Jedi Intro

Roleplaying Jedi

Jedi in the GCW

Light vs. Dark

Jedi Powers

Jedi Missions


Jedi Ideas

Jedi Musings

Hybrid System of community ideas:

  • Light vs. Dark Jedi Factions
    • 5 Dark Jedi Clans
    • 5 Light Jedi Councils
    • Goal of Light vs. Dark is to dominate planets to your ideology
    • Sith are the 6th Dark Jedi Clan
  • Elite (or Special Forces) Tier for Jedi/Heroic PVP
    • Where Jedi and Hero Professions fight apart from Regular and Combatant Forces.
  • Hero Professions
    • Additional advancement for players (long journey, similar but not as difficult as Jedi, Quest-based)
    • Gain second characters slot as reward
    • Squad-Leader-like abilities to influence others around them to heroic deeds
    • Stronger to better fight Jedi but still weaker than them
    • Can't use Heroes to fight on Regular Forces battlefied.
  • Ability for Jedi to go Into Exile (Jedi On Leave)
    • They cannot use their lightsabers or openly wear Jedi clothing (robes will have to be fixed to conceal them)
  • Other Ramblings
    • Jedi Code
      • Start out as only able to attack if attacked. Killing animals just for points shouldn’t be an option.
      • Each Jedi has Fear and Anger meters.
        • When Fear reaches maximum, then Anger grows. When Anger reaches maximum, darkside rank goes up
        • Dark Jedi can taunt Light Jedi, increasing their fear
        • To keep from Fear growing, Jedi have to meditate before battle
      • Convert Jedi, Jedi should have choices before them, not just kill or not, but to help or not, protect or not, cheat or not. Path of the Jedi should be obvious. Going to the darkside should cause some irreperable damage or loss to the character (like healing or able to assist someone or do anything helpful). Dark Side is self-centered and helps no one. Light Side is selfless.
      • Defending others who are not doing bad things helps force ranking. Defending evil-doing characters increases darkside rating.
      • No XP from slaying critters unless it's tied to a mission
      • You can Yield a fight to gain points. Doing so allows enemy to leave too, if he doesn't fight continues as normal but Jedi is considered defending himself.
    • Counselor missions - helping others, preventing inter-village conflicts, convincing corrupted officials to turn back, etc.
    • Jedi battlegrounds, places to defend or attack, things to steal, artifacts to protect.
    • Initiative system, grants movement or strike advantages by forcing enemy into Defense. Certain moves aren't meant to kill but to gain initiative, forces duel backwards or something, turn Defensive moves into Offensive moves.
    • Use moves from Episode II and III, have different stances than the default
    • Remove force drain, force transfer, and force heal (unless in non-combat meditative state) - are FPS relics of other Jedi games and shouldn't be used in an MMO in a FPS instant-gratification fashion.
    • Jedi shouldn't have high health level; instead they should have ability to make attacks miss more, reflecting their hyper reflexes.
    • "Disarm" makes another player holster your lightsaber
    • "Dismember" is similar to deathblow in that it holsters your weapon and makes the opponent lose an arm.
    • Should be a leap or roll or other similar attack or dodge move. Similar to dancer moves.
  • Separate Jedi from main GCW battles except during scheduled events

    • Give Jedi their own instanced battlegrounds
      • to protect or claim special/crucial areas
      • as mission areas for small groups
    • Jedi should not be in grunt battles

 

 

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