Zaros
Member
So basically this is what I think would make a, as you kids say, fire, JvS. All my opinion, no one cares and this is a waste of time, but whatever might as well wall of text. (Also all my stuff is going to be Sith examples, as I main Sith)
1) Power from RP rank over power from level. I like that the higher rank are tougher, it makes it so some minge max level acolyte cant just backpedal and beat a DC. I think progressive buffs to damage, speed, force, and heath. would be great. Levels will of course have buffs to that as well, but you get be power for getting ranked up. It makes sense that as you progress through the Empire, your power grows. Being good still matters of course, but you are rewarded for rank and it actually matters.
2) Ship system for transport. Its more immersive and fun. A telepad is kinda dumb. Now this only can work if the map is right, so if its not possible because the map can not support it, oh well. Rules for ships would still be no suicide ramming, and if the people are against it because they do not like ship to person combat, I'd be okay if the ships were just cosmetic transport.
3) Crystal mines. Instead of objects on the ground, which if dropped items lag, I only can assume spawned items do as well, there are nodes that you mine. We would need an Illum map, or a planet dedicated to this. These nodes would be littered about the planet, and can have the same cooldown of the spawned crystals (5min) to prevent an weird exploit thing that comes with mining. I liked the idea that the crystals were cosmetic only, and I would lean into that. Extra damage crystals could perhaps come from special events. You would be able to mine any color / effect. It would be based off the same spawn rate used from the swtor spawns, so those effects would still be as rare, it would just be a more immersive way to get them.
4) Crafting. Go heavy on the crafting. Building your saber is a big deal. Home planets would spawn only basic for jedi and dark for sith. However, tombs and other locations in the world, would spawn blueprints. Everything is to be build. Hyperballs, kylo's, kingsblade. Materials come from breaking down crystals and those basic hilts, and if possible we could have resource mining as well. I'm not sure if it can be done, if not you could have mats spawn in certain spots, but I am trying to keep junk spawns low, to help the lag. An example value for crystal break down, would be 5 glass for 1 color, +5 if effect, +5 if inner, +5 if outer. So a red would give 5 glass on break down, but a cracked red dark inner purple, would give 20 glass. Hilts would be 5 steel and 5 aluminum. I don't know if the cosmetic noises can be blueprints as well, if not they can spawn along with the mats, or can be from the in game shop only or mob drops. They can be broken down for like 2 steel and 2 aluminum. Or we could make it super complex and have hilts only give steel and sounds only give aluminum.
5) Ambient life aka mobs. I get no one wants a grindfest, but we need some type of shit to interact with. The big xp I liked being purely on playtime, I liked that time in mattered. But we for sure needed some type of creatures to test our sabers and stances on, and to have RP with. It gives some xp, and drops a little loot box, it doesn't devalue going hunting for the stuff, but it does add something extra. Can have a few on the home planet, and then have a planet dedicated to hostile alien life.
(Note: planets all should have their thing, that way people visit them for that thing instead of no one on planet x, but everyone always on planet y)
6) Skill trees done right. Everyone loves mixing trees apparently, I liked that you had to stick to your class so everyone is different. But this is how the trees should be. (These trees will have to be named something else for the Jedi, or given a universal name) I think mixing will make you not as good as sticking to one tree + starter, but that isn't up to me. Sith: Starter tree, has general buffs and has channel hatred and leap, much like the starter tree from swtor. Leap, hate, and maybe the blind push dev at top should be the only force there, all the other stuff should be buffs. Forms: This tree will have the saber forms: they can cost points if you want, but duel wield will not be found there. (so no niman) ( I will make another section on the forms themselves) Marauder: Bonus to damage and speed. No force powers save for something like kyber slam at the top. Middle of the tree will have Niman, your ability to duel wield. No minus for the duel wield. Juggernaut: HP buffs, armor, and healing force powers. Healing dev at top. Assassin: Damage and speed (not as much as marauder) and these force powers: affliction, creeping terror, cloak, shadowstrike, leech, and slow. Dev level poison discharge for their top power. Sorcerer: Force buffs. Low powers are push and pull, then lightning channel, strike, group push/pull, mini storm, teleport, and dev level storm for top power. Max level of 200, nice round number. Prestige will go like this-Level 1 XP boost, speed boost. (because you are a fast learner, get it?) 2: Force point boost. 3: HP boost. 4: Damage boost. 5: Armor. 6: More speed. 7:more hp 8:more force 9:More damage 10: Some type of very powerful dev. These will give a good amount, you will feel powerful. This contradicts my rp rank buff, but if you are getting max level you defiantly should be a high rank. Even more so because most xp comes from time in game.
7) Saber forms: First off they need to be named the correct thing in lore, also try to read what they are actually, and then based the animations off what it should be. All JvS use the same garbage forms where just backpedal poke = win, if the forms were lore accurate we might see a variation. Also speed backwards should be slower than forwards. An outstanding server will start with outstanding saber forms.
8) Troopers: Troopers can not be powerful at all. One single trooper is an ant to a force user, however a group of troopers is trouble. A non force user is not as fast so they need a group to be deadly. Troopers tend to be very mingey, they need to realize they are military personnel, so no fooling around and thinking they are hot shit compared to anyone above like acolyte.
9) RP: It may be semi serious, and up to the leaders, but going back to toxic jvs is not the way. It should still run like you would be a Jedi or Sith, it is up to these leaders to make it feel like you are actually there, not just playing some video game with being going around saying "SIMP"
10) If we cant use the custom swotor looking characters, you are going to need to add a lot of options to chose from, without needing a custom. Everyone looking the same is lame, and charging 60 dollars is a little much.
TL : DR no one asked.
Might have forgot to say some stuff, but honestly I have no way of making my own server, and that means I can either take what I get, or not play, so who cares what I think.
1) Power from RP rank over power from level. I like that the higher rank are tougher, it makes it so some minge max level acolyte cant just backpedal and beat a DC. I think progressive buffs to damage, speed, force, and heath. would be great. Levels will of course have buffs to that as well, but you get be power for getting ranked up. It makes sense that as you progress through the Empire, your power grows. Being good still matters of course, but you are rewarded for rank and it actually matters.
2) Ship system for transport. Its more immersive and fun. A telepad is kinda dumb. Now this only can work if the map is right, so if its not possible because the map can not support it, oh well. Rules for ships would still be no suicide ramming, and if the people are against it because they do not like ship to person combat, I'd be okay if the ships were just cosmetic transport.
3) Crystal mines. Instead of objects on the ground, which if dropped items lag, I only can assume spawned items do as well, there are nodes that you mine. We would need an Illum map, or a planet dedicated to this. These nodes would be littered about the planet, and can have the same cooldown of the spawned crystals (5min) to prevent an weird exploit thing that comes with mining. I liked the idea that the crystals were cosmetic only, and I would lean into that. Extra damage crystals could perhaps come from special events. You would be able to mine any color / effect. It would be based off the same spawn rate used from the swtor spawns, so those effects would still be as rare, it would just be a more immersive way to get them.
4) Crafting. Go heavy on the crafting. Building your saber is a big deal. Home planets would spawn only basic for jedi and dark for sith. However, tombs and other locations in the world, would spawn blueprints. Everything is to be build. Hyperballs, kylo's, kingsblade. Materials come from breaking down crystals and those basic hilts, and if possible we could have resource mining as well. I'm not sure if it can be done, if not you could have mats spawn in certain spots, but I am trying to keep junk spawns low, to help the lag. An example value for crystal break down, would be 5 glass for 1 color, +5 if effect, +5 if inner, +5 if outer. So a red would give 5 glass on break down, but a cracked red dark inner purple, would give 20 glass. Hilts would be 5 steel and 5 aluminum. I don't know if the cosmetic noises can be blueprints as well, if not they can spawn along with the mats, or can be from the in game shop only or mob drops. They can be broken down for like 2 steel and 2 aluminum. Or we could make it super complex and have hilts only give steel and sounds only give aluminum.
5) Ambient life aka mobs. I get no one wants a grindfest, but we need some type of shit to interact with. The big xp I liked being purely on playtime, I liked that time in mattered. But we for sure needed some type of creatures to test our sabers and stances on, and to have RP with. It gives some xp, and drops a little loot box, it doesn't devalue going hunting for the stuff, but it does add something extra. Can have a few on the home planet, and then have a planet dedicated to hostile alien life.
(Note: planets all should have their thing, that way people visit them for that thing instead of no one on planet x, but everyone always on planet y)
6) Skill trees done right. Everyone loves mixing trees apparently, I liked that you had to stick to your class so everyone is different. But this is how the trees should be. (These trees will have to be named something else for the Jedi, or given a universal name) I think mixing will make you not as good as sticking to one tree + starter, but that isn't up to me. Sith: Starter tree, has general buffs and has channel hatred and leap, much like the starter tree from swtor. Leap, hate, and maybe the blind push dev at top should be the only force there, all the other stuff should be buffs. Forms: This tree will have the saber forms: they can cost points if you want, but duel wield will not be found there. (so no niman) ( I will make another section on the forms themselves) Marauder: Bonus to damage and speed. No force powers save for something like kyber slam at the top. Middle of the tree will have Niman, your ability to duel wield. No minus for the duel wield. Juggernaut: HP buffs, armor, and healing force powers. Healing dev at top. Assassin: Damage and speed (not as much as marauder) and these force powers: affliction, creeping terror, cloak, shadowstrike, leech, and slow. Dev level poison discharge for their top power. Sorcerer: Force buffs. Low powers are push and pull, then lightning channel, strike, group push/pull, mini storm, teleport, and dev level storm for top power. Max level of 200, nice round number. Prestige will go like this-Level 1 XP boost, speed boost. (because you are a fast learner, get it?) 2: Force point boost. 3: HP boost. 4: Damage boost. 5: Armor. 6: More speed. 7:more hp 8:more force 9:More damage 10: Some type of very powerful dev. These will give a good amount, you will feel powerful. This contradicts my rp rank buff, but if you are getting max level you defiantly should be a high rank. Even more so because most xp comes from time in game.
7) Saber forms: First off they need to be named the correct thing in lore, also try to read what they are actually, and then based the animations off what it should be. All JvS use the same garbage forms where just backpedal poke = win, if the forms were lore accurate we might see a variation. Also speed backwards should be slower than forwards. An outstanding server will start with outstanding saber forms.
8) Troopers: Troopers can not be powerful at all. One single trooper is an ant to a force user, however a group of troopers is trouble. A non force user is not as fast so they need a group to be deadly. Troopers tend to be very mingey, they need to realize they are military personnel, so no fooling around and thinking they are hot shit compared to anyone above like acolyte.
9) RP: It may be semi serious, and up to the leaders, but going back to toxic jvs is not the way. It should still run like you would be a Jedi or Sith, it is up to these leaders to make it feel like you are actually there, not just playing some video game with being going around saying "SIMP"
10) If we cant use the custom swotor looking characters, you are going to need to add a lot of options to chose from, without needing a custom. Everyone looking the same is lame, and charging 60 dollars is a little much.
TL : DR no one asked.
Might have forgot to say some stuff, but honestly I have no way of making my own server, and that means I can either take what I get, or not play, so who cares what I think.