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Kitru's New Class Idea


Kitru

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The reason I went with the Echani was because there are only 2 major RPG character archetypes missing from TOR: the unarmed combatant/martial artist and the beast master/pet class.

 

I was thinking exactly the same.

 

If Swtor was different there'd be place for a third archetype as well, the controller/debuffer, but the endgame doesn't support that kind of mechanics.

 

Personally I tried to think about how I could come up with a pet class. Sith alchemist would work really well, the hard part would be getting 2 advanced classes out of it (though there are ways...). Or possibly you could add it as a third advanced class to one of the sith base classes.

 

The problem is that the jedi equivalent wouldn't make much sense and the only thing I could think about was a droid handler/mechanic, or perhaps a beast handler like those that work for the hutts... in any case it would be hard to make them work as mirrors (at least from the stats, and somewhat also the mechanics standpoint)

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If Swtor was different there'd be place for a third archetype as well, the controller/debuffer, but the endgame doesn't support that kind of mechanics.

 

Controller/debuffer isn't so much a class archetype as a mechanical archetype. Mechanical archetypes are best expressed as roles (DPS, Tank, healer). Class archetypes are thematic combinations of abilities stripped of their specificity: when you hear talk of a warrior, mage, or cleric class, you have a strong general idea of what the class is going to do, even if it doesn't explicitly match your concept of the given mechanic or theme within the confines of the game's world. For example, Guardians are archetypal warriors manipulated to be appropriate for the star wars universe, Sages are mages, Commandos could be seen as clerics (heavy armor, healing capable), Scoundrels are rogues, Gunslingers are archers, etc.

 

Any of those class archetypes could be turned into a controller/debuffer mechanical archetype by modifying the existing DPS functionality to have more substantial/prevalent secondary effects.

 

Personally I tried to think about how I could come up with a pet class. Sith alchemist would work really well, the hard part would be getting 2 advanced classes out of it (though there are ways...). Or possibly you could add it as a third advanced class to one of the sith base classes.

 

The problem is that the jedi equivalent wouldn't make much sense and the only thing I could think about was a droid handler/mechanic, or perhaps a beast handler like those that work for the hutts... in any case it would be hard to make them work as mirrors (at least from the stats, and somewhat also the mechanics standpoint)

 

My current project (since I've pretty much finished this one) is actually based on combining 2 nominally separate constructs. The base class, for the Empire, is the Imperial Cultist which splits off into either the Imperial Guardsman (think a traditional D&D cleric), or the Imperial Alchemist (pet AC). For the Republic, it's the Force Adept which splits off into Mystic (like a ranger/cleric hybrid) and Beastmaster (pet AC). The basic idea for the Cultist is that you're a ****** normal bonded to the Emperor as part of the Imperial Guard and you act as a conduit for his already impressive Force powers (so it's not so much you using the Force but you asking him to use the Force *for* you; which is why I posit it as something akin to the traditional cleric, moreso than the existing classes). When you advance, you either learn to specialize in combat (to better beat down the Emperor's foes) or knowledge (to do more of the weird stuff to creatures that the Emperor seems so very fond of). The Force Adept is pretty much the Star Wars version of a Druid: you either focus on increasing your own connection to the Force (as a Mystic) or you focus on increasing your own connection to other living things (as a Beastmaster). For the Sith Alchemist, you summon ******* Sithspawn to serve you as pets. For the Beastmaster, you summon exemplary/Force-empowered examples of natural creatures. Thematically, the two classes are very different but, from a mechanical perspective, they're actually quite similar (Cultists are drawing on the far off power of what amounts to the Star Wars version of a deity; Adepts are drawing upon an untrained and often wild connection to the natural Force energies around them). I'm actually pretty proud of the resource construct I've got planned for them since it's thematically *really* appropriate for both of them and entirely thematically and storyline appropriate as well.

 

One of the interesting things I've found about TOR is that, thanks to the advanced class system, you can do a lot more with the concepts in a more efficient manner than you can in strict class systems. You don't need to have an entire *class* that based around having a pet; you can have one of the ACs do that. The class exists as a core construct that you can then grow out into multiple divergent playstyle routes that are then further refined by the given specs. The design provides a *lot* of leeway for creating a diverse set of playstyles without forcing you to create *massive* thematic and mechanical differences between each of them.

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I'm quite open to it. When writing the stories, I wrote from both a mechanical standpoint (since the class stories, even on planets, are not contiguous and broken into discrete chunks through the 3-5 missions you'll get on the planet) and a general story construct (since the specifics of the story would be accomplished through writing the dialogue itself rather but that would take *way* too long) so keep that in mind.

 

As to the companions, I tried to do stuff that hadn't been done before and refrain from making anyone that's explicitly "bland" (like half of the companions in game atm). There are actually some interesting inter-companion relationships I put in there specifically because I like the idea of the companions existing less as islands of themselves (which they tend to do) and more as a real people where even the nominally "evil" people will draw a line or make exceptions (and even the "good" people have a some buttons that will make them cross the line regardless).

 

Excellent. I've read some of the stories, and most of the companions by now. I'll begin taking notes and later (probably tomorrow) will post my finding.

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Any of those class archetypes could be turned into a controller/debuffer mechanical archetype by modifying the existing DPS functionality to have more substantial/prevalent secondary effects.

Fair enough, I did say I'm biased toward mechanic design =)

 

 

One of the interesting things I've found about TOR is that, thanks to the advanced class system, you can do a lot more with the concepts in a more efficient manner than you can in strict class systems. You don't need to have an entire *class* that based around having a pet; you can have one of the ACs do that. The class exists as a core construct that you can then grow out into multiple divergent playstyle routes that are then further refined by the given specs. The design provides a *lot* of leeway for creating a diverse set of playstyles without forcing you to create *massive* thematic and mechanical differences between each of them.

 

Yeah this is indeed an advantage though I think that, while not unheard of in the EU lore, the light side counterpart of the sith alchemist, your force adept, does not make a lot of sense in this timeframe, as jedi are very common (well, relatively, ofc) and their training is the norm (while the invasion may have put a halt on this, it's not been long enough to justify a whole lot of untrained force adepts), I can't really see many council bound jedi that work along that principle, or unaligned force mystics working for the republic.

 

Also, one thing I considered is that developing just an advanced class to attach to an existing class would make it much more easy to implement, due to avoiding all the voice acting. But this brings me back to the problem of finding a decent way to make an AC that mechanically is a mirror and still fits thematically on two mirror base classes.

 

The easiest way would probably be making a mechanic/technician class type mirror, maybe an engineer corps soldier for the empire (as they lack a strictly military class), and... Not sure, perhaps another military char for the rep or an independent "contractor", kinda like the smuggler.

 

It definitely is harder, imho, to fit than the Echani warrior you propose, which quite makes sense (and has the added perk of having a kind of civil war theme with it).

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Yeah this is indeed an advantage though I think that, while not unheard of in the EU lore, the light side counterpart of the sith alchemist, your force adept, does not make a lot of sense in this timeframe, as jedi are very common (well, relatively, ofc) and their training is the norm (while the invasion may have put a halt on this, it's not been long enough to justify a whole lot of untrained force adepts), I can't really see many council bound jedi that work along that principle, or unaligned force mystics working for the republic.

 

Actually, if you research the ideology of the Jedi through the Old Republic time frame, it actually makes a lot of sense for Force Adepts to exist as well as for the Jedi to be fine working with them.

 

It's important to remember that in the Old Republic era, the Ruusan Reformation hadn't taken place yet and the Jedi hadn't suffered the massive loss to their own prestige and control that caused them to try to consolidate all Force using disciplines within their own banner. The Jedi in the modern era were against other orders because the Order because they felt threatened by those other organizations. In the Old Republic era, they don't have that fear in them. As such, they're more than willing to leave existing organizations alone, as long as they don't fall to the dark side (for in game demonstration of this, just look at the Voss Mystics: the Order isn't trying to force them to join, they're trying to make sure they don't fall to the dark side). It's also the reason why the Order is willing to make even full adults padawans (just look at Nadia Grell in the Consular story) when, after the Ruusan Reformation and consequent modifications to Jedi training/admittance protocol, they only admitted extremely young children.

 

Also, Force Adepts arise out of cultures and planets that haven't been heavily interacted with. The Jedi aren't omnipresent: the hyperspace network forms a net that only covers a small portion of the existing galaxy and, in TOR, the galaxy is *really* heavily populated (what with the Rakata and other ancient races seeding pretty much every planet in the galaxy with sapient life). The planet they're starting on (a planet *very* recently colonized and barely explored by the Echani) is essentially going to have a preexisting culture on it from which the Force Adept arises (or possibly just something like "raised by wolves" and only marginally civilized).

 

My construct for the Force Adept isn't someone that the Jedi missed in their taking of Force sensitive persons; my construct for is for a Force Adept to be someone that the Jedi *would* have taken as soon as possible but didn't get there soon enough. By the time the Force Adept I'm designing meets the Jedi Order, s/he's learned too much on his/her own to be taught by the Jedi Order, much like the Order isn't going to try and teach the Mystics on Voss. The Order is still going to keep a close eye on the Force Adept to make sure they don't fall to the Dark Side and go on a massive Dark Side-fueled murderous rampage though (possibly in the form of a Jedi "escort/spy/assassin" companion who reports on you to the Order to make sure you're not dangerous).

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*snip*

 

The Voss are a weird case though... But aside that... While what you say makes sense, outside specific races (like miraluka the miraluka and the voss), force sensitivity and manipulation is rare enough that with a limited source pool it'd be extremely difficult to explain the amount of these force adepts.

 

I mean, I know that while you're going through the story itself it's like a single player game, so you could be *the* force adept, but in the overall background of swtor, there'd still be a lot of these force adepts, quite too many to be simply explained by something like that. I mean, developing force skills on your own may be possible though rare, a army of people like that doesn't make as much sense.

I guess one could just ignore the issue and keep the stories somewhat separated from what the "multiplayer" component of the game is: after all there is only ONE Hero of Tython. But in the other cases you could just say they are random jedi knights/consulars/whatever fighting along you... A bunch of force adepts seem harder to explain in the same way, as, like you said, the Jedi Council, even though not strictly frowning on these different "orders", would still want to try and train as many force sensitives as they can, leaving only few "free agents".

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I guess one could just ignore the issue and keep the stories somewhat separated from what the "multiplayer" component of the game is: after all there is only ONE Hero of Tython. But in the other cases you could just say they are random jedi knights/consulars/whatever fighting along you...

 

As far as the game is concerned, *every* player character is a unique entity: the Consular and Knight are some of the most powerful Jedi in the entire Order, the Warrior and the Inquisitor are powerful enough to make the Dark Council take notice, and the remaining classes are, explicitly, the greatest example of their given class in the galaxy. Unlike most MMOs, it's important to remember that the fundamental story concern for all of the classes is that they are specific entities. The Jedi Consular is never just "a Jedi consular"; you are a *specific* Jedi Consular: the Barsen'thor. This is why a Trooper and a Smuggler are on equal footing with a Knight and a Consular. Much like Boba Fett isn't just a Bounty Hunter and is, in fact, the greatest goddamned bounty hunter in the galaxy, the Trooper isn't just a Trooper: he's, explicitly, the best Trooper in the entire Republic military. Most troopers wouldn't be able to keep up with a Jedi (or, at least, would be quickly overshadowed), but the Trooper players play is so friggin' amazing that s/he can even keep up with some of the best Jedi.

 

There's no more required suspension of disbelief in writing the story to explain the presence of more than one Force Adept than there is to explain why there are thousands of Barsen'thor running around or why apparently every Trooper you run across can fight to a standstill with said Barsen'thor. The multiplayer "issue" isn't one, for the same reason that it's not an issue for there to, apparently, be as many Jedi on the field as there are non-Force Sensitives. The suspension of disbelief is needed before you ever set foot in multiplayer: the single player story is, by necessity, a separate construct from the multiplayer *everything*.

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There's no more required suspension of disbelief in writing the story to explain the presence of more than one Force Adept than there is to explain why there are thousands of Barsen'thor running around or why apparently every Trooper you run across can fight to a standstill with said Barsen'thor. The multiplayer "issue" isn't one, for the same reason that it's not an issue for there to, apparently, be as many Jedi on the field as there are non-Force Sensitives. The suspension of disbelief is needed before you ever set foot in multiplayer: the single player story is, by necessity, a separate construct from the multiplayer *everything*.

 

Here I disagree, in part. I understand that the singleplayer part and the multiplayer part are necessarily distinct, and while I don't particularly like the solution, I understand why they did it this way and can live with it; if nothing else it makes for engaging storylines (though, as an aside, I still think they went overboard with the JK story).

But there *are* important, storyline related components of the multiplayer experience: all the Operations so far (and well, the Flashpoint story arcs too), have an arcing story behind them. Quite an important story too, as the new expansion is basically somewhat a consequence of that (what with the Hutts behind pushed out of their space, etc).

So what is my problem here? I can easily live (and ofc I'm just defending my position here, for the sake of discussion. in the end if it's fun I'll play it) with running along a bunch of random Jedi and Troopers and Smugglers or any kind of group composition as it's very easy to ignore the fact that they're all copies of a specific, unique, Jedi, Trooper or Smuggler. The concept those classes stand for is not unique to the era, even the rarest of the bunch, Jedi, are not really that rare. I would find having lots of random force adepts in that group much more problematic, as the concept itself is much more rare, even in this era.

 

in the end, I don't care *that* much about this: like I said, gameplay and mechanics have priority for me and trump everything else, but I still think there may be a way to get a pet class in the game without having to rely on a background I perceive as inadequate.

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in the end, I don't care *that* much about this: like I said, gameplay and mechanics have priority for me and trump everything else, but I still think there may be a way to get a pet class in the game without having to rely on a background I perceive as inadequate.

 

The reason you perceive the background as inadequate is because you're applying a double standard. Most smugglers, trooper, agents, and bounty hunters couldn't *dream* of standing toe-to-toe with a Jedi. Even if you operate under the assumption that the Consular and Knight are running with other Jedi that are, somehow, in the same level of awesomeness as they are (which is doubtful unless you think the entire operation is comprised of the entire Jedi Council since the Knight and Consular are both on par with those), if there's more than one Smuggler and Trooper, the logic falls apart as well since, as stated before, the Smuggler and Trooper aren't simply *good* examples of their given role: they are, explicitly, the *best*. The Trooper isn't just an amazing Trooper. He is the outright *best* Trooper in the galaxy, which is why he can keep up with a damned amazing Jedi. The fact that there are simply more generic Troopers in the galaxy than the one the player plays doesn't really matter: the *only* reason the Trooper can keep up is if they're *far and above* the level of awesomeness that is achieved by every other Trooper out there.

 

Keep in mind, this time frame is actually the time when it's *most* likely that a powerful Force Adept would make it in the galaxy (at least, until NJO comes around, thought that's never been my favorite time frame). At this point in time, the Jedi are actually *accepting* of other Force-sensitive cultures (as long as said cultures don't go to the dark side) and they're not going out of their way to recruit anyone and everyone with Force-sensitivity. In the Rise of the Empire, the Jedi were less-than-accepting of Force organizations that weren't them. In the Rebellion Era, the Empire went out of its way to take out and/or control anyone that showed Force-sensitivity. In the Old Republic Era, the Jedi are at full power and unthreatened. As such, they don't really have a reason to be paranoid about other organizations doing their own thing (though, as I've mentioned several times before, they would still keep an eye on them to prevent them from going the way of the Sith).

 

You're also acting as if the players are actually intended to be even a significant *minority* of the total population we're supposed to have seen. What you seen when running around is a far cry from what you should *actually* be seeing, were the game portrayed with realistic NPC counts. If it were portayed realistically rather than having said populations of uninteresting people culled to be easier for the massive number of players to travel/interact/etc, you'd almost never see anyone that qualified as a player. The Force Adept concept would be just as rare as anything else.

 

In short, you're unconsciously suspending disbelief concerning the existing classes because you're already exposed to them but you won't to other classes because you don't realize that you're *already* suspending disbelief concerning the choices the devs have already made to make said play enjoyable. It's not really a reach to say that there are Force Adepts out there already, especially in galaxy where Force-sensitivity is so common that the Jedi and Sith can actually turn people away (and sometimes actually *have* to).

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The reason you perceive the background as inadequate is because you're applying a double standard.

Not exactly. I actually run by the opposite idea: that when I'm in group content the jedi are quite run of the mill ones and the smugglers and troopers are quite good at what they do, without necessarily being the best. Since you don't really face jedi directly, the relative power levels are not as important.

 

Keep in mind, this time frame is actually the time when it's *most* likely that a powerful Force Adept would make it in the galaxy

And that is likely true, but it's hard to believe that there'd be a bunch of REPUBLIC AFFILIATED force adepts just running around. I can definitely see space for a small faction, but it would be quite limited in numbers, kinda like the Voss.

 

You're also acting as if the players are actually intended to be even a significant *minority* of the total population we're supposed to have seen. [...] The Force Adept concept would be just as rare as anything else.

The first sentence is certainly true, the second, not so much. While the small numbers of players compared to the general scale of the war are very small, even if you consider them by the meter of pretty "average" jedi and very good troopers smugglers, the sheer scale of the conflict means there will still be lots of them and, given the nature of the stuff they face, they're quire likely to work with each other, more than with more "normal" npcs.

Force Adepts then are a different thing, as they would be in even smaller numbers, especially if you consider the fact that lacking an organised structure, it would be hard to explain why different Adepts have so many similar (and peculiar, we're not talking about the usual force stuff here) abilities. Either this or you'd be forced to have them all be part of a specific race/culture, like the Voss, which would make them somewhat unsuitable for player classes.

 

In short, you're unconsciously suspending disbelief concerning the existing classes because you're already exposed to them but you won't to other classes because you don't realize that you're *already* suspending disbelief concerning the choices the devs have already made to make said play enjoyable.

I certainly am suspending disbelief about the classes as they are, but not so much as you seem to think, as I've explained above. I am indeed critical of some of the storytelling choices so I have to find a viable explanation, which I've explained above. I merely think that Force Adepts would strain even this explanation too much.

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Love the idea and the amount of detail, I didn't read to much into the story I paid more attention the mechanical aspects and I feel that your onto something good here. I only stipulation is the double bladed vibroblade, to me it sounds too similar to a shadow, might I suggest vibroknives, since they are already in the game anyway and they are underutilized ATM in game, perhaps dual wielded and backhanded? I think it would be nice playing a super mobile class with one or two backhanded viboknives.
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Echani Fighter / Thyrsian Aspirant (Base Class)

Weapons: Fist Weapon

Armor: Medium

Primary Attribute: Strength

Class Buff: 5% surge rating

Power Source: Tech

 

I like the idea of a new class, and this one is pretty well thought out. My only real problem is that you seem to be trying to hard to use assets already in the game. I think that a new class deserves to have it's own main stat, and also we should get a Light Armor Tech class. They get their own weapon type, why not this as well. Maybe Perception? Also maybe the Reps could get Echani, and the Imps could get Teras Kasi Master. It would then be possible to use some more established lore into the game. Teras Kasi was an unarmed combat martial art in the Star Wars Expanded universe, (I believe) first introduced in the PS1 game Star Wars Teras Kasi Masters. In SWG they used Unarmed/Fist Weapons, and where able to compete with the Alpha class Jedi (pre-NGE of course).

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I only stipulation is the double bladed vibroblade

 

I originally considered using Vibroknives as a weapon but decided it didn't really fit within the culture itself (as an offhand *and* as a mainhand; I had to drop the offhand idea because that didn't work for the Infighter since they needed to be able to use Shields). Keep in mind, the Double Bladed Vibroblade has context as a weapon for the Echani to consider important even within the confines of Bioware's own development: the Echani Ritual Brand. Essentially, you're either an Echani that focuses on unarmed Echani combat (which is actually combat armed with Fist Weapons) or you're an Echani that focuses on using the ritual brand and its variants. Vibroknives don't fill that same niche within the existing lore.

 

Plus, the Vibroknife combat combined with personal shields and predicting the future reminded me a bit too much of Dune.

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Imps could get Teras Kasi Master.

 

The problem with Teras Kasi is the timeline (yes, I've seen a *lot* of people recommend this in other additional class ideas). Teras Kasi had only recently been developed (if you actually go by the lore in game, the organization that actually *developed* Teras Kasi, the Followers of Palawa, actually exists in game on Tatooine and is both in conflict with the Empire *and* prefers to use guns and melee weapons rather than unarmed combat; which suggests that the unarmed combat discipline they're famous for hasn't even been developed yet), and the reasons it was developed (i.e. to beat the crap out of overreaching Jedi) mean that they're not likely to be all that friendly with the Republic *or* the Empire (Teras Kasi is an anti-Force fighting style which means they'd likely be just as suspicious of the Empire as of the Republic since the Empire is explicitly *run* by Force users bossing other people around by using their Force powers).

 

Timeline is something that a lot of people miss when they're coming up with class concepts, especially when they're basing them off of concepts that come out of organizations derived from the EU. Teras Kasi, Witches of Dathomir, and all manner of others either don't exist during the Old Republic timeline (like the Witches, who were founded in ~600 BBY) or the organization itself has yet to evolve to be appropriate for the game construct (like the Teras Kasi, who, with some finagling, *could* exist, but wouldn't side with either existing faction due to fundamental differences).

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The SW:TOR Blood of the Empire webcomic series contained a character that mentioned being trained in Teras Kasi, so as far as Bioware is concerned the discipline exists in some form at this time, though it's probably not in widespread use. In fact, since the webcomic series chronicles Teneb Kel's path to becoming Darth Thanaton, Teras Kasi would have had to have existed for at least a four decades by the time the game occurs. Edited by XORDYH
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Alright, I've read the first chapter of the Echani story and overall I like it. I'll break it down planet by planet.

 

Coruscant

  • I think the Senator should be corrupt, and the "Senatorial Aid" may be vying for his/her position. They help you once you expose the senator.

 

Taris

  • I really love Taris. At the same time, it was a tad confusing, but with dialogue that confusion would be removed.

 

Nar Shaddaa

 

  • I like it, just make sure it doesn't get too repetitive. Perhaps at the second arena, add something instead of just a conversation. Perhaps you are intercepted by a gang or so, just to add to the suspense of who Zindane is. Maybe he escapes during the fight, or hired the gang to test you. Either way, adding another battle or moment of suspense would benefit the story.

Tatooine

  • I LOVE Tatooine, but it was confusing at first. Again dialogue will alleviate this.

 

Alderaan

Alright. I have a bone to pick with Alderaan. It seems as though the entire planet is basically saying, “I lost it, go to [iNSERT TOWN/CITY HERE] to get it” rinse and repeat. It needs some spice. I understand that you end up fighting all the houses, but maybe have he/she get the sword and then have it be stolen by house Ulgo? This would create an emotional response to the player, which may make them want revenge, hence the attack on Ulgo. Now, sure, the scion that is captured works. But I feel as though the assassin should be house Ulgo, and you steal the sword and have him steal it back. Then have the scion be kidnapped and carry on.

 

I don’t know if that makes since, but if it does, I would like your opinion on it. And the last part is great. I love how it ends.

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Would it work to make it a dual weapon type combat? Such as Fist/Knife or Fist/Sword or Sword/Knife? VIsually, that could make a very distinct look, while keeping with the feel of the class.

 

Additionally, maybe the shield using AC could use the shield aggressively? Somewhere between how a shield is used aggressively in WoW and how Wonder Woman uses her bracers? I use her because the Echani shields (and shields in general) in KoToR always had graphics that made me believe they were placed on the forearm/wrist.

 

I originally considered using Vibroknives as a weapon but decided it didn't really fit within the culture itself (as an offhand *and* as a mainhand; I had to drop the offhand idea because that didn't work for the Infighter since they needed to be able to use Shields). Keep in mind, the Double Bladed Vibroblade has context as a weapon for the Echani to consider important even within the confines of Bioware's own development: the Echani Ritual Brand. Essentially, you're either an Echani that focuses on unarmed Echani combat (which is actually combat armed with Fist Weapons) or you're an Echani that focuses on using the ritual brand and its variants. Vibroknives don't fill that same niche within the existing lore.

 

Plus, the Vibroknife combat combined with personal shields and predicting the future reminded me a bit too much of Dune.

Edited by Sprgmr
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Would it work to make it a dual weapon type combat? Such as Fist/Knife or Fist/Sword or Sword/Knife? VIsually, that could make a very distinct look, while keeping with the feel of the class.

 

The dual weapon implementation is one that could've been done for the Fencer (though, as stated before, it wouldn't really work since it would mean *not* using a DBVS like the Echani Ritual Brand) but would be *really* weird with the Infighter, since tank specs are, pretty much by definition, supposed to have shields equipped. Unless it's a functionally required "option" for the DPS specs (which would be *really* strange since you couldn't make any of the Infighter unique attacks "2 weapons required" because they're used by the tank spec as well

 

Additionally, maybe the shield using AC could use the shield aggressively?

 

That's more of an animation issue, though, keep in mind that the effects of stuff like Warcry, Avalanche Strike, Vortex Spin, etc. (i.e. those abilities that act outside of actual melee range) aren't intended to actually be caused by pure natural Echani awesomeness (since you don't have to Force to do make your Scream cause damage to your foes and robots wouldn't be affected by "psychic" damage if it were fear based); in my mind's eye, I was seeing them as being caused by the Echani doing weird things to their shield/generator to modify the effects of it for a short while in conjunction with the motions of combat (i.e. the thing was programmed such that, when you do *this* punch and *this* kick together, it activates *this* weird function).

 

For example, the massive shockwave caused by Avalanche Strike is actually caused by a build up of kinetic energy that your generator builds up around you and is released at the end of the leap, Vortex spin involves your generator creating some weird convergent gravity waves or something similar, and Warcry is more like a sound activated destructive pulse coming from it. The name for the AoE taunt was originally supposed to be something like "Major Irritation Field Generator" (similar in theme to Sonic Missile) before I decided that it just seemed too long. Essentially, the only attacks that are actually done *with* your bare hands and feet are explicitly those that involve you explicitly contacting someone with your hands and feet and, even then, said generator is probably generating some inertial un-dampener to make you hit harder. Most of these effects would be incorporated in a thematic sense as part of the particle effects of the attacks short term blue spheres that encircle/move/etc. Vortex Spin would actually have the generator create what looks like waves to deal damage and pull in everyone, and Avalanche Strike would have some kind of short term visible energy field that builds up around you as you're in the air leaping that expands/explodes when you land.

 

So, as I see it, the Echani are using the generators as part of combat already. Of course, since they're not *actual* pieces of armor and are instead ranged effect field generators, it doesn't make sense to hit someone with the actual physical generator, but rather the durable/powerful field said generator develops.

 

I use her because the Echani shields (and shields in general) in KoToR always had graphics that made me believe they were placed on the forearm/wrist.

 

I know in KotOR they're on your arm (that's explicitly where you equip them; of course, even then, they're still not like standard arm bands and are still high tech pieces of ranged effect field generation equipment so playing Wonder Woman with them still doesn't make much sense since, even in TOR, the Echani shields have to be activated and don't require strange proficiencies to use properly like defensive armbands would), but, iirc, Shield Generators are, in TOR, supposed to be clipped to your belt (I think there's a loading screen tip or something about that). I think the implementation I currently use (the fields themselves being used as an offensive tool to compliment their existing martial arts moves) works as a better concept than them just being super engineered real world armor slapped over your normal bracers.

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Alright, I've read the first chapter of the Echani story and overall I like it. I'll break it down planet by planet.

 

The set up for the Echani story was supposed to be somewhat derivative of Wushu/Kung-Fu movies. I'm not sure if that got through though.

 

Coruscant

  • I think the Senator should be corrupt, and the "Senatorial Aid" may be vying for his/her position. They help you once you expose the senator.

 

I wrote the Coruscant story *really* vaguely. There are almost not actual details, just a *really* basic write up on the theme/progression. The equivalent of the "good student that works for the evil teacher" applied to Senatorial politics would make sense, especially if said corrupt Senator dispatches assassins to take out the Aid once he discovers the betrayal and it's required to have you go rescue said Aid in order to not have the corrupt Senator get away with whatever s/he was doing.

 

Taris

  • I really love Taris. At the same time, it was a tad confusing, but with dialogue that confusion would be removed.

 

The inspiration for Taris sprung from the Taris Dueling Ring, though, in the context of a Kun-Fu moving, it's supposed to be reminiscent of an archetypal "quest for the secret scroll": instead of a scroll recorded by a great master with secrets of combat discovered by him/her, it's the non-Jedi/Sith Star Wars equivalent. You don't really need diagrams when you can just look at specific attacks in actual use in flawlessly recorded 3-D holograms.

 

Nar Shaddaa

  • I like it, just make sure it doesn't get too repetitive. Perhaps at the second arena, add something instead of just a conversation. Perhaps you are intercepted by a gang or so, just to add to the suspense of who Zindane is. Maybe he escapes during the fight, or hired the gang to test you. Either way, adding another battle or moment of suspense would benefit the story.

 

I don't see Zidane hiring thugs to take you out. His "Kung-Fu archetype" is the "mysterious stranger": at the beginning, you're not sure if he's a potential ally or an enemy, but you *do* know he's skilled enough to be a threat or a great assistant. It's only after you forge the bonds of friendship by saving each other in a fight that you learn that he's actually a good guy. I kind of want him to be something of a "drunken master" type: he's pretty much at an all time low at the point he joins you so it would make sense for him to be in something of an inebriated stupor, though, rather than making him fight more effectively, the booze just kind of dulls the pain of his existence. Rather than a master of drunken combat, he's more of just a master who happens to be drunk.

 

 

 

Alderaan

Alright. I have a bone to pick with Alderaan. It seems as though the entire planet is basically saying, “I lost it, go to [iNSERT TOWN/CITY HERE] to get it” rinse and repeat. It needs some spice. I understand that you end up fighting all the houses, but maybe have he/she get the sword and then have it be stolen by house Ulgo? This would create an emotional response to the player, which may make them want revenge, hence the attack on Ulgo. Now, sure, the scion that is captured works. But I feel as though the assassin should be house Ulgo, and you steal the sword and have him steal it back. Then have the scion be kidnapped and carry on.

 

I really wanted to get across the idea that Brathe Organa is a monumental *******: he's the spoiled rich kid who thinks he can do no wrong (and, even if things go wrong, it's not *his* job to fix it) and is all about the massively outdated rules of honor and conduct that are all the rage on Alderaan. The story, since it's how you get him, is largely focused on framing that aspect: *he* loses the sword, *he* gets kidnapped, etc. The idea is that, as the real warrior, you're the only one that isn't regularly screwing up because these people have the *strangest* romantic ideas about fighting.

 

I believe I chose the specific houses as I progressed through the story based upon their location. It could be that it was a Scion of House Ulgo that defeated Brathe in an honor duel during a skirmish near the Ulgo encampment near House Organa who then headed to House Baliss to train those sad sacks of **** to actually be effective allies for House Ulgo. The general theme is really supposed to be something along the lines of "those silly nobles" though, since you're the Echani are a *very* pragmatic meritocracy and the Alderannians are almost culturally obsessed with status, position, birth, and stringent codes of conduct.

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  • 2 weeks later...
Hi Kitru,

 

I really like your idea here. If there was one thing I would like to see changed, though, it's this:

 

"...Echani focused on light weaponry and armor, relying more on agility rather than heavier weapons and brute force."

 

^ Taken from wookieepedia.

 

I believe a cunning based class would fit better with the overall theme of the class (society) and actually balance the disparity of medium strength and cunning armor gtn sales, leaving more reason to sell or make cunning based medium gear. The way I see it, cunning armor can be rare to find unless you are able to make it yourself or know someone who can.

 

Mull it over :)

 

Generally all classes have their own 'unique' primary stat so I think a new stat could be introduced for the Echani. Maybe Finesse? Something like that. Edit: Loving the idea by the way, a non force melee focused class would be cool! Staffs/Vibroswords/Gauntlets etc. Chances of it happening are slim, but worth a shot :)

Edited by Ajaxduo
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Hey I loved the detail put into your class. I posted three links below with pics and info this has been my idea for a class.

 

I always thought Nightsisters would be a good New Class, (besides the books you can catch one in one of the Ewok Movies :) ) They use Allyan Magic, (it comes from the force basically but would give a true magic class to the game that is not a jedi/sith really.

As for weapon they get to use the coolest weapon ever since they have already been seen with them in Kotor comics etc.. the Light whip, yes you read that right a Lightsaber whip (last link at the bottom has pic)

 

Tree Ideas

They practice offensive and defensive magic, worship deities, and most importantly the are Illusionist.

 

So one tree could be be a Debuff/Buff Class (so for pve lower targets def, silence, raise attack etc...with backup healing, and Rez spells. Obviously no were near the single target of a scoundrel or party healing of a sage but maybe base them on debuff amounts from other spells or connect them to dps spells they can do dmg and in return bank HP to be put out in either a simple AOE, or Direct Heal. (maybe make the dps heal thing a trait of the non advanced class so they all get it but in certain trees such as this for it to be upgraded nicely)

 

Another tree could be like so many games pet classes (wow hunters, lotro loremasters) give them crowd control abilities using tricks of the mind. Its very typical to see trash in Ops 16 and 8 man to be in groups of 4 or 6 nicely spaced for individual CC's so they can be dps'ed in particular order, having a class with aoe snare/root/ abilities and Sleeps could change the way simple things like large trash pulls in Ops are done and speed up trash, while allowing for larger groups for a more epic look :), Maybe some straight nuke spells but mixed in with Poisoned melee weapon abilities. And then for good measure some fun old school type CC class spells, make a target turn on his ally's for a period of time, run around with no control

 

And for the final tree since they worship Deities make this a Wow Warlock, or Final Fantasy Summoner but very specific summons. Have there abilities be based on damage over time, and one of the summons be there main Raid style Magical Watchmen if you will since this would be a damage over time class in the same style, and the other Summon be a Burst Spec one maybe, or maybe make it burst damage. Also since watchmen gets the self heals and when Zen is active heals to his party (at least till they take that away too :( ) Have the summons maybe slightly Heal the user but when they activate there Zen like ability for it to rebuild Force,Ammo, or whatever energy type there party is using over time...

 

Links to Nightsisters, Allyan Magic and the Light Whip Info

http://starwars.wikia.com/wiki/Nightsisters

http://starwars.wikia.com/wiki/Allyan_Magic

http://starwars.wikia.com/wiki/Lightwhip?file=Nightsister_JATM.

 

P.S. Sorry for any typos, run-ons, or bad grammar was typing fast and being I just noticed how long it is I totally didnt Proof Read!!!! ;)

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  • 2 weeks later...
For the last few months, I've been working on a class idea. Rather than doing the normal "half baked" attempts at building a class, I just went whole hog and put together an entire class from the ground up, complete with both ACs, companions, story, abilities (with numbers) and spec for both the Republic and Imperial versions...

 

...(btw, rather than putting all damage numbers into their base coefficients, I instead used the damage dealt by the basic attack as the standard; essentially, all damage numbers represent how many multiples of the basic attack they deal; it's similar enough to the coefficients for the soft number balancing that I've done and gives you a decent guideline for how much damage the attacks should do for certain gear set ups)

 

So, here goes...

 

Two thumbs up! Great job, I'd play this character.

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