Master-Padawan
proposals
yea its from the nge but its a start i
guess.
http://starwarsgalaxies.station.sony.com/players/guides.vm?id=80105
If you've mastered the Jedi profession by reaching Combat
Level 90 and you're wondering "What do I do now?" Community
member Everitt_Cage has an answer! Check out this great guide that
will help you take role-playing Jedi Master/Padawan apprenticeships
in-game to a new level.
So, you've reached Combat Level 90
and mastered the Jedi profession. "What do I do now?" you
ask? Now, you become a real Master.
Merely reaching CL 90
does not mean a player is a Jedi or Sith (R-P) "Master", it
merely gives them the formal greeting of "Master Jedi",
which was given to both Padawans (Anakin in EP II) and Knights
(Obi-Wan in EP II). Once a Jedi reaches CL 90, all they have achieved
is Knighthood. To become a Master they then must then take an
Apprentice...
Part I: Taking an Apprentice
Jedi
Apprenticeships
* A CL 90 Jedi will select a willing Jedi of
a lesser CL to be his future Padawan.
* The future Master
will instruct his future Padawan to travel to a force shrine to
meditate and listen to the will of the Force (for an amount of time
determined by the future Master).
* Afterwards, the future
Master and Padawan will travel together to the ruins of the ancient
Jedi Temple on Dantooine:
* Once there, the Master will
instruct the Padawan to kneel and recite the Jedi code:
"There
is no emotion, there is peace"
"There is no ignorance,
there is knowledge"
"There is no passion, there is
serenity"
"There is no chaos, there is harmony"
"There is no death, there is the Force"
* Now
the Master will ask the Padawan if he is willing to dedicate their
"life" to the will of the Force, the protection of others,
and the guidance of his or her Master.
* If the Padawan
agrees, the Master instructs their student to rise and declares him
his Padawan.
* The final step is for the Master to put the
following at the bottom of his bio: "Jedi Padawan: (padawan's
name)", and for the Padawan to put the following at the bottom
of his bio: "Jedi Master: (master's name)".
Sith
Apprenticeships
* A CL 90 Sith (RP) will select a willing
Sith (RP) of a lesser Combat Level to be his Apprentice.
*
The future Master will instruct his future Apprentice to travel to a
force shrine to meditate on his hatred and anger, and the power which
only the dark side of the Force can bring him (for an amount of time
determined by the future Master).
* The future Master and
Apprentice will then travel together to the temple of the ancient
Sith Lord Exar Kun on Yavin IV:
* Once there, the future
Master will stand between the two black triangles (with the statue of
Exar Kun over him) and order the Apprentice to kneel before him and
recite the Sith code:
"Peace is a lie, there is only
passion"
"Through passion, I gain strength"
"Through strength, I gain power"
"Through
power, I gain victory"
"Through victory, my chains are
broken"
"The Force shall free me"
* Now
the future Master will ask the Apprentice if he is ready to dedicate
their "life" to the pursuit of power, the domination of
others and the orders of his or her Master.
* If the future
Apprentice agrees, the future Master bestows upon them a Sith title,
instructs them to rise and declares them as their Apprentice.
*
The final step is for the Master to put the following at the bottom
of their bio: "Sith Apprentice: (apprentice's name)", and
for the Apprentice to put the following at the bottom of his or her
bio: "Sith Master: (master's name)".
* A very nice
alternative location for the Sith naming ceremony is the Shore of
Remorse, found on Mustafar:
However, you will have to have
the Trials of Obi-Wan expansion to travel to Mustafar. If you can't
get to Mustafar, everyone can travel to the Temple of Exar Kun on
Yavin IV, for a naming ceremony.
Part II: Training
your Apprentice
The Master: The Master's role in the system
is to help their apprentice advance. This advancement comes in three
main ways:
* Helping them gain experience points (XP) to
increase their Combat Level.
* Helping them acquire the
resources and components to construct a more powerful lightsaber as
they become certified.
* Helping them find better robes when
they are able to wear them.
The Student: The Padawan or
Apprentice's role in the system is two-fold:
* A Padawan or
Apprentice should be very respectful of their Master, who is helping
them grow as a Jedi.
* A Padawan or Apprentice should try
their best to meet any advancement goals their Master sets for them
to achieve.
Advancement Goals: A Teacher would expectedly set
goals for his student (which would vary for everyone, depending on
their real life circumstances), though a Jedi Master would not
belittle or demean his Padawan if they did not advance as quickly as
the Master expects, instead showing patience and understanding. A
Sith Master, however, would be far less forgiving of a slow learner.
Purpose: The main purpose of the Master/Apprentice System is
for the mutual enjoyment and benefit of both the Master and the
Apprentice. The Apprentice benefits from the system by having a more
experienced player helping them whenever they need it. The Master
benefits from the system in that only by successfully training a
Padawan or Apprentice to Knighthood can they become a true Jedi or
Sith Master.
Part III: "Graduation"
Jedi
Graduations
* Once a Padawan has reached CL 90, the Master
assigns 3 trials, which must completed alone to prove themselves a
Jedi Knight (Below are explanations of the 3 types of trials with
pictures that represent them, as well as a recommended example):
o
Trial I - Keeping the Peace : "For a thousand generations the
Jedi Knights were the guardians of peace and justice in the old
Republic..."
Keeping the peace involves dealing with
seedy characters or dangerous creatures that are a cause of harm to
the innocent citizens of the galaxy:
Example: Krayt Dragons
are some of the most fearsome creatures in the galaxy. Recent reports
from Tatooine indicate that of late their population has increased
sharply, and is proving a deadly threat to innocent moisture farmers
and travelers of the desert world.
The Galactic Travel
Organization has requested the help of the Jedi order, on behalf of
their Tatooine branch, in thinning the sudden boom in the Krayt
Dragon population. The Padawan must travel to the Krayt Dragon
graveyard on Tatooine and kill 10 Krayt Dragons to help maintain the
safety of the locals.
* Trial II - Expanding the Archives: As
was seen in Attack of the Clones, a Jedi will try to find information
on something in the Jedi archives from time to time and it will not
be there. When this happens, the only way to solve that problem is to
send someone to gather information about what is missing and why:
Example: The Jedi archives lack sufficient data regarding the
area known as the Ryatt Trail on the planet of Kashyyyk. It is known
that this trail spans an area ranging from the tree-top canopy all
the way to the floor of the forest, but more detailed information
requires an expedition team be sent to explore this area on foot.
The Padawan must travel to Kashyyyk and explore the trail
from the entrance gate to the end on the forest floor so that the
Jedi archives can be updated with more detailed information regarding
the area.
Along the way, the Padawan should deal with any
hostile creatures that might prove a danger to themselves or the
locals (notably the Katarn).
o Trial III - Bringing Balance
to the Force: On many different planets, there are beings who have
discovered the Force or started using the Force in unnatural ways
(the Dark side). What they are doing is causing an imbalance in the
force which is left to the Jedi Order to correct:
Example:
Home to a group of evil force wielding witches who call themselves
the Nightsisters, the Nightsister stronghold has become one of the
most powerful focal points of the dark side in the entire galaxy.
Until the Nightsisters are dealt with, the very existence of
the light side of the force is threatened, prompting the Jedi order
to mount an operation to destroy them. The Padawan must journey to
the Nightsister stronghold and clear out the Nightsisters from their
stronghold and its neighboring cave so that the force can be brought
back to balance.
* After the Padawan has completed his
trials, the final step is for the Master to change his bio from:
"Jedi Padawan: (padawan's name)" to "Padawan trained:
(padawan's name)", and the Padawan to change his bio from "Jedi
Master: (master's name)" to "Former Jedi Master: (master's
name)".
Sith Graduations
* Once the Apprentice
has reached CL 90, the Master will give him 3 Tests of Power, which
the Apprentice must complete alone, to determine if he is strong
enough to be a Sith (Below are three recommended examples for the
Tests of Power):
o Test I - Dragon Slayer: Making the
Jundland Wastes all the more dangerous are immense reptiles stalking
the craggy canyons in search of prey. These huge predators are known
as Krayt dragons and their bone-chilling howl is enough to send even
ferocious Sand People skittering for cover...but not a Sith.
o
For his first test, the Apprentice must travel to the desert world of
Tatooine and slay 15 Krayt Dragons.
Test II - Search and
Destroy: "My Lord, it's impossible to locate the ship. It's out
of our range." "Not for a Sith..."
For his
second test, the Apprentice must travel to the Forrest world of
Endor, and then find and defeat a Gorax giant.
Test III -
Killing Spree: A Sith's true power is only achieved through testing
the limits of their anger. To do this, a Sith must unleash their
anger on all who stand in their way.
For the third test, the
Apprentice must travel to the Jungle world of Yavin IV and kill the
fearsome Acklay inside the Geonosian labs, killing all Geonosians and
droids along the way.
* After the Apprentice has completed
the 3 Tests of Power, the Master will instruct his Apprentice to
follow him to the ancient Dark Jedi enclave (also on Yavin IV), for a
final lesson:
After they have arrived, the Master and the
Apprentice will make their way into the inner chamber:
The
Master now informs the Apprentice that the time has come for him to
prove himself a Sith Lord, and challenges him to a duel to the death.
* If the Apprentice defeats their Master, the Master becomes
one with the Force (clones) and /tells his Apprentice that their
training is complete. They are now a Sith.
* The final step
is for the Master to change his bio from: "Sith Apprentice:
(apprentice's name)" to "Apprentice trained: (apprentice's
name)", and the Apprentice to change his bio from "Sith
Master: (master's name)" to "Former Sith Master: (master's
name)"
Have you "Graduated"?
If you
are a Combat Level 90 Jedi or Sith, make sure you have done the 3
Jedi Trials or Tests of Power set forth by your Master before taking
on a Padawan or Apprentice of your own!
Henceforth, when you
look at the bios of your fellow Jedi, you will know that they have
achieved a true level of distinction by carrying on the tradition of
either the Jedi or the Sith.
Suggestions for Finding a Master
or Apprentice of Your Own
By all means, please feel free to
state your interest in acquiring a Master or Apprentice in your
replies to this thread. With that being said, you'll probably have
the best success by posting a thread on your galaxy's forums.
Unfortunately, however, that may not always work.
Alternatively, you could try talking to other Jedi you see in game
and asking them if they would like to be part of a Master/Apprentice
role-playing system. If they would like to, you can use this guide to
start things off.
Good luck to all who choose to participate
in the Master / Apprentice system and May the Force be with you!
http://soe.lithium.com/board/message?board.id=ngejedi&message.id=177739
<<<Guilds>>>
Several
people have asked me questions about Jedi/Sith guilds, and how to
incorporate the Master/Apprentice System in them. In response, I have
created the following system. Keep in mind that I'm not telling you
how to run your guild, this is just a suggestion on how to impliment
the Master/Apprentice System into a guild for those that are
interesed:
<Guild>
JEDI
* Jedi Initiate
* Jedi Padawan
* Jedi Knight
* Jedi Sentinal
* Jedi
Consular
* Jedi Guardian
* Jedi Master
* Jedi Council
Member
SITH
* Sith Initiate
* Sith Apprentice
*
Sith Lord
* Sith Enforcer
* Sith Templar
* Sith Oppressor
* Sith Master
* Sith Council Member
<How>
JEDI
To join the guild you will need to submit an
application to a member of the council. If the application is
approved, then you will be invited to join the guild, and upon
joining you will be granted the rank of Jedi Initiate.
After
1 month of membership in the guild, you will be eligable to become a
Jedi Padawan. To do so, you must approach the Council and announce
your desire to become a Padawan. The council will then assign you
several trials you must complete. After doing so, you are granted the
rank of Jedi Padawan. You will then be assigned to a Jedi Master, who
will mentor you until you have reached CL 90. If you are already CL
90, you will still accompany the Master until you are eligable to
become a Jedi Knight.
1 month after becomming a Padawan you
will be eligable to become a Jedi Knight if you are CL 90(If not you
must first reach CL 90). To do so, you must again approach the
Council and announce your desire to become a Knight. The council will
then assign you several trials you must complete. After doing so, you
are granted the rank of Jedi Knight. From this point forward, your
ranks are gained by training padawans of your own:
*
Jedi
Sentinel - CL 90 Jedi who has trained (5) Jedi to Knighthood
*
Jedi Consular - CL 90 Jedi who has trained (10) Jedi to
Knighthood
*
Jedi Guardian - CL 90 Jedi who has trained
(15) Jedi to Knighthood
*
Jedi Master - CL 90 Jedi who
has trained (20) Jedi to Knighthood
After becomming a Jedi
Master, you will be eligable to become a member of the Jedi Council.
To do so, you must approach the Council and announce your desire to
join the Council. However, whether or not you become a member will be
based on a guild-wide election.
SITH
To join the
guild you will need to submit an application to a member of the
council. If the application is approved, then you will be invited to
join the guild, and upon joining you will be granted the rank of Sith
Initiate.
After 1 month of membership in the guild, you will
be eligable to become a Sith Apprentice. To do so, you must approach
the Council and announce your desire to become an Apprentice. The
council will then assign you several trials you must complete. After
doing so, you are granted the rank of Sith Apprentice. You will then
be assigned to a Sith Master, who will mentor you until you have
reached CL 90. If you are already CL 90, you will still accompany the
Master until you are eligable to become a Sith Lord.
1 month
after becomming an Apprentice, you will be eligable to become a Sith
Lord if you are CL 90(If not you must first reach CL 90). To do so,
you must again approach the Council and announce your desire to
become a Lord. The council will then assign you several trials you
must complete. After doing so, you are granted the rank of Sith Lord.
From this point forward, your ranks are gained by training
apprentices of your own:
*
Sith Enforcer - CL 90 Sith who
has trained (5) Sith to Lordship
*
Sith Templar - CL 90
Sith who has trained (10) Sith to Lordship
*
Sith
Oppressor - CL 90 Sith who has trained (15) Sith to Lordship
*
Sith Master - CL 90 Sith who has trained (20) Sith to Lordship
After becomming a Sith Master, you will be eligable to become
a member of the Sith Council. To do so, you must approach the Council
and announce your desire to join the Council. However, whether or not
you become a member will be determined by your combat skills.
<How>
JEDI
* The council will be made up of 12 members.
*
6 members will be permanant, and 6 members will be elected every
month.
* To be eligable to become an elected member of the
council you must be a Jedi Master.
* Elected terms on the council
will last 1 month, and then a new election will be held.
* A
person cannot serve two consecutive terms on the council unless there
are no other runners in the election to replace them.
* A list of
all eligable Masters(who want to join the council) will be mailed to
everyone in the guild, and everyone will be expected to mail their
vote to one of the designated permanant council members.
* The
Masters with the top 6 highest number of votes will win the election.
SITH
* The Sith council will be made up of 12
members.
* 6 members will be permanant, and 6 members will be
determined every month by competitive dueling.
* To be eligable
to become a member of the council, you must be a Sith Master.
*
Sith Masters that want to join(or remain on) the council will have to
duel amongst themselves for the 6 slots.
* The 6 permanant
council members will determine the rules of how the dueling will
work, and enforce them.
* The top 6 Masters in the tournament
will win the 6 temporary seats on the council.
* Terms on the
council will last 1 month, and then a new tournament will be held for
the 6 temporary slots.
<Regarding>
In both the
Jedi and Sith Councils, there will be 6 permanant members. They do
not have set terms, and their spots do not become availible again
every month like the 6 temporary spots do. The reason for the
permanant members is to impartialy govern the process of selecting
the 6 temporary members. The 6 permanant members of the Jedi council
will oversee the election and make sure that the votes are tallied
correctly, and the 6 permanant members of the Sith council will
oversee and judge the competition.
However, these permanant
council members can be voted out of their postion by a majority vote
from the other permanant council members, and replaced by one of the
6 temporary members(which one will also be determined by a majority
vote from the 5 remaining permanant council members)
2nd
Master Padawan Proposal
http://soe.lithium.com/board/message?board.id=jedi&message.id=519993&jump=true
Always two there are. A master and an apprentice." Yoda
....except in SWG where Jedi are forced to play completely
solo (odd for a MMOG designed for social activity) to avoid an
extremely buggy and sensitive visibility system. Jedi who try to
defend themselves against BHs with a mission further increase
visibility and are perpetually on the BH terminals despite the
outcome of dying to a BH or defeating the BH in the player bounty
event and are eventually forced to logout of a game they pay a
monthly subscription to play, as a group of BHs will eventually come
to overpower the Jedi while the Jedi is NOT able to group for
balanced defense.
There simply is no good means of RP in this
design for the BH scenario, the FRS, or just PvE training and
adventuring.
We've been tossing this idea around and many
have posted different thoughts. I spent some time this weekend
working on a collaborative concept (credit gong to all contributors
in the forums here) that I'd like to see the following happen as a
supplement to the FRS XP to encourage a mentor relationship between a
Master and Apprentice (Knight and a Padawan) that is so prevelant in
the films and stories. This is at the very heart of the Jedi lore !!
Updated Executive Summary:
- Allow the Master to
assign trials for the Apprentice using a list available from an NPC
in the Enclave with rewards linked to the success (special color
crystal, pearl or damage crystal to further enhance the Apprentice's
lightsaber, etc)
- Enable the workshop so that one or more
Masters can orchestrate a series of Trials which may include PvP
competition among the Padawans with rewards for the champion (similar
to reward suggested above). This would help prepare them for PvP
tactics.
- Essentially, put the "RP" capability
into the game so that at least the player base can emulate the
stories.
Master/Apprentice:
There should be a two-way
radial menu between Padawans and Knights/Guardians that allows them
to immediately choose each other into a linked Master/Apprentice
relationship that is persistent until selected to be terminated by
either party. If either chooses to drop the relationship, the other
gets a gmail notifying of the change in this relationship and require
it to take 23 hours to be completed. This relationship should also be
shown in the Enclaves to any FRS of the same faction who view that
FRS Knight/Guardian's information in the terminal. Upon a Padawan
completing the Knight Trials, the relationship is instantly
terminated as this new Knight is now capable of taking on their own
Padawan from this point forward. Gmails should be sent to all ranked
Knights/Guardians of the same FRS when a new Knight achieves this
significant goal.
Guardians (upper FRS ranked) could take on
a Padawan in a formal relationship, but should really be more focused
on leading their side of the FRS and encourage the Knights to handle
the direct mentoring and day to day training of younger Jedi.
Guardians could possibly hold 'workshops' for FRS xp (like Yoda did
in training the young ones in Episode II), to keep some hands on
interest in the overal training process of the organization, but
their prime goal is to coordinate and guide the FRS for thier side.
There should be quests that the council can select from an
Enclave terminal that are complex and require a coordinated plan
(including groups of Jedi) to complete. If Jedi remain in the GCW
(uncertain how new FRS design may go), perhaps owners of faction
bases can have an option in the base terminal to request protection
resulting in a quest appearing in the Enclave quest terminal for the
same faction Jedi to respond. The council should also be able to
assign some of these quests to a Knight for the Knight and/or a
Knight/Padawan team to accept and complete. Upon success of the
quest, the council member gains FRS XP, the Knight gains FRS XP, and
the Padawan gains Jedi XP.
Knights should focus on having a
single Padawan in this one-to-one linked relationship to provide the
knowledge and protection commonly found in this master/apprentice
scenario, particularly because they are very capable of offering
their own recent experience of training to Knight level and provide
significant protection against the dangers that face low skilled
Jedi. Knights should also interface and communicate often with the
council and participate in the FRS activities under the guidance of
the council. Knights should also be involved in directing training
workshops for multiple padawans. Knights should gain the following
benefits while in the 100m presence of their designated Apprentice
(Padawan):
1. A percentage of the Padawan's earned Jedi XP
converted to FRS XP for the Knight.
2. A slight increase to
Force regen (+5 would be reasonable) to show the benefits provided
from the Force to benefit a Knight willing to share their knowledge
and offer protection to a young Padawan in training.
Padawans
should focus on training. If they choose to accept a Knight/Guardian
as a mentor, they should receive the following benefits (beyond being
just a solo Padawan without a designated Master):
1. Gain
access to the Enclaves only while grouped with their master and in
100m range, OR while grouped by another FRS ranked member in 100m
range. The purpose of this access is to introduce the Padawan to the
future benefits that exist for becoming a full time member of the
FRS, as well as to provide a safe area for them to recover from
visibility, and to attend focus workshops given by Knights and
Guardians/Council Members.
2. Padawans should gain a slight
increase to Force regeneration while in 100m radius of their
designated Master, possibly a +5 to regen. This provides an incentive
to encourage this relationship and the Padawan should show respect to
the power of being in the presence of their Master. They should WANT
to be near their Master, even more than wanting to wear their robes.
Workshops Concept:
These should be focused on specific
training (lightsaber techniques, force power usage in PvE/PvP,
healing techniques, etc) that would offer FRS xp to the Knight or
Guardian leading the workshop and provide Jedi xp to the attendees.
Perhaps Knights/Guardians could hold one workshop in a 23 hour period
that requires them to demonstrate a certain number of skills inside
the Enclaves using a "Workshop" terminal to initiate a
workshop and to generate an NPC humanoid or animal (menu choices) in
one of the Enclave chambers. Any Padawans grouped with the
Knight/Guardian would get Jedi XP for each round of the workshop. The
requirements could be like 20 rounds per workshop before FRS xp and
Jedi xp are granted to the attendees. Leave the direction of training
to the Knight/Guardian on whether he/she does all the work in the
demonstration, or invites one or more of the Padawans to engage as
well in a given round.
*variation* Outside the Enclaves: In
the event it is too hard to design this feature in the Enclaves, or
as an additional supplement to Enclave workshops, these could be
conducted anywhere by a ranked Knight who obtains a workshop item
(like a unique crystal obtained from the Enclaves no more than once
every 23 hours) in the Knight's inventory with menu options on it.
The only downside to having this in the open is there is increased
risk the workshop will be interrupted, even abusively griefed by
other players outside the workshop.
*** ASSUMPTION:
Visibility would NOT be increased for Jedi working with Jedi in this
design of master/apprentice and/or workshops. In fact, there should
be ZERO visibility generated between Jedi anyway ***
OK,
there is the framework of this concept to add player driven content,
FRS XP, and some very appropriate mentor and effective hierarchical
relationships back into a more Star Wars-y feeling Jedi experience.
It also should help isolate us effectively from the non-Jedi
population and reduce our daily impact on those who want to see less
Jedi everywhere.
Gizmo's Jedi FRS and master/padawan relationships
Foreword:
To the players: This
post has reached over one year of active existence and has never sunk
into necropostivity. Thank you all for reading this post,
contributing and supporting it in all that time. Without you, it
could have never reached the dimensions and refinement it currently
has. The same also goes for SWG itself. While it is sad to see that
most of the things discussed here have not come to pass yet, the FRS
is still offline and subject to be reworked, so there is hope the
developers will finally get it right and listen to the community (I
guess over 2000 mostly positive replies are any indication of what
the community wants). Thanks again and keep it up! Let's ensure we
will be heard by the developers to be able to help them improve Star
Wars Galaxies and make it enjoyable for everybody as well as reach
the unrealized potential it had since the very beginning!
To
the devs: since you have announced you will be taking the FRS system
offline with the Combat Upgrade and "will be making improvements
to the system while it is offline", this is clearly the best
time for you to implement the improvements for the FRS system as
discussed in this post (and perhaps even tie the newly announced
"Trials of Obi-Wan" in as a replacement for the old
un-jedi-like Jedi Council Battle Trials to enter the new and improved
FRS), so please read and study it thourouhly and do not bring back
the FRS before you do not have a system in place that is similarly
immersive and enjoyable for everybody as the one discussed in this
post!
The following is a vision of a New and Improved Force
Ranking System (FRS), that will make the now boring and unrewarding
system fun, rewarding and thus desirable to participate in. It will
also address concerns of non-Jedi players.
It is no secret
that the FRS has not been enjoyable by any players, Jedi and non-Jedi
alike - even frustrating for most. It is even on the verge of
completely ruining the Player vs. Player and Galactic Civil War
portion of Star Wars Galaxies (Update: it has even done so for many
months!), especially for non-Jedi players, just like the Holocron
Profession Grinding Madness of late 2003/first half of 2004 did with
other parts of the game.
Even with the exclusion of FRS XP gain
for killing non-Jedi and non-FRS ranked players with Publish 10, this
problem still existed, as FRS Jedi were still perma-attackable by
other overts and had to deal a preemptive strikes against all
opposing faction overts they encountered or risked being attacked and
killed by a group full of overts of the opposing faction.
With
the abolishment of the TEF system in the GCW Revamp, this still has
not changed, as FRS Jedi are still being forced to permanently be
members of special forces of a GCW faction, which is the rough
equivalent of previous perma-overt, as FRS Jedi are not allowed to
request combatant or on leave status.
Another problem are the
so-called "fight clubs" that have surfaced on different
servers, where masses of Jedi agree to kill each other and their
Master Bounty Hunter alternative characters that lay down prone and
do not fight back at all for FRS experience and let them be revived
afterwards by doctors to rapidly advance in rank and cheat the death
counter. Unfortunately, this seems to be the only way to reach a high
FRS rank right now, which is why most of the Jedi in question resort
to such tactics in the first place, effectively gating Jedi who do
not do such things by filling up all ranks and making it impossible
for Jedi who do not resort to such things to gain rank. To discourage
these fight clubs from happening, there have to be other ways to gain
sufficient FRS experience.
Many may not realize it yet, but it
may have been the single greatest problem this game has been facing
since August 2004. Simply put, it has to change, and that's what my
vision is about.
Enough of the facts, here comes the grand
vision of a New and Improved Force Ranking System (FRS):
1.
Two seperate FRS Jedi factions, Light Jedi and Dark Jedi that are
connected to neither the Galactic Empire nor the Rebel Alliance.
+
This will prevent Force Ranked Jedi from being forced to take part in
the Galactic Civil War
+ It will be more in accord with the Star
Wars Universe
2. Members of FRS Dark and Light Jedi factions
are permanently attackable only by each other, except in static
cities, where they cannot attack each other.
+ This will keep
Light Jedi fighting Dark Jedi, like it was always supposed to be
+
It will keep pure FRS Jedi from preying on each other in static
cities where it may annoy other players
3. Pure FRS Jedi
faction members (that do not belong to a Galactic Civil War faction
or are on leave from the GCW faction) are not attackable by non-Jedi
Knight Rebels, Imperials or Civilians.
+ This will allow
roleplayers and true Jedi to hide and blend in with the crowd, which
is not possible with the current forced special forces status
+
It will prevent most non-Jedi from griefing Jedi
4. Pure FRS
Jedi (that do not belong to a GCW faction or are on leave from the
GCW faction) cannot attack combatants/special forces of Imperial or
Rebel factions nor can they attack civilians (neutrals), unless they
are opposing faction FRS Jedi.
+ This will stop the grief that
members of special forces experience from constantly being mowed down
by Jedi
+ It will reduce Jedi squads in cities looking for
special forces members
+ It will keep Jedi from 'ruining PVP for
other players', which still is a serious complaint by the non-Jedi
community
5. FRS Jedi can still be attacked by Bounty Hunters
with missions on them, just like non-FRS Jedi. The higher the Jedi's
combat level, the higher level the mission and the higher the combat
level required by the Bounty Hunter (it should be possible for a
Bounty Hunter to get missions with a difference of around +-10
compared to their own combat level). All Bounty Hunters with a
mission on the Jedi will give the Jedi a good amount of FRS XP, no
matter if master or dabbler - but only the ones that truly have the
mission on the very Jedi or his/her Padawan to prevent FRS farming of
Bounty Hunters.
Once a Bounty Hunter attacks a Jedi, the two will
be locked in an 'instanced duel' (See section 10. for more).
Also,
Names of Bounties should be removed from the terminals to prevent
griefing by targeting specific characters over and over as well as
getting a mission on a friend and dupe credits with them.
(this
and more ideas regarding bounties can be discussed in the 'Bounty
Hunter Wars' thread I posted in the bounty hunter forums:
http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=321824).
+ Only truly skilled, high-level Bounty Hunters will be able to
hunt skilled, high-level Jedi
+ Jedi will have an incentive to
fight the Bounty Hunters that have a mission on them instead of
running from them
6. Pure FRS Jedi (as well as Jedi Knights,
Guardians and Masters that do not participate in the GCW in general
or are on leave from their GCW faction) will not loose Jedi XP, only
FRS XP.
+ This will make it possible to surrender, grind and
relearn Jedi skills down the road, once the Jedi is bored or
otherwise unsatisfied with his/her current template
7. In
case a Jedi desires and thus decides to join the combatants or
special forces of a Galactic Civil War (GCW) faction like the
Galactic Empire or the Rebel Alliance, he or she will suffer massive
Force Rank XP loss for each death while a combatant or member of the
special forces. After a GCW related death, Jedi characters will be
automatically sent on leave from their GCW faction for a certain
amount of time and will not be able to cancel their on leave status
to return to combatant or special forces status until that time is
up. This forced on-leave time will take longer, the higher the Jedi's
rank in the FRS is at the time of death. After the time is up, the
Jedi may go to the factional recruiter to rejoin the combatants or
special forces of their GCW faction and thus resume his or her GCW
duties if desired.
+ This will allow Jedi to participate in the
GCW if they are devoted to it and truly desire to be part of it
+
Due to the greater risk involved to choose a side in the GCW, only
few Jedi will be doing this
+ Being forced to be on leave from
the GCW faction will keep Jedi from re-entering the GCW for some time
+ Due to their rarity, Jedi that are involved in the GCW will be
a pleasant and exciting sight
8. FRS Maintenance cost should
be lowered and FRS XP gained for incapacitating a Jedi of the
opposing side dramatically increased.
+ This would make it
actually possible to gain ranks
+ There would only be a need to
defeat a few of opposing Jedi a day, not dozens, even for higher
ranks
+ It would reduce the need for fight clubs
9. The
FRS Experience gained for fighting other side Jedi will be dependant
on the respective Dark Jedi/Light Jedi population on the server. The
fewer the number of FRS Jedi of the opposing enclave on the server,
the more XP a Jedi gains for incapacitating a Jedi of the opposing
FRS side, and the more FRS XP he looses for being incapacitated by
the side with lesser population on that very server. There will also
be a cap on how low the minimum FRS experience and how high the
maximum FRS experience one can gain or loose per FRS encounter no
matter what the population balance is in order to prevent fighting
being useless on extremely one-sided servers.
Also, FRS rank
maintenance cost will be dependant on the Light/Dark Jedi population
on the server, where FRS maintenance cost would be lower the less FRS
Jedi are on the server. When all seats are filled, FRS maintenance
cost will be at full, with most seats vacant, there would be close
to- or no FRS maintenance cost at all until the majority of ranks is
filled.
+ This would keep the system organic and give people
playing on less populated servers with less Jedi overall a more
realistic chance to progress in the FRS.
+ It would potentially
help to slowly but steadily fill up the FRS ranks on all servers
10. FRS Jedi will gain the ability to find opposing faction
Jedi closest to their own FRS rank. This could be accomplished by
having mission terminals similar to Bounty Hunter terminals that hold
missions on an opposing side FRS Jedi of the same rank as your own.
Once you take such a mission, you could could use the ability
/forcefind, that will essentially work like a Bounty Hunter tracking
droid to find the mission target. These terminals also should also be
anonymous and not display the name of your target to prevent griefing
and exploiting.
However, killing Jedi you have a mission on will
not be the only option. When you find the Jedi you have the mission
on, you can alternatively persuade him to "join your cause".
If he or she drops out of their respective FRS faction while you have
a mission on him/her, you will gain a massive amount of FRS XP. This
would simulate bringing a fallen Jedi back to the right path. To
ensure this won't be exploited, a Jedi that switches sides should
have to redo the Jedi Council Battle trials (and join his new 'side'
with rank 0 with the FRS XP reset afterwards).
The Jedi that are
part of the 'mission' will be locked into an instanced duel when the
mission holder initiates the attack, similar to what it is with
Bounty hunter missions. Both duelists will receive a system message
indicating that they are now locked in an instanced duel. As long as
they are battling anywhere but in a static city or POI, they will be
completely locked out of other combat with anybody else, including
NPCs, mobs and other players of any kind (similar to the instanced
duels known from Jedi Outcast/Jedi Academy multiplayer). This state
will be broken in the following cases: the distance between the two
becomes too great (more than 500 meters, for example) they are not in
combat for 5 minutes or more (enough time to 'persuade' one of them
to join their cause in an RP fashion), enter a static city/POI or
when one of them is defeated. When one of these events occurs, both
get a system message that their instanced duel has been ended and
they will be attackable by- and be able to attack the- same player
characters/Mobs/NPCs like they would be outside an instance duel.
The only exception to this will be, that the Padawan of both (if
present) may choose to join or aid their Masters/Guardians in that
battle (see section 14. for more details on the the Master/Padawan
relationship).
Additionally, Jedi will get the ability that will
let them sense FRS Jedi in their general area (500-1000 meters,
perhaps), similar to the ranger tracking skill, that will show every
Jedi in their vicinity and their relative direction and distance from
your location, as well as mark them as either dark or light.
Defeating an opposing side Jedi in an instanced duel will grant
the victor a small FRS XP bonus and the looser a slightly smaller FRS
XP loss than outside an instanced duel.
Defeating an opposing
side FRS Jedi outside a static city will grant a substantial FRS XP
bonus for the victor, compared to defeating one inside a static city
(where the FRS XP gainshould be close to nothing to make it
undesirable). Deafeating another FRS Jedi on Yavin IV (where the
enclaves are located) will grant another substantial FRS XP bonus and
Jedi who die at the hands of opposing side Jedi will loose
substantially less FRS XP, to encourage Jedi to move to that planet
and battle it out around the enclaves.
+ This will allow FRS Jedi
to find each other
+ It will allow great interaction and
roleplaying potential and grant persuasive Jedi good experience for
persuading an opposing Jedi to leave their cause in roleplay
+
This will allow a way for one-on-one (resp. two-on-two if Padawans
are present) Jedi duels without interference
+ Jedi vs. Jedi
fighting will be encouraged to take place outside static cities as
well as other public areas and thus decrease the visibility of Jedi
everywhere
+ With an FRS XP bonus for fighting on Yavin IV, Jedi
vs. Jedi battles will be encouraged to take place on that planed and
thus around the enclaves
+ It will reduce the need and appeal of
fight clubs
11. Very small amounts of FRS XP will also be
gained by incapacitating other same-factioned Jedi in friendly
training duels, with a fixed limit of maximum FRS XP that can be
gained from duel training each day. This cap will increase with FRS
rank.
+ This would make training duels fun and a challenge with a
small reward
+ The maximum training FRS XP cap would prevent
exploiting this
12. When any Jedi uses his/her lightsaber
and/or his/her force powers in a regular /duel (not an instanced duel
mentioned in sections 5. and 10. as these could be forced) with
another player inside a static city, an imperial lambda-class shuttle
will land and a squad off Stormtroopers as well as the Dark Lord of
the Sith, Lord Vader himself will emerge. Vader, who will be a combat
level 1000+ NPC with an infinite HAM pool an thus undefeatable, will
immediately force choke the Jedi involved (should ideally be a
special area version of force choke with an area root involved) and
insta-kill them (insta-killing has to be the case or some people
would just try to assemble a "Vader hunting party" and use
their force powers/sabers to lure Vader to them and try to kill him
all day long, thus still showing in cities, which would be
counterproductive) in a blink of an eye (avoid incap and such will
not help here), while warning everybody else around not to commit
heresy and treason against the Emperor. After the last
heretic/traitor has been taken care of, Lord Vader and his guard will
boeard the shuttle and depart.
There will be only one instance of
Lord Vader in one static city at the same time. He will take care of
all Jedi that use their sabers and force powers in /duels in that
timeframe.
The Jedi that is killed by Lord Vader will loose a
substantial amount of FRS as well as Jedi XP.
Any special
forces/combatant rebel and other Jedi will also be able to attack
Lord Vader. Once they attack him, he or she will also suffer the same
fate as all Jedi dueling in static cities.
Jedi that are members
of the special Forces of either the imperial or rebel Galactic Civil
War faction and located in static cities will also be disposed of by
Lord Vader.
The same may also be implemented with NPC inquisitors
like Lord Hethrir.
+ This would prevent Jedi from showing off
their Jedi skills while dueling in static cities
+ It would
increase immersion greatly as Lord Vader would finally instill fear
into the hearts of the people
13. There will be alternative,
non-violent ways to gain limited FRS XP each day (for light Jedi at
least) that should be at least enough to maintain rank, like
meditating, missions from an NPC in the enclave that resemble puzzles
and can be solved in both a violent or non-violent manner
(negotiations at disputes, helping people in need or turning fallen
Jedi to your side, similar to the Hero of Tatooine quest, for example
as well as special versions of instanced dungeons similar to the
Corvette for groups of Jedi down the road) and branch out to
different quest depending on how you solved the previous one.
+
This will allow FRS Jedi to take a fun break from PVP to advance or
keep their rank
+ It will allow servers with very low FRS Jedi
population to gain FRS XP if they can't find a suitable opponent
+
This will reduce the need and appeal of fight clubs
14.
Another and perhaps the most interesting and exciting way to gain FRS
XP will be to train a Jedi Padawan.
A Jedi Knight or higher will
get the ability to craft a Padawan braid. This braid will be traded
to a Jedi Padawan. Using a modification of the interface currently
used for marriage, the Jedi Padawan may now accept the braid to be
assigned to the Jedi Knight as his or her Padawan. The Jedi Knight
will now become the Padawan's guardian, and thus receive the Jedi
Guardian Force Progression box and title.
Now the Padawan and
Master/Guardian hunting and training together will allow them both to
get full Jedi XP for the creatures they defeat together, just like
the full XP you get for a space kill that you take down with your
groupmates (this is to stop Padawans from preferring to go out to
train on their own instead of tagging along with their
Master/Guardian because the Master/Guardian is stealing the Padawan's
Jedi XP or vice versa).
Also, the Master/Guardian will gain 1% of
the Jedi XP the Padawan gains while hunting together as FRS XP. In
addition, for every skill the Master/Guardian trains his Padawan in,
he or she will get a substantial amount of FRS Experience and the
Padawan should get a reward in the form of substantial Jedi
Experience as well for learning a skill from his or her
Master/Guardian instead of an NPC skill trainer (which should still
be possible to prevent offline Masters/Guardians hindering the
Padawan's advancement, but without the bonus from the training by the
player-master as well as allowing them to train Jedi skills that the
player Master/Guardian cannot teach) or another Jedi to encourage
roleplaying interaction and thus make it easier to learn the next
skill.
The Master/Guardian and his or her Padawan will be able to
aid and defend each other against attacks from Bounty Hunters with a
mission on one of them if they choose to do so (this will change the
odds from the current 1 Jedi vs. 1-5 Bounty Hunters to 1-2 Jedi vs.
1-10 Bounty Hunters).
When the Master/Guardian and his Padawan
take on a Jedi of the opposing side or a Bounty Hunter that is after
one of them together, the Master will receive full FRS XP for
defeating the opponent, just as if he defeated him alone.
The
Master/Padawan relationship ends when the Padawan reaches Knight
status on his own (and thus the Jedi Guardian earns the Force
Progression box and title of Jedi Master), the Master/Guardian ends
the relationship with a /releasepadawan command (Padawan does not
have to be online for this to prevent that Padawans that do not play
anymore to hinder the Master/Guardian's ability to take on another
Padawan), the Padawan destroys his Padawan braid in the inventory or
if the Padawan kills his or her Master/Guardian in a duel. The latter
choice would also lead the Padawan into darkness.
After a
Master/Padawan relationship ends, the Master/Guardian will not be
able to take on another Padawan learner for a week and the Padawan
will not be allowed to be chosen by a new Master/Guardian for the
same period of time as well to prevent exploiting.
The Master and
the Padawan do not cause each other's Jedi visibility to rise (in
fact, it would be best if Jedi wouldn't be causing each other Jedi
any visibility at all as there is no reason why Jedi would report
each other to a common enemy - the Galactic Empire!). The Master and
his/her Padawan will be able to defend each other against all
attackers, including, but not limited to, same GCW factioned players
like Bounty Hunters (if applicable).
Padawans will also be able
to enter the enclave when in the company of (grouped with) their
master or another FRS Jedi.
+ This will enforce the
Master/Padawan relationship that is an essential part of Jedi in all
Star Wars movies to date and thus greatly increas immersion
+ It
will be great content and an encouragement to roleplay
+ It will
encourage player interaction between Master and Padawan by making
training by the player master the better choice as opposed to being
trained by a boring NPC skill trainer
+ The ability to gain FRS
XP by aiding and training your Padawan will again reduce the need for
fight clubs as well as their appeal
15. Jedi will have the
ability to keep and actually wear all styles of Jedi Robes that they
have ever received in the FRS, even if they drop in rank or choose to
drop out of the FRS System altogether. This could be achieved by
switching the certification on all Robes to Jedi Knight or even
Padawan. Also, Jedi will be allowed to wear any cloak and cloak (hood
up) over their jedi robes.
+ This will make it desireable to
reach every force rank at least once
+ It will give Jedi that
have put effort in the FRS something to show for
+ The ability to
wear cloaks over the robes will make Jedi look and feel more like
Jedi in the Star Wars Universe, greatly increasing immersion
16.
All visible modifiers from the robes will be moved to the Padawan
box. Special hidden modifiers (there are none right now) will be
moved to the appropriate Padawan and force rank boxes.
There will
be a new robe added to each force progression box independent of the
FRS. Also, there will be an option to change the color of each Jedi
robe like it has been possible with composite armor for some times.
The color palette will only include different tones of brown,
sandcolor, shades of grey as well as black and white.
+ This will
make Jedi robes all the same and thus negate all reasons to not
implement section 14.
+ It will allow Jedi to wear other clothing
without sacrificing anything to blend in with the crowd
+ It will
give Jedi more variety and individuality with their robes
17.
Force Progression boxes, like Jedi Knight, Jedi Guardian and Jedi
Master will be independent from the FRS (the latter has it's own rank
boxes and titles anyway, see section 19. for more). Force Progression
boxes of Jedi Guardian and Jedi Master will only be granted in
conjunction to the Master/Padawan system (See section 14. for
Details).
Jedi will keep their Knight, Guardian and Master boxes
as well as titles, even if they drop in rank or exit the FRS.
+
This will be a permanent reward for people who have put time and
effort into taking on a Padawan and finishing his/her training
+
It will encourage roleplay and even reward people for doing so
+
It is illogical to loose these boxes and titles at all
18.
Force progression boxes will include modifiers for every force
progression box. This will include modifiers for Innate Jedi Armor,
General Melee Speed, General Ranged Speed, General Melee Accuracy,
General Ranged Accuracy, Force Accuracy, Force Healing Speed
(increases the healing speed, and thus the healing downtime in
seconds), Force Enhancement Duration (increases the time in seconds
of all time-limited force powers in the enhancer tree) as well as
Force Efficiency (decreases Force Power cost on all moves and
specials by a certain percentage). These modifiers will be added up.
Here is how this will look like:
- Jedi Initiate:
Innate
Jedi Armor +20
- Jedi Padawan:
Innate Jedi Armor +5
Melee
Defense +25
Ranged Defense +25
General Melee Speed +5
General Ranged Speed +5
General Melee Accuracy +5
General
Ranged Accuracy +5
Force Accuracy +5
Force Healing Speed +1
Force Enhancement Duration +5
Force Efficiency +5
- Jedi
Knight:
Innate Jedi Armor +5
Melee Defense +25
Ranged
Defense +25
General Melee Speed +10
General Ranged Speed +10
General Melee Accuracy +10
General Ranged Accuracy +10
Force
Accuracy +10
Force Healing Speed +1
Force Enhancement
Duration +5
Force Efficiency +25
- Jedi Guardian:
Innate
Jedi Armor +5
Melee Defense +25
Ranged Defense +25
General
Melee Speed +5
General Ranged Speed +5
General Melee Accuracy
+5
General Ranged Accuracy +5
Force Accuracy +5
Force
Healing Speed +1
Force Enhancer Duration +5
Force Efficiency
+10
- Jedi Master:
Innate Jedi Armor +5
Melee Defense +25
Ranged Defense +25
General Melee Speed +5
General Ranged
Speed +5
General Melee Accuracy +5
General Ranged Accuracy +5
Force Accuracy +5
Force Healing Speed +1
Force Enhancer
duration +5
Force Efficiency +10
+ This will make these boxes
worth achieving
+ It will reward people that put effort in
becoming a Knight, Guardian or Master by making them noticeably
better than a Padawan, or the respective lower Jedi rank, just as it
is supposed to be.
+ This will be a permanent reward for people
who have put time and effort into taking on a Padawan and finishing
his/her training
+ It will encourage roleplay and even reward
people for doing so
19. Force Rank boxes will also have
separate, smaller bonuses to various force disciplines. However, once
a Jedi drops in Force rank, the box as well as the skill bonus in the
box is also lost (just like it used to be in the old FRS). Dark Jedi
will get more bonuses to destructive powers while light Jedi will get
more bonuses to constructive powers.
+ This will make achieving
and holding force ranks desirable
20. The Enclaves will still
only be accessible by Jedi of the appropriate side as well as their
player Padawans (see section 14.). Several things will be added to
the Jedi Enclaves to make them more desirable to be in.
These
will include top-notch crafting stations as well as healing droids
that heal ones wounds and battle fatigue on request. There will be
NPC Jedi masters in the enclave that will hand out quests and
missions, as well as allow Jedi to buy things for FRS experience
similar to faction recruiters (see section 21.), special FRS mission
terminals with player missions on opposing side Jedi similar to
bounty hunter terminals (see section 10. for details), an insurance
terminal that will allow Jedi to insure their items as well as a
starship terminal that will allow only authorized Jedi to land and
take of directly in/from their enclave. There will also be a
substantial experimentation and assembly bonus given for crafting
Jedi components inside the enclaves as well as a crystal/pearl tuning
bonus to vastly increase the chance of a perfect tune.
Once a
Jedi clones in the enclave or at a force shrine, he or she will not
suffer any extra wounds or battle fatigue whatsoever, just as if
he/she cloned into a predesignated cloning facility. There will also
be no item decay, provided the Jedi was insured.
+ It will make
enclaves more desirable to be in and not empty ghost facilities like
they were before and thus help shifting the Jedi population out of
cities
+ This will have more Jedi interact with each other in a
common meeting place and hopefully further roleplay
+ It will
take the penalties from cloning into an enclave or force shrine away
and thus make it more desirable to use them, keep Jedi from cloning
in cities and being clonegriefed, thus keeping a lower profile
+
The starship terminal in the safe enclave will allow Jedi to land and
fly away directly from their enclave and will thus keep Jedi that are
loading at the starport from being ganked and also keep their profile
lower
21. FRS Jedi will get other rewards that can be bought
for FRS XP at a NPC Jedi Master in their respective enclave, like
tradeable Jedi-specific furniture (Statues and holograms of famous
Jedi, Holocrons with tales of Jedi that can actually be read and
contain an interesting short story about Jedi each), housing (a
1-lot, no maintenance cost very small house placeable on all planets,
even with a minimum of 1km from each other where you can't build now,
looking somewhat like Yoda's hut), clothing (cloaks, hoods for the
cloaks, rings, Jedi pendants that can actually be seen, all of which
can be worn over the robes), Special crystals (like the ones that
appeared on Testcenter in publish 9 testing that are color/damage
crystal hybrids, or the ones people get as reward for completing the
FRS quests and other named color crystals), perfect lightsaber
resources for the highest generation lightsaber (they can only be
used in conjunction with a lightsaber crafting tool and all their
stats are 1000), new Lightsaber hilt styles and the likes.
+
Rewards are always a good thing to keep people playing, especially if
they are actually useful
+ It will provide great perks for
collectors, roleplayers and powergamers alike
If you like
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