Contents:- Basic Proposal
- Proposal Specifics
- Example
- Benefits
- Final Note
Basic Proposal:
My hope is that a gear's value will primarily be determined by customization via item assembly and modification.
I feel this fits the themes of the movies as well:
- Han Solo's blaster wasn't (only) cool because it was a DL-44, it was cool because it was customized.
- Luke started his career with a lightsaber that was gifted to him (his father's), then created his own later. Later still he created a companion "shoto" lightsaber (EU canon).
Proposal Specifics:
To be more specific on mechanics, here's the system I envision:
- Assembly basics: The Equipment/Component mechanics of the KotOR games and of Mass Effect will be expanded: The weapon or armor piece is forged and an appropriate item component is fitted into slots.
-- Base equipment (e.g., swords, blasters, armor) can be created from smaller resources that are gathered/looted or be looted whole from a quest/drop.
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- Components (e.g., hilts, barrels, vibration modules, crystals) can be created from smaller resources that are gathered/looted or be looted whole from a quest/drop.
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- Base equipment, once obtained, contains a specific number of "component slots". The better the gear, the more component slots it will have. For example, a training lightsaber a Padawan wields has zero component slots. Mace Windu's would have five.
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- Component slots might be of a particular "component type" or the piece of equipment might only accept components of a particular "type", but the slots themselves are "un-typed". For example, a blaster rifle might have four un-typed component slots, but it does not accept lightsaber crystals/components. Or a bowcaster might have two "un-typed" component slots but, like all slug-throwers, has a component slot that only accepts "ammunition" components.
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- Base equipment items are responsible for the basic function of the item (e.g., what slot does it fit into? Are you making a blaster rifle or a blaster pistol?). It also contains base weapon stats. Some base equipment might provide unique features (e.g., poisoned blades).
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- Item components make the item unique in other ways. They might tweak base equipment stats (e.g., +4 reflex defense), provide unique weapon features (e.g., chance to stun on hit), or provide entirely new abilities (e.g., Nightvision Goggles, Zoom-in sight for a rifle, Dual-phase lightsaber mode, Scoundrel "quickdraw" power).
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- Crafters: Crafters create the base item or components in addition to consumable items (e.g., medpacs, stims)
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- Loot: Some items and components are NOT forged, but are discovered in the wild. Maybe they drop from an enemy or maybe they're just a good find while exploring a dungeon. Maybe they're a quest reward. (e.g., rare Sith/Jedi artifacts, rare lightsaber crystals)
This leads to a system where crafters have something important to do, loot is a powerful force in the economy, but in the end the player has a real say over what their "epic l00t" really looks like.
Example:
For example, a Sith character (
Darth Steve) might be specced for two-handed combat. Over the course of play he has picked up some rather epic
loot:
- Sith alchemy longsword (quest reward)
- Archaic lightsaber battery pack (random rare MOB-drop; traded with a guildy for it)
- High-focus lens (common boss drop)
- Pontite crystal ("mined" treasure reward from dungeon)
Darth Steve is pleased with his haul. As well he should be. He gained them all honestly through completing narrative content.
No faction grinding and no dungeon farming.
But, he still doesn't have anything worth equipping. He turns to the crafting community.
From the
crafting community, he obtains the following:
- Cortosis coating for the Sith sword
- Synthetic red lightsaber crystal (no stats)
- Generic shoto lightsaber hilt (readily available on the "bazaar")
Darth Steve wishes he was able to buy a vibration module for the Sith sword but alas, Sith swords don't support that component slot. He will have to gain access to a "Sith alchemy" component in order to fill up the Sith sword free slots. There are alchemist crafters who can do this, but his character favors brute strength and there's a nice strength-bonus to be had if he completes a certain quest. He installs the cortosis coating, pays the forging cost and has his Sith sword.
Darth Steve is also vexed at the lack of quality lightsaber stat-crystals on the bazaar. He knows a guy who makes good crystals but he's short on scrilla. He only has three component slots available for his lightsaber though, so he can include the "high focus lens" for now until he puts together enough credits. (the color-crystal is a freebie component and does not count against him)
And so, he puts together his l33t gear:
- Main-hand: Darth Steve's Sting
- Base: Sith Alchemical Longsword,
- Comp. 1: Cortosis Coating,
- Comp. 2: [empty]
- Off-hand: Darth Steve's Answer to Terrorism
- Base: Shoto Model 3,
- Comp. 1: Archaic "hip-pack" power source,
- Comp. 2: High-focus Lens,
- Comp. 3: Pontite crystal,
- Color Crystal: Red (synthetic)
When the time comes for
Darth Steve to upgrade again, he can pay to disassemble his gear, pick and choose new components, and then re-pay the forging fee.
Benefits:
This system allows
Darth Steve to:
- Upgrade his gear without replacing entire items
- Control the outward appearance of his items
- Choose if he wishes to quest, loot, craft, or buy components/items
- Give his l33t gear sweet unique names
- Pursue bonuses and effects that match his character's "strategy" in combat
- Break apart items he no longer needs and sell off certain components/items that aren't soul-bound to his character
- Determine which "item type" he applies a piece of epic loot to, giving him a better chance of looting something useful to his class
This system puts
Darth Steve in control and that's what being a Sith is all about.
Final Note:
I am not proposing a "crafting system" or a "looting system" but rather a general "gear" system that
includes both crafting and looting sub-sytems. It also includes obtaining gear via quest reward and vendor purchase. Item decay might apply to some crafted items to maintain demand, but the system can work with or without.