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Unique "powers/talents" for each Class

Posted: Mon Sep 25, 2006 2:55 pm
by Lynee'alin
Ok, the reason for this idea is mainly to give the 3 Classes...



1. More depth

2. More unique-ness



...and it also adds realism.



Those powers or talents are basically passive powers, which are "active" all the time... of course, this can be changed so they can only be activated manually and hold for a certain time.



There is also the two options about how to get those powers:

1. By collecting the needed points for the levels (as it is currently).

2. or the levels of those powers/talents are given by the class-levels, that means (for example):

Level 5 class gets the level 1 Power

Level 10 class gets the level 2 Power

Level 15 (last level) gets the level 3 (last level) Power



Here is the rough idea (and the values can, of course, be discussed... theyre only [overpowered :p] examples):







GUARDIAN // Battle Focus

Level 1 - Mana 20 // +20 health; +20% attacking-damage

Level 2 - Mana 40 // +40 health; +40% attacking-damage

Level 3 - Mana 60 // + 60 health; +60% attacking-damage





SENTINEL // Force Focus

Level 1 - Mana 10; Time 2 // +10% movement-speed; +10 health; +10% Force regen

Level 2 - Mana 20; Time 4 // +20% movement-speed; +20 health; +20% Force regen

Level 3 - Mana 40; Time 6 // +40% movement-speed; +40 health; +40% Force regen





CONSULAR // Spiritual Focus

Level 1 - Time 4 seconds // +20% Force regen; +20% Force damage/efficiency

Level 2 - Time 7 seconds // + 40% Force regen; +40% Force damage/efficiency

Level 3 - Time 10 seconds // +60% Force regen; +60% Force damage/efficiency

Posted: Mon Sep 25, 2006 4:50 pm
by Axem Keigoku
I believe this could be implemented as a Level-type addition, instead of being an Ingame power.



That's because Adding powers is complicated and I think also removes the possibility of having it Server-side (which is easier to develop too).



So, yes, I think those can be done through the Mod, but let's wait Soh's go-for

Posted: Mon Sep 25, 2006 4:59 pm
by Raulos
Why would sentinels have faster move speed if they only get force speed 4 to guardian's force speed 5?

Posted: Mon Sep 25, 2006 6:33 pm
by Axem Keigoku
those are only suggestions, might I remind you..



From the Games KOTOR 1&2, here are the bonuses per class :



Guardians : Force Jump

Consular : Force Focus ( makes the powers harder to break)

Sentinel : Force Immunity Fear, Stun, Paralysis



I think, from those, we can expand within the JKa world.

Posted: Mon Sep 25, 2006 7:13 pm
by Wesley Ryor
I was under the impression from Canon information and Lucas Arts revealed that the classing system was a mistake In Kotor.

Posted: Tue Sep 26, 2006 5:42 am
by Soh Raun
I like the idea of having an unique 'talent' for each class, and it can be done server-side as a "passive power". I'm not sure about what these talents should be and what they should do (your examples are indeed overpowered), but I'm sure we can find something useful AND realistic.

Posted: Tue Sep 26, 2006 8:37 am
by Axem Keigoku
Wesley Ryor wrote:I was under the impression from Canon information and Lucas Arts revealed that the classing system was a mistake In Kotor.


Mind giving that 'canon information' source?



Thanks

Posted: Tue Sep 26, 2006 8:53 am
by Lynee'alin
to Raulos: Yeah, some talents might be unlogic/overpowered/wrong-in-place but it is the basic idea: giving each class one power or talent or ability, which expresses them more and makes them more unique... values, usage of the force, costs, damages etc. have to be discussed and balanced of course :wink: