedi) (Note, this is not the same as the rank) Dark trooper (imperial equivalent)
Will be able to have a tiered *rank system.

So for each side it is proposed that there should be

21 commanders
42 Generals
63 Colonels
84 Lieutenant Colonel’s
105 Majors
126 Captains
147 Lieutenants
168 Second Lieutenants
189 Warrant Officer I
210 Warrant Officer II
231 Master sergeants
252 Staff Sergeants
273 Sergeants
294 Staff Corporals
315 Corporals
336 Lance Corporals
Unlimited Privates
Factional NPC’s
Any factionally aligned player can purchase a soldier, trooper or faction droid.

Guilds and the GCW
It is proposed to allow guilds to be able to align themselves with a faction. Faction points can be accrued in a guild faction bank. These points can be spent on purchasing items, equipment and perks such as

Capitol ships
Bases
Vehicles
Guild decorations
Weapon and armour schematics
Anything else you think would be cool
Other factions and their role in the GCW
It is proposed to allow players to join other factions such as Jabba’s. These factions may be linked in some way to the GCW either for good or bad.

Faction Rank Medals

When players have shown exceptional courage and heroism, then medals will be awarded.

Alliance

Kalidor Cresent

Was awarded to the most competant and deadly fliers of the republic. This award can be given to anyone, but is always given by a representative of starfighter command.

A pilot may, in addition, earn embellishments to this medal for further acts of heroism. For each act that is worthy of a Kalidor Crescent, they are awarded another embellishment. There are a total of five, and there have been no reported instances of anyone earning them all.

Bronze Cluster
Silver Talons
Golden Wings
Diamond Eyes
Silver Scimtar
The Nebula Award

The Nebula Award was a military decoration awarded to Rebel Alliance staff and special forces members "who displayed uncompromising loyalty and unswerving bravery in the face of imminent danger".

The Corellion Cross

The Corellian cross was an award given to Rebel Alliance pilots and existed since the inception of the Rebellion till the New Republic.

The award parameters have always been, "Any person serving in any capacity in the military, who has distinguished themselves in action with the military, or in operations conducted with friendly foreign forces, by taking extraordinarily heroic action at the risk of life sufficient to set the individual apart from his or her comrades."

This award is often given in lieu of another, higher award is not appropriate, or when the action or actions was thought insufficient for a higher award.

Star of Alderaan

It is awarded "to a person who, while serving in any capacity in the Alliance military, is cited for gallantry in action against an enemy of the Alliance while engaged in military operations involving conflict with an opposing force, or while with friendly foreign forces in armed conflict with an enemy."

Mantooine Medallion

an award given to Rebel Alliance pilots since the Alliance's birth. This award, unlike the others, may be awarded in peacetime, but only for great contributions to the overall readiness of the military, "for any person serving in any capacity in the Alliance military who has distinguished himself by exceptionally meritorious service to the Government in a duty of great responsibility."

Imperial

Distinguished Medal of Imperial Honour

A prestigious award of the Galactic Empire.

Laureate of the Empire

was a great literary honor, bestowed by the Galactic Empireupon only the finest scholarly minds in the galaxy.

Medal of Valour

A prestigious award of the Galactic Empire.

Jaig eyes

Jaig eyes was a Mandolorian honour.

Realized as a pair of stylized Jai'galaar eyes, they were awarded to warriors for particular acts of bravery. The use of Jaig eyes was one of the many traditions passed on to the Clone Troopersof the grand army of the republic by Jango Fett and the Cuy’val Dar

Awarded to Bounty Hunters too.

Message Edited by Leiowyn on 03-24-200611:41 AM
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Droid Upgrade [Idea]

Droids play such an integral part in star wars that I thought I would turn my attention to them.
I had an idea that I thought could be quite fun for everyone, I hope you like it.



Imagine the current line up of droids in SWG.

They are crafted in the same way except we now have to apply a chip. This chip is rather special and determines certain aspects of our droids. The chips can be made by a droid engineer or can be looted and reverse engineeered for a greater effect.

You will need 4 chips to make a droid chip. Each complete chip will comprise of

Artificial Intelligence [Helps to determine how many commands and what commands can be taught]
Personality chip
Functions [Determines the special droid can perform]
Special Weapon [Determines what 2 weapons can be equipped]
The chips can boost areas such as [Btw, this list is not limited to what is listed, suggest your own idea’s]

Droid Defence [Armour Rating 1 to 10]
Droid Intelligence [AI scale 1 to 10]
Personality Chip [Droid Personality Rating 1 to 10]
Tracking [Search Scopes]
Harvest specific items from animals. [Harvesting Tool]
Terminal hacking [Security Scope]
Mechanics
Language translation
Oil slick
Flame thrower
Saw
Hook
Hammer
Claw
Many more can be listed
Each special, weapon and armour has a rating between 1 and 10, with 10 being the highest rating. The rating determines for example how many meters the droid can track for you. A 10 rating will give you a range of 512 meters. A high AI will help determine what the droid can track. A rating of 10 will enable the droid to track players.

It is expected that a 10 rating will be rare.

Armour and Shielding
Armour can also be equipped onto your droid.

There will be a choice of armour to choose from for your droid.

Light Plating type
Medium Plating
Heavy Plating
Cortosis Weave Plating
Energy shield
Many more can be listed
The DE can make the weapons and armour for each droid unit. Each droid can equip specific armour and weapons if it has the chip

Repairs

From time to time your droid and or his parts may degrade. When this happens it will be benificial for you to visit your local droid engineer for vital repairs. A droid engineer can carry out these repairs using the special tools at his / her disposal and may sell these tools to other players for emergency field repairs. For a full repair however you must visit your local Droid Engineer

“That malfunctioning little twerp, this is all his fault!”
And well it might be!

Each section of the chip is programmed with a personality. Each chip has a rating of 1 to 10. This determines how strong this personality comes across.

Masculine
Feminine
Chirpy
Know-it-all
Sadistic
Cowardly
Scheming
Secretive
Guarded
Stupid
Witty
Droids will be able to interact with each other as well as players. They can develop minds of their own and act of their own accord, being either a help of hindrance, or totally disobeying you and doing their own thing. Chances are the results will become memorable and difficult personalities may become desirable.

MsNil's Entertainer idea ( reproduced and included with permission thank you

This is what I envision for Entertainers, and have been envisioning since like 2 years back. Maybe most of it have been said before... maybe I can provide something new...

First a few opinions:
* Entertainers need a system 100% separate from the combat system.
* Playing Entertainer should be fun/rewarding even without Combateers.
* All professions should be able to do their part in the GCW.
* Real world is the best inspiration.


Gigs & The Cantina Galaxy Map
The game begins. You are a fresh new player standing in Mos Eisley. Now what?

The game begins with an Entertainer Mission Terminal. This Entertainer Mission Terminal will go through the basics with you and you will be given a "Gig". A Gig is essentially an Entertainer mission, and is the only proper way you can earn experience and money.

Each cantina is given a Level rating. Unpopular outer-rim cantinas is the lowest level. The Grand cantinas in the Galaxy Center is the highest level. When the game begins, you thus only have access to unpopular cantinas in the outer rim. Frankly, this sucks, but that's life for an aspiring entertainer.

Once you accepted a gig, you go there and start dancing/playing. You will build up a "gig rating". Gig rating is increased by the people who watched you, the time you spent there, the amount of buffs you gave etc. If you can convince a friend to come over and watch you, you will earn gig rating faster, but the game will remember the friends who watched you, so the gain for each unique person is limited.

Once you stop your performance your gig is completed. Your gig rating then decides how much Experience, how much money (payed by cantina) and how nice rewards you receive.

An exceptionally good job (several friends was there watching you) will give you random rewards with unique bonuses. I will speak more about theese bonuses later. No-one watching you might still give rewards, just not as cool ones.

Once you gained enough experience (levels) you can begin accepting better gigs. Better gigs ofcourse rewards more money, more experience and more rewards.

Gain per cantina is shared. Filled cantinas might reduce income/xp gain.
Grouped Entertainers will be rewarded as they were 1 entertainer though but to ungrouped entertainers they will act as multiple.
For example:
2 entertainers will earn 50% of the income.
4 entertainers, 3 grouped, will earn 75% of the income while the ungrouped will earn 25%.
Joined gigs (see "populating the galaxy" below) will earn the reward plus a % bonus depending on how many joined in.

Entertainers can build groups to increase their gain. Eventually there will be too many entertainers though, so it might be more profitable to go somewhere else.


Taking Help
Just like a low-level character can join a high-level character to do stronger missions, a new Entertainer can join in on an older entertainers gig. While working for an older entertainer, they will temporary be allowed to use the older entertainers songs/dances.
They will earn xp a bit faster this way, but they will miss out on the income/rewards unless the older entertainer shares.
This allows a new player to learn faster and get introduced to the game.


Populating the galaxy & Bringing people together
On the Entertainer Mission Terminal, all current gigs are announced. You can on the Mission Terminal read the names and level of the players that currently perform in all cantinas throughout the galaxy. All Entertainers have the option to mark their gig as "Join me" while older entertainers can mark their gig as "Help offered". "Join me" means that the entertainer accepts other players to come around and group with them, "Help offered" means that an older entertainer are prepared to help a new entertainer to learn the game.
The Entertainer Mission Terminal can thus tell people where people are, allowing for small pools of people building up in cantinas that people normally consider "Dead". Shared gigs between lower level entertainers will increase the effectiveness of their gig with a few % to promote teamwork and meeting new same-level friends.

Just knowing that Sara Level 15 is dancing at Endor Smuggler Outpost, alone, and seek people to join her, allows other entertainers to send Sara a tell, asking if she's ATK and want you to come along.

And knowing that Sissi Level 90 is dancing at Theed Cantina and offer help to new players, allow new players to send Sisso a tell, asking if she's ATK and offer you some help.


Recruiting your staff & Services
Starting at Level 30 or so, it's time to start recruiting your own staff. Staff's will share your money gain, lowering the grand quota you earn, but will soon enough be required to progress.

Your staff consists of several NPC's who will assist you with special business.

Performers: A performer simply boosts your performance but is mostly for looks. You can hire a musician to play music for you, or dancers to follow your moves. You can dress up and control your performers the way you like. Extra performers can only be used for "big gigs" however. (read under Fame Ranking System below).

Body Guards: Body Guards is one of the staff-members that deals with the risks/dangers of being an entertainer. Read more about risks/dangers below.

Reporter: Repairs bad publicity (read about risks/dangers below). Hiring a reporter might cost experience points.

Agent: At high enough level you must hire your own personal Agent. Agents are the ones striking deals and find new gigs and can also automate several tasks essential to the life as an entertainer. Better agents also offer better rewards and higher income. Better agents also increase your quota of available buffs you can keep "active" in your repertoire. Agents replace the mission terminal and allows you to get gigs regardless where you are in the galaxy (even inside a cantina you are standing in).

Advertisement: Entertainer Advertisement is automaticly played near the closest starport/shuttleport. Advertisements greets arriving players telling them about the active entertainer playing in the cantina right now and also list your composed buffs you can offer (read below). This makes sure people always know they are there.


Entertainer Rewards
The Entertainer's have their own reward system. Rewards are randomly given through well-made gigs. Entertainers first earn the same kinds of items as a Combateer does... This might even include weapons & armor, but also lootkits and schematics.
Also the entertainer's first rewards consists of new songs and new dances.

Unique to Entertainers is "buff-items". Buff-items is what's used for composing (which you can read below).

A Buff-Item is either a placeable equipment (like loudspeaker), a clothing item (like a bracelet etc), a prop (dancers) or a music instrument (musician). A buff-item lists an attribute, then a value.

For example a buff-item can say something like Weapon Experimentation +4 or Agility +10. There will be heaps of different attributes available.

Really cool rewards can only be offered in a cantina, but traders can reverse engineer theese rewards and resell them. Reverse engineered items are less effective than what you earn through gigs however.


Composing
An entertainer can use a special crafting station known as the Planning Table (or something like that). Here the entertainer can experiment on an unique buff. They start with a value based on their level (like 40 points for level 40). An entertainer take the values they want to give, such as some points of Defense and some points of Luck. They can then add several Buff-Items to their performance, a bonus that is applied on top of their special buff.
It's also possible to sacrifice points on things like Faster Performance and Buff Duration. 1 points = +3 minutes of duration or -30 seconds of performance.

For example, a level 65 Musician compose a tune.
She have 65 points to place.
She places 35 points in Agility, 20 points in duration and 10 points in Faster Performance.
She then ties her +10 Agility Loudspeaker and +25 Luck instrument to her performance.

Once in the cantina she can now offer a buff with +45 Agility/+25 luck. It lasts for 2h (1h minimum) and takes 5 minutes to offer (10min max). When doing so she must place her Loudspeaker and use her instrument.

An entertainer can keep 3 unique buffs in her repertoire and the buffs stack. With a good Agent they can offer more buffs, but such Agents doesnt come cheap and they have to weight this against the performances they can offer.

An entertainer may want to focus on buffs they believe people wants. Different entertainers offers different buffs, and really cool buffs can drag people to watch your performance.


Selling Records & Holodiscs
An Entertainer can store their composed performance in an item and sell it. This will act as a buff that a player can use everywhere, however, the buff will be cropped by 20% and performances doesnt stack.


Risks/Dangers
At level 60 an entertainer start to get popular enough to drag unwanted attention. The two nasty ones are Paparazzi's and Bad Fans.

Paparazzi's act as a danger to your fame. They will tear you down if you do not get them away. Bad publicity will build up over time and reduce your income. Eventually you are forced to hire a reporter that "repairs" this bad publicity. You can avoid paparazzi's by being alert (at the keyboard). Paparazzi's will appear as NPC's nearby and will start to take photographs. The best way to remove them is to send a body guard upon them. This is done by clicking on them and select "Chase Away". It's not more difficult than that, but you have to be at the keyboard, or you will build up bad publicity.

Bad Fans are fans that grown into obsessive and unwanted fans, infesting your life and might even be a danger. Bad fans may pop up nearby you, clap for awhile, and suddenly they attack, ruining your performance. When you believe that there's a Bad Fan watching you, you can chase them away with your bodyguard, which might end up in a fight (so make sure you have good bodyguards).

Greater fame means more danger.
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Fame Ranking System & Big Gigs
When an Entertainer reaches level 90 they join in on the Fame Ranking System. The FRS is a competition among high-level entertainers.

Fame Ranking Points are exlusively gained through performing for players. More fame means better rewards, higher income and also give exclusive access to unique places to perform.

The game will remember the players you performed to and the rating will decay over time. It's not possible to "grind" fame points this way. Possibly it may also ignore same-guild members to prevent cheating.

High Ranks give fun titles like "Dancing Queen" and "Lord of Music".

High Ranked Entertainers may compete about being allowed to play on theese places and the entertainer with the highest FRS always wins the gig.

A few such areas are, for example, Theed Square and Coronet Starport.
A gig to a such place is offered per 30min, but can be renewed automaticly unless another higher ranked entertainer challenge the position.

A "big gig" like this is, will improve your buffs with a definite bonus, like 150-200%. There's no limit how many can watch this performance and your buffs will last for a potentially longer duration. Since they happen in such popular areas, there's no nuisance in going there, watching you.

Since more watch your performance, you will naturally build up greater income, but paparazzi's and bad fans are more frequent and more vicious.


Personal Cantinas
An entertainer who have their own cantina can always offer "Big Gigs" and thus use performers and provide higher buffs.

In a cantina the issues with a Paparazzi or Bad Fan does not apply, however, there's no static income or xpgain for performing in your own cantina. You only earn through the buffs you give and the tips you receive.

An entertainer can also allow trader's to place vendors in their cantinas. A % of the credits for items sold from theese are rewarded directly to the entertainer.

An entertainer can also strike a similar deal with Smugglers.


The Entertainers and the GCW
An entertainer who own their own cantina can make "factional performances". "Factional Performances" means exclusive faction-specific buffs (the entertainer needs to belong to a faction for this). Theese "Factional Performances" lasts for a very long time, so they are often only given once during a "night", and should also last over a clone.

A player with a faction-specific buff give higher reward for defeating someone from the opposing faction. Their kill means more points for planet control. They also earn more factionpoints for each kill. This buff can also provide a bonus to Officer's buffing power.


Forming a band
A group of entertainers can form a band together. This means they share many things, which makes some things cheaper, but also they share the rewards so their individual gain might not be as great. A band can group together their best buffs and give them as one "package" to the people who watches them. When counting fame ranking the band's fame is divided by the amount of members of the group and then added together, so 5 bandmembers is not better than a single performer when it comes to "taking over the scene".

MsNil's Surveyor's vest idea - reproduced with permission

"Surveyors Vest"

Description
This is meant as an exiting and more realistic solution to the Artisan Surveyor problem. Fair, and more canon with the Starwars Universe.

The Surveyor's Vest is a stylish vest equipped with an advanced sonic emitter. The Sonic Emitter emits a sonic vibration, unpleasent for most known wildlife of the galaxy. As the wielders skill go up, she is able to tune the vibrations for higher effect against the more fearsome beasts that dwell the wilderness.

Due to its effect upon wildlife (and previous abuse), its only licensed to thoose who can prove they will just use it for scientific research.


Effect
While worn, the wielder will rendered invisible to creatures of less level than their Survey skill. Creatures with less level will not aggro against the Artisan. A high level surveyor may even walk past Krayt Dragons or Rancors to drop their harvestors.


Design
Surveyor's Vest, Novice Artisan Certificate

Equipped as a Vest
This disallow use together with Chest Plates. (Its created to protect Artisans, not warriors)

Produced by Armorsmiths
The Vest is a shield emitter, and the certificate is given at xx1x Armorsmith.

Color by preferance
The color may be changed at will, like Composite Armor.

Graphical Effect like PSG
When equipped it creates a graphical effect similiar to a Personal Shield Generator.

Limited by Battery or Timer
The Vest should offer more than enough time to find a good source and get a harvestor planted. To protect against abuse (like afk grinding loot) though, the vest needs a limitation. Either it must be recharged with batteries (like droids) or the vest is decharged while worn.

Meant to avoid combat
If an attempt to attack a creature is made while wearing the Vest the battery is zapped and the vest is shut down.

Does not effect NPC's
An Artisan can still be attacked by crooks and bullies while wearing this Vest
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Msnil's idea from KOTOR on equipment customisation reproduced with permission

The following is a proposal for advanced powerups to be added for both armor and weaponry. Since this is posted in the Jedi forum (for now), most of the weapon examples given are for Lightsaber Customization. I consider customization of Lightsabers to be somewhat more important as it's the only weapon a Jedi is "supposed" to use. For me, the ability to customize and experiment with different forms of equipment and strategies is also what I think is the most fun of playing a roleplaying game.

A Bonus is often unique and powerful to make the weapon truly distinct from other weapons, but it's impossible to add all effects on one single item, forcing a player to make choices of what kind of bonuses they crave the most. Their choice may well cause a weapon/armor powerup to be great in some situations, but useless in other situations.

Below you will find "converted" statistics from Knights of the Old Republic to show a system someone like me would enjoy. Id like you to notice the complexity of this system, as it's beyond that of simply "damage" or "kinetic/energy/elemental protection" like the current system offers.
Note that this proposal suggests to completely scrap the current lightsaber system that uses "generation" lightsabers, and also suggests the removal of the current pearl/crystal system completely. Be sure therefore to remember that the +5-80% damage might apply upon a max damage of 475, not 555.

Disclaimer:
As usual I do not guarantee that the following values are balanced and make sense, they are only here to visualize what a greater Lightsaber system would be able to offer, if SOE would have the time to listen to our (my?) dreams. I may also be incorrect regarding the purpose of the different kinds of power-ups, in that case I am sorry but this post is to sell the idea of a more advanced system, not a definite list of power-ups. Also the names and original idea of the properties for each item was "invented" by Bioware/Obsidian Software. I do not take credit for the names and the specific bonuses theese items may give.


Workbench
A workbench is a piece of "Furniture" produced by a Structures Trader. Using one is not different from using a Crafting Station and is required to add powerups to lightsabers/armors.


Colored Crystals
Colored Crystals simply put color on the beam. There are some "special" colored crystals that might give extra bonuses, but they are rare and wont be defined here.


Power Crystals
Power Crystals are loot dropped from all kinds of NPC's. Most of them are tied to Jedi Level and some might require a Level 90 Jedi to wield and use properly.
A traditional Lightsaber support two Power crystals. The procedure of adding them properly requires good tools and a solid workbench (crafted by a Structures Trader)

Properties you may find on a Power Crystal:

AP = Armor Piercing, ignore this value when damage is subtracted for Armor.
Dam. = Bonus Damage, a random bonusdamage is added on each strike.
Type = Type of Bonus Damage
STR = Strength Bonus
AGI = Agility Bonus
CON = Constitution Bonus
STA = Stamina Bonus (Regenation)
LU = Luck Bonus
Ran. = Bonus Range
BB = Saber Block Bonus, duration is increased/reduced by this value.
LB = Luck Bonus, damage upon a "Lucky Strike" is increased by this value.
FA = Damage dealt by a Force Attack is improved by this value.
FB = Force Buff effect is improved by this value.

Example Power Crystals:

Name AP Dam. Type STR AGI CON STA LU Ran. BB LB FA FB Special
Adegan 10% - - - - - - - - - - - - -
Ankarres Sapphire - - - 20 10 - 20 50 - - - - - -
Barab Ore Ingot - 5-80% Heat - - - - - - - - - - -
Bondar - - - - - - - - - - - - - Snare 10% 6sec
Damind - - - - - - - - +3m - - - - -
Dragite - 5% El. - - 10 - - - - - - - -
Eralam 10% - - - - - - - +2m - - - - -
Firkrann - 5-60% El. - - - - - +2m - - - - -
Jenraux 10% - - - - - - - - +15s - - - -
Kaiburr - - - - - 30 30 - - - - 15% - -
Kasha - - - - - - - - +1m - - 10% - -
Lorrdian Gemstone - - - - - - - - - +9s - - - -
Nextor 5% - - - - - - 50 - - - - - -
Opila 15% - - - - - - - - - 20-120% - - -
Phond - 5-30% Kin. - - - - - - - - - - -
Pontite - 5-50% Cold - - - - - - - - - 20% -
Qixoni 25% - - - - - - 50 - - - - - Dark Side Only
Rubat 5% - - - - - - - +1m - - - - -
Ruusan - - - - - - - - - - - 10% 5% -
Sapith 15% - - - - - - - +2m - - - - -
Sigil - 5-30% Ene. - - - - - +1m - - - - -
Solari 15% - - - - - - - +3m - - - - -
Stygium 15% 5-40% Heat - 10 - - - +1m - - - - Light Side Only
Ultima-Pearl 10% - - - - - - - +3m - 10-60% - - -
Upari - 5-40% Ene. - - - - - +3m - - - - -
Velmorite - - - - 10 - - 50 - - - - - -


Lightsaber Cells
Lightsaber Cells often comes in the form of looted schematics, dropped from all kinds of NPC's. Most of them are tied to Jedi Level and some might require a Level 90 Jedi to wield and use properly.
A Lightsaber is empowered by one Cell. The procedure of adding one requires proper tools and a solid workbench (crafted by a Structures Trader).
The Lightsaber Cells are traditionally created to empower regular weapons and sometimes other machines, but is customized for the purpose of empowering a lightsaber. Sometimes the cell may offer custom properties to the Lightsaber, such as improved damage through an electric jolt.

Properties you may find on a Cell:

AP = Armor Piercing, ignore this value when damage is subtracted for Armor.
Dam. = Bonus Damage, a random bonusdamage is added on each strike.
Type = Type of Bonus Damage
LB = Luck Bonus, damage upon a "Lucky Strike" is increased by this value.
Maker = The kind of profession that can manufacture this item with schematic.

Example Cells:

Name AP Dam. Type LB Maker
Generic Cell - - - - Jedi
Diatium Energy Cell 5% - - - BH
Improved Diatium Energy Cell 10% - - - BH
Superior Diatium Energy Cell 20% - - - BH
Ultimate Diatium Energy Cell 25% - - - BH
Discharge Energy Cell - 5-15% El. - Commando
Improved Discharge Energy Cell - 5-20% El. - Commando
Superior Discharge Energy Cell - 5-40% El. - Commando
Telgorn Jolt Cell Mark I - - - 10-30% Commando
Telgorn Jolt Cell Mark II - - - 10-60% Commando
Telgorn Jolt Cell Mark III - - - 10-80% Commando
Ion Energy Cell - 5-10% El. 10-40% Spy
Improved Ion Energy Cell 5% 5-20% El. 10-30% Spy
Superior Ion Energy Cell 10% 5-30% El. 10-60% Spy


Lightsaber Emitters
Lightsaber Emittersoften comes in the form of looted schematics, dropped from all kinds of NPC's. Most of them are tied to Jedi Level and some might require a Level 90 Jedi to wield and use properly.
The Lightsaber is lit up by one Emitter. The procedure of adding one requires proper tools and a solid workbench (crafted by a Structures Trader).
The Emitter transforms the energy from the power cell into light.
Some Emitter's are heavier and make the lightsaber heavier to use in combat, but makes up with a shocking discharge upon impact that may temporarily cripple or stun the opponent in a fight. There are also thoose which are specifically made to make the saber lighter and more easily to wield, making it easier to block incoming bolts, or block other lightsabers.

Properties you may find on an Emitter:

AP = Armor Piercing, ignore this value when damage is subtracted for Armor.
Def = Value subtracted/added to current Defense.
Daze = Chance of dazing the target upon strike.
Snare = Chance of Snaring the target upon strike.
Dur = Duration of state (Daze/Snare)
BB = Saber Block Bonus, duration is increased/reduced by this value.
Maker = The kind of profession that can manufacture this item with schematic.

Example Emitters:

Name AP Def Daze Snare Dur BB Maker
Generic Emitter - - - - - - Jedi
Deflection Emitter - - - - - +3s Munitions
Improved Deflection Emitter 5% 10% - - - +6s Munitions
Expert Deflection Emitter - 10% - - - +12s Munitions
Disrupting Emitter - -10% - 10% 12s - Engineer
Advanced Disrupting Emitter - -10% 10% - 12s - Engineer
Superior Disrupting Emitter - -10% 14% - 18s - Engineer
Crude Phobium Emitter - -30% - 14% 12s - Engineer
Synthesized Phobium Emitter - -30% 14% - 12s - Engineer
Phobium Alloy Emitter - -30% 18% - 18s - Engineer
Refined Phobium Emitter - -10% - 27% 18s - Engineer
Fencing Emitter - 10% - - - -6s Munitions
Improved Fencing Emitter 10% 20% - - - -6s Munitions
Expert Fencing Emitter 15% 20% - - - -6s Munitions


Lightsaber Lenses
Lightsaber Lenses often comes in the form of looted schematics, dropped from all kinds of NPC's. Most of them are tied to Jedi Level and some might require a Level 90 Jedi to wield and use properly.
The Lightsaber Beam is created by one Lense. The procedure of adding one requires proper tools and a solid workbench (crafted by a Structures Trader).
The Lightsaber lens have alot of impact on the beam, often effecting the shape of the beam. The lense may make the beam stronger, more solid or longer, more blurry.
In many cases it weights between how easy it is to block incoming bolts to length and damage.

Properties you may find on a Lense:

AP = Armor Piercing, ignore this value when damage is subtracted for Armor.
Damage = Bonus Damage, a random bonusdamage is added on each strike.
Type = Type of Bonus Damage
Def = Value subtracted/added to current Defense.
LU = Luck Bonus
Ran. = Bonus Range
BB = Saber Block Bonus, duration is increased/reduced by this value.
Maker = The kind of profession that can manufacture this item with schematic.

Example Lenses:

Name AP Damage Type Def. LU Ran. BB Maker
Generic Lens - - - - - - - -
Dragite Lens 10% - - - - - Officer
Synthesized Byrothsis Lens 5% - - - - +1m -6s Officer
Pure Byrothsis Lens 10% - - - - +2m -9s Officer
Enhanced Byrothsis Lens 20% - - - - +3m -12s Officer
Adegan Lens - +5-60% Heat - - - - Officer
Pontite Lens - +10-60% Heat - - +1m - Officer
Beam Gem Lens 5% - - - 50 - - Smuggler
Improved Beam Gem Lens 10% - - - 50 +1m -9s Smuggler
Vibration Lens - +5-40% Heat -10% - -1m - Smuggler
Improved Vibration Lens - +10-60% Heat -10% - -1m - Smuggler
Synthesized Kunda Lens - - - - - - +3s Medic
Pure Kunda Lens - - - - - +1m +6s Medic
Ossus Dueling Lens - - - - - +2m +9s Medic
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Armor Overlays
Armor Overlays often comes in the form of looted schematics, dropped from all kinds of NPC's. Most of them are tied to Level and some might require a Level 90 Character to "work".
An armor overlay works like a powerup assembled by a skilled armorsmith. It adds custom properties to armor. Often the rule "the heavier armor, the greater effect" and "the greater effect, the greater encumberance" applies when it comes to overlays. Overlays can only be applied on an armor by using a proper workbench (crafted by a Structures trader).

Properties you may find on an Overlay:

AB = Armor Bonus, the already existing mitigation is boosted by this value.
vs. = type of bonus effected.
Def. = Defense bonus/penalty while wearing the armor.
STR = Strength Bonus
AGI = Agility Bonus
CON = Constitution Bonus
STA = Stamina Bonus
Mit. = Mitigation, all incoming damage of the type is reduced by this fixed amount.
-P = -Penalty, this value is subtracted from the armor's penalties such as encumbrance.
Maker = Overlays are produced by Munition Traders
Robe = Can Robe's have this powerup added?
Rec. = Can Recon Armor have this powerup added?
Batt. = Can Battle Armor have this powerup added?
Assa. = Can Assault Armor have this powerup added?

Example Overlays:

Name AB vs. Def. STR AGI CON STA Mit. vs. -P Maker Robe Rec. Batt. Assa.
Ablative Plating Mark I +10% Ene. +10% - -10 - - - - - Munitions - - Yes Yes
Ablative Plating Mark II +25% Ene. +10% - -10 - - - - - Munitions - - Yes Yes
Ablative Plating Mark III +30% Ene. +10% - -10 - - - - - Munitions - - Yes Yes
Ablative Plating Mark IV +30% Ene. +10% - -10 - - 33% Ene. - Munitions - - Yes Yes
Armorply Plating Mark I - - - - - - - - - - Munitions - Yes Yes Yes
Armorply Plating Mark II - - - - - - - - - - Munitions - Yes Yes Yes
Armorply Plating Mark III - - - - +10 - - - - - Munitions - Yes Yes Yes
Armorply Plating Mark IV - - - - +20 - - - - - Munitions - Yes Yes Yes
Ballistic Shielding Mark I +10% Kin. - - - - - - - - Munitions - Yes Yes Yes
Ballistic Shielding Mark II +15% Kin. - - - - - - - - Munitions - Yes Yes Yes
Ballistic Shielding Mark III +20% Kin. - - - - - - - - Munitions - Yes Yes Yes
Bonded Plates Mark I - - +10% - - - - - - - Munitions - - Yes Yes
Bonded Plates Mark II - - +20% - - - - - - - Munitions - - Yes Yes
Bonded Plates Mark III - - +30% - - - - - - - Munitions - - Yes Yes
Bonded Plates Mark IV - - +30% - - - - 33% Kin. - Munitions - - Yes Yes
Energy Shielding Mark I +10% Ene. - - - - - - - - Munitions - Yes Yes Yes
Energy Shielding Mark II +15% Ene. - - - - - - - - Munitions - Yes Yes Yes
Energy Shielding Mark III +20% Ene. - - - - - - - - Munitions - Yes Yes Yes
Energy Shielding Mark IV +30% Ene. - - - - - - - - Munitions - Yes Yes Yes
Heat Shielding Mark I +10% Heat - - - - - - - - Munitions - Yes Yes Yes
Heat Shielding Mark II +15% Heat - - - - - - - - Munitions - Yes Yes Yes
Heat Shielding Mark III +15% Heat - - - - - 33% Heat - Munitions - Yes Yes Yes
Heat Shielding Mark IV +20% Heat - - - - - 66% Heat - Munitions - Yes Yes Yes
Heavy Bonded Plates Mark I - - +20% - -20 - - - - - Munitions - - - Yes
Heavy Bonded Plates Mark II - - +30% - -30 - - - - - Munitions - - - Yes
Heavy Bonded Plates Mark III +15% Ene. +40% - -40 - - - - - Munitions - - - Yes
Sound Dampening Overlay Mark I +10% El. - - - - - - - - Munitions - Yes Yes Yes
Sound Dampening Overlay Mark II +15% El. - - - - - - - - Munitions - Yes Yes Yes
Sound Dampening Overlay Mark III +20% El. - - - - - 33% El. - Munitions - Yes Yes Yes
Sound Dampening Overlay Mark IV +50% El. - - - - - 33% El. - Munitions - Yes Yes Yes


Armor Underlays
Armor Underlays often comes in the form of looted schematics, dropped from all kinds of NPC's. Most of them are tied to Level and some might require a Level 90 Character to "work".
An armor underlay works like a powerup assembled by a skilled tailor. It adds custom properties to armor. Traditionally Underlays are light enough to be fit in all kinds of armor, even robes, except for the flexible underlay that have encumbrance reducing properties for heavy armors. Underlays can only be applied on an armor by using a proper workbench (crafted by a Structures trader).

Properties you may find on an Underlay:

AB = Armor Bonus, the already existing mitigation is boosted by this value.
vs. = Type of bonus effected.
Def. = Defense bonus/penalty while wearing the armor.
STR = Strength Bonus
AGI = Agility Bonus
CON = Constitution Bonus
STA = Stamina Bonus
Mit. = Mitigation, all incoming damage of the type is reduced by this fixed amount.
-P = -Penalty, this value is subtracted from the armor's penalties such as encumbrance.
Maker = Underlays are produced by Domestic Traders
Robe = Can Robe's have this powerup added?
Rec. = Can Recon Armor have this powerup added?
Batt. = Can Battle Armor have this powerup added?
Assa. = Can Assault Armor have this powerup added?

Name AB vs Def. STR AGI CON STA Mit. vs. -P Maker Robe Rec. Batt. Assa.
Armorweave Underlay Mark I +10% Ene. - - - - - - - - Domestic - Yes Yes Yes
Armorweave Underlay Mark II +10% Ene. - - - - - - - - Domestic - Yes Yes Yes
Armorweave Underlay Mark III +15% Ene. - - - - - - - - Domestic - Yes Yes Yes
Armorweave Underlay Mark IV +20% Ene. - - - - - - - - Domestic - Yes Yes Yes
Armorweave Underlay Mark V +30% Ene. - - - - - - - - Domestic - Yes Yes Yes
Biorestorative Underlay Mark I - - - - - - +50 - - - Domestic Yes Yes Yes Yes
Biorestorative Underlay Mark II - - - - - - +60 - - - Domestic Yes Yes Yes Yes
Biorestorative Underlay Mark III - - - - - - +70 - - - Domestic Yes Yes Yes Yes
Biorestorative Underlay Mark IV - - - - - +10 +70 - - - Domestic Yes Yes Yes Yes
Biorestorative Underlay Mark V - - - - - +30 +70 - - - Domestic Yes Yes Yes Yes
Durasteel Underlay Mark I - - - - - - - 7% Kin. - Domestic - Yes Yes Yes
Durasteel Underlay Mark II - - - - -10 - - 13% Kin. - Domestic - Yes Yes Yes
Durasteel Underlay Mark III - - - - -20 - - 20% Kin. - Domestic - Yes Yes Yes
Durasteel Underlay Mark IV - - - - -30 - - 26% Kin. - Domestic - Yes Yes Yes
Durasteel Underlay Mark V - - - -30 -30 - - 33% Kin. - Domestic - Yes Yes Yes
Environment Underlay Mark I +15% Col/He - - - - - 33% Col/He - Domestic Yes Yes Yes Yes
Environment Underlay Mark II +20% Col/He - - - - - 33% Col/He - Domestic Yes Yes Yes Yes
Environment Underlay Mark III +25% Col/He - - - - - 33% Col/He - Domestic Yes Yes Yes Yes
Environment Underlay Mark IV +30% Col/He - - - - - 33% Col/He - Domestic Yes Yes Yes Yes
Environment Underlay Mark V +30% Col/He - - - - - 66% Col/He - Domestic Yes Yes Yes Yes
Flexible Underlay Mark I - - - - -10 - - - - - Domestic - - - Yes
Flexible Underlay Mark II - - - - +10 - - - - -10 Domestic - - - Yes
Flexible Underlay Mark III - - - - +10 - - - - -20 Domestic - - - Yes
Flexible Underlay Mark IV - - - - +20 - - - - -20 Domestic - - - Yes
Flexible Underlay Mark V - - - - +30 - - - - -30 Domestic - - - Yes
Strengthening Underlay Mark I - - - +10 - - - - - - Domestic - Yes Yes Yes
Strengthening Underlay Mark II - - - +10 - +10 - - - - Domestic - Yes Yes Yes
Strengthening Underlay Mark III - - - +20 - +10 - - - - Domestic - Yes Yes Yes
Strengthening Underlay Mark IV - - - +20 - +20 - - - - Domestic - Yes Yes Yes
Strengthening Underlay Mark V - - - +30 - +30 - - - - Domestic - Yes Yes Yes



Message Edited by Leiowyn on 03-24-200611:50 AM
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