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10-27-2008, 08:20 AM
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#41
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Rookie
Join Date: Aug 2008
Posts: 100
Current Game: TES III: Morrowind
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I'm pretty sure every class from Star Wars Galaxies and some extra will be in the game except for maybe entertainer.
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10-27-2008, 09:49 AM
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#42
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Death... by Exile
Join Date: Dec 2005
Location: Bruges, Belgium
Posts: 2,783
Current Game: The Old Republic
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Quote:
Originally Posted by Darth Moeller
The one thing I'm interested to know about classes if they will do multiple Jedi classes like there were in the KotOR games, or just one class for Jedi and one for Sith. So far it sounds like there will only be Jedi and Sith as classes.
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Perhaps you start as just a Jedi (Initiate, Padawan, whatever) and at some point in the game, you can choose to be Guardian, Sentinel or Consular.
Last edited by Miltiades; 10-28-2008 at 11:19 AM.
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10-27-2008, 06:14 PM
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#43
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Rookie
Join Date: Apr 2008
Location: Alberta, Canada
Posts: 176
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Quote:
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Or, they could do what Runescape does. There really are no classes, one person can pretty much do anything. (Melee/Range/Magic)
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I put this in the Suggestion Thread.
Don't let people make you feel stupid for being yourself; do what you love to do and what you think is cool.
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10-27-2008, 08:06 PM
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#44
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Senior Member
Join Date: Oct 2007
Location: USA
Posts: 2,723
Current Game: Resident Evil 5
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Quote:
Originally Posted by Darth Moeller
The one thing I'm interested to know about classes if they will do multiple Jedi classes like there were in the KotOR games, or just one class for Jedi and one for Sith. So far it sounds like there will only be Jedi and Sith as classes.
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I certainly hope not!
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10-28-2008, 01:19 AM
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#45
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Junior Member
Join Date: Mar 2007
Location: The Tablecloth
Posts: 279
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There are a few calsses I would like to have:
Elite: A battle-ready specialist, elites specialize in weapons and physical endurance. They should have extreme mental and physical conditioning, making them resistant to basic force powers. They can belong entirely for either side.
Bounty Hunter: Bounty hunters specialize in stealth, speed, and excel at tracking and scouting skills. They are neutral between the two sides
Explorer/Scout: These people excell at things like piloting and exploring new areas of space. These players should be able to find uncharted worlds, and sell the locations of these planets to different companies, who can then set up trade routes. They excell at space combat (by the way, does anyone know whether there is going to be space combat in the game?) Also neutral between two sides.
Mercanary: Mercanaries are a good balance between combat skills and other skills, such as copmuter, repair, things like that. It would be nice if you could slowly gain reputation, and the higher your reputation, the more that either side will pay you for a particular assignment
Let there be rock!
"I hope they realize that music is music, and that music is not a scene, not a style. Music is a beautiful ****ing thing to listen to. It is not a thing to ****ing preach to others about, it's not a ****ing cause. It is what it is—and that's a beautiful artform." - Synyster Gates
Check out my Fanfic:
Star Wars: Knights of the Old Republic II: Embers of Destruction
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10-31-2008, 11:53 AM
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#46
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Lurker
Join Date: Oct 2008
Posts: 3
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its hard to get an idea of how to insert classes you woul like to see on ag ame that has so many unknowns.
we dont know how class mechanics will work.. will it be a pve or pvp based game? or both? will it have starships and will classes/professions influence this?
balance was alwyas something that had extreme importance to me in my long mmo experience and as of yet only 2 games managed to a degree to get pretty close to that both pve and pvp wise.
but an extensive and EPIC massive SW universe based mmorpg with strong good vs evil plots with strong interactivity in both worls and spaceship was always something I though about.
for one since the immersion of the game is in the Kotor eras I can safely say that unlike galaxies I would like a HEAVY presence of force users, but with very very specific atunments.
somethings about classes that I imagined and brief descriptions
1)Officer <both factions>
(this class would only exist if theg ame had strong emphasis in both spaceship warfare, ground vehicle warfare and overall mass scale pvp/pve battles)
- the officer would be the class with litle to no domain over force powers and have litle combat options (like a vibroblade melee weapon and single blaster ranged weapon) ofc the reason for thi lack of individual power would be because he could have superior use of large war machines like starships, AT-ST T-2Bs etc aswell as have powerfull buffs for large scae groups. every group would need the officer for large scale war as in large scale war without big and strong hard points being used (vehicles ships bunkers tanks etc) one looses too much power and possibly the whole battle.
this would be a tank class in pve through the use of vehicles or possibly exosuit types.
2) Soldier <both factions>
the bread and butter of both factions hopefully this class would have a good balance between his defencive and offencive power, wouldnt use the force but would have tools to fend off an possibly hurt or kill force users. ofc this class would be very strong in solo, but overall it would not exell in any area.. it would fly or drive vehicles but never as good and efective as officer, would do dmg but never as efective as a sith marauder in melee or a bounty hunter/Comando in ranged, would tank nicely but not as well as a jedi/sith sabermaster
think of it as a hybrid that was apealing for its adapting situations and usefullness in many roles, and the ability to backup heal himself and others.
3) Bounty hunter <both factions>
ranged dps and crowdcontrol/utility
this class should be all about his dps in pve enviroment, be it heavy blaster carabines small rockets or theraml detonators, big bangs and pew pew is his deal. should be unmatched at that role (assuming similiar lvls of gear) would also have nice forms of CC for mainly pvp (jetpack stuff comes to mind aswell as nets/ropes)
in pvp he should be very easily kiled if one managed to caught up to him through his defencive CC.
4) Comando <both factions>
utility/CC +ranged dps
unlike the bounty hunter this class should provide moderate dps (same lvl as a soldier I'd say) but what he would be needed for would be his strong CC and group dps buffs.
in pvp he wouldnt be much difrent from a bounty hunter but compensate on the lack of dmg and aoe dmg with more thoughness and stealth gameplay
5) Jedi Sabermaster <Sith Sabermaster>
a melee combatant, emphasis on using a single long bladed lightsaber with extreme skill and discipline delfecting and/or dodging even the strongest of blows or blaster fire.
this would be the main tank class, would be extremly hard to kill but with average dmg with decent amount of utility through force powers (snares <force grip/stun> ,knockbacks <force push/pull>,speed <force speed>)
6) Jedi Consular <Sith Consular>
average melee dmg, weak survivability, strong utility.
the jedi consular would be the exquisite force user of the jedi order, with extreme knowledge of the mysteries of the force he would provide powerfull buffs and healing to his group, as well as when need to, he would pull out his lightsaber to do average dmg possibly heavy dmg though self buffs and on low armored targets, or if when the target is resilient to melee dmg he would use the force to push throw levitate or even crush the target or objects towards the target to deal dmg
the sith consular withbe similiar in every way but only wich powers used would be difrent I guess... while a jei would use for exemple force crush to throw a rock at the enemy a sith would force lightning or instead of force heal he would use force regenerate or something like that.
7) Jedi Sentinel <Sith marauder>
the sentinel and them rauder would be the masters of melee combat dps, they would deal enourmous amounts of dmg (just not as high as the bounty hunter and comando since the jedi melee version will have force powers to aid them)
these are also very easily kiled if caught up in a situation where their force powers would have given them all the exacpes they could get
unlike their jedi force user peers these classes will emphasize on using double bladed staff lightsabers or dual weild short lightsabers, the light side version would use the force to conceal and confuse their enemies (stealth + mindtricks/force jumps) and the dark side version would focus on buffing them with temporary greater dmg or higher resistence or disabling the target(dark rage/force grip)
thats it for classes
professions would be nice to have subleties to the game but hat ultimetly would be a requirment to have some among many, for exemple, would be good to be able to pick profession like "Moisture farming" to craft food to regen/minor buff you and your friends.
"engeneering" to repair and upgrade ships/vehicles/turrets
"forger" to craft pysical parts/items such as lightsaber hilts/crystals, weapon upgrades or even armor upgrades (both as if they were enchants)
"smith" to build armor and blaster/vibroblade type weapons
I also feel it would be cool that even non pure military classes (like jedi/sith force users) couldnt fly ships or operate vehicles and would have a "profession" to give them a very small ability to fly ships or drive vehicles (just so they could buy and use vehicles of their own instead of relyin on others to travel but they couldnt use them in combat nor fly as cheap/fast)
the same about pure military classes like soldiers not being able to use the force they could have a profession that would give them a small amount of non combat aplicable force training (I dunno like see through doors <force sense or something>)
"basic Piloting" and "basic force sensitivity"
one should only be able to pick 1 main profession and 1 secondary one so one woukd have to sacrifice alot to get one of those 2 professions
some force powers would like to see:
Force push -> pushes the enemy knocking it back forward 10-20y (all jedi sith would have it, damage and efectiveness calculate based on stats dominant on pure force users like the consular)
force pull -> same but designed to get the oponent into melee at the cost of it dmg factor)
force speed-> movement speed increase for X chanc to deal extra lightsaber attack (consular would not have this fori ts melee combat atuned)
force crush -> using the force to do dmg to a target or using an object to hit it at high dmg (unique to jedi consular)
force lightning -> aoe dmg need I say more?  unique to sith consular
Dark rage -> temporary increase of dmg/armor/resitance (marauder+sith consular)
Force shield -> temporary dmg shield (jedi consular)
Force sight -> temporary increase of dodge/defence (sentinel+jedi consular)
Force regenerate -> heal over time that gets boosted if doing dmg (Sith consular)
Force heal -> big heal (Jedi consular)
meh so much more stuff that I can see put in game here
meh long post just shows how much I though about it >_<
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10-31-2008, 04:45 PM
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#47
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º¿º>^..^<
Join Date: Aug 2007
Posts: 2,518
Current Game: Real Life 1.0(BETA)
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If it doesn't have a smuggler/scoundrel type I'm gonna be very disappointed. Star Wars without Han would have been just a whiney kid with an old geezer.
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10-31-2008, 06:32 PM
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#48
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On the run again...
Join Date: Jan 2007
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I would like Jedi and Sith with Various roles (within the order's, but they are preference not Separate class) Bounty Hunter's, Soldiers (officers, commando, medic- again, skill tree not class) I think Jedi should craft there own weapons, maybe go to crystal cave and meditate, B/H's loot and craft weapons, soldiers are issued said items as per military standard, Smugglers, they could perhaps get stuff via looting or playing Pazaak etc.
I have no interest in any kind of R/L job's like crafters and farmers, chefs etc. Not Star Wars. we need to cut out all the non Star Wars crap and make it epic and immersive. No more "Hai m8, can you make me L33t blaster??", " get lost nub, watchin superbowl".
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10-31-2008, 07:09 PM
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#49
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º¿º>^..^<
Join Date: Aug 2007
Posts: 2,518
Current Game: Real Life 1.0(BETA)
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Hmmm I dunno. Crafting is one of my favorite things in SWG. Sometimes I really feel like not killin stuff. Of course I never listen to l33t 5p34k in game so in adam's example I wouldn't make them anything. So far though I only get respectful people asking me for stuff I craft. Of course I'm a Shipwright and a pretty well respected pilot on Flurry. On my imperial toon I took out a vette in a TIE(High Mass... variant... so I cheated a lil) just to prove it could be done hehe. Next I intend to try it with a scyk light. I have all the RE'd parts for it hehe....
Funny thing is I rarely see l33t on SWG. Maybe in PVP. But even that is rare. Usually it's only when someone is joking about l33t speak that I see it.
Anyways.... I think the crafting profs add a lot to the game. But I don't really think they have to be completely non-combat. I think rather than the prof, I'd rather see it as a subset of skills that you can take if you like it. I'd rather see the economy based around player crafted items than loot though.
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10-31-2008, 07:14 PM
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#50
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On the run again...
Join Date: Jan 2007
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Just venting with he "l33t" stuff lol, my point is Crafting is non Star Wars, It's not something that I should be concerned with IMO
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10-31-2008, 09:50 PM
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#51
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º¿º>^..^<
Join Date: Aug 2007
Posts: 2,518
Current Game: Real Life 1.0(BETA)
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Quote:
Originally Posted by adamqd
Just venting with he "l33t" stuff lol, my point is Crafting is non Star Wars, It's not something that I should be concerned with IMO
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I agree that it shouldn't be it's own profession, but even Han and Chewie had to do a little crafting(well repairs haha... "No, This one goes here, That one goes there"). They also had to deal with merchants(Watto scenes). And of course engineering(Anakin EP1). While it isn't the main profession for them(well it was at the time for Anakin), they still had a need for skills other than fighting.
Before you make mention of how little they showed of crafting and non-fighting scenes, remember that there were more shots of people doing boring hum drum scenes than there were of bounty hunting. in the original trilogy, Boba Fett wasn't even originally in ANH(he was added for the SE, and Greedo was in the movie for how long?). We actually only saw droid medics. There weren't a bunch of commandos running around.
So I say crafting is as much Star Wars as bounty hunting is... oh and Han Shot First.
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10-31-2008, 10:09 PM
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#52
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Goodfella
Join Date: Jul 2008
Location: Northern Ireland, UK
Posts: 1,075
Current Game: Fable 3
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Quote:
Originally Posted by Tommycat
So I say crafting is as much Star Wars as bounty hunting is...
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I agree with you. I hope it is included to some extent. It could be useful to earn a few extra credits to counter non-existent combat skills!
Might also give a break from side-quests and minor battles, to stop them becoming monotonous.
Quote:
Originally Posted by Tommycat
...oh and Han Shot First.
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Of course. Goes without saying! 
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11-01-2008, 06:13 AM
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#53
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On the run again...
Join Date: Jan 2007
Location: Shhh
Posts: 3,093
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Quote:
Originally Posted by Tommycat
I agree that it shouldn't be it's own profession, but even Han and Chewie had to do a little crafting(well repairs haha... "No, This one goes here, That one goes there"). They also had to deal with merchants(Watto scenes). And of course engineering(Anakin EP1). While it isn't the main profession for them(well it was at the time for Anakin), they still had a need for skills other than fighting.
Before you make mention of how little they showed of crafting and non-fighting scenes, remember that there were more shots of people doing boring hum drum scenes than there were of bounty hunting. in the original trilogy, Boba Fett wasn't even originally in ANH(he was added for the SE, and Greedo was in the movie for how long?). We actually only saw droid medics. There weren't a bunch of commandos running around.
So I say crafting is as much Star Wars as bounty hunting is... oh and Han Shot First.
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You've actually agreed with me there in a sense, but regarding( "Before you make mention of how little they showed of crafting and non-fighting scenes" )
That's one of the cool things about Star Wars, as George himself said, there are lots of things happening around the place, crafters, farmers, spacers, aliens, drinking, brawling, shops, but it's all for effect and doesnt require enucleation to make you feel like the galaxy is a working "Real Place" it's just a prop not the reason your in that scene.
I understand a lot of people assume this game is "SWG 2, a present from us to you, for the NGE poo" but In the same vein I'm assuming this is for KotOR fans, and I dont want thing's in it that I find stop immersion or slow the game down etc. this is simply my opinion, not an educated expose' on the negative effect's of a player economy. I just think crafting as a separate Profession suck's 
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11-01-2008, 09:55 AM
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#54
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Goodfella
Join Date: Jul 2008
Location: Northern Ireland, UK
Posts: 1,075
Current Game: Fable 3
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Quote:
Originally Posted by adamqd
...to make you feel like the galaxy is a working "Real Place"...
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Were it an SPRPG, I'd agree that it would (perhaps) be unnecessary, however, as an MMORPG, it seems to be the intention of BioWare/LA to create a 'working "Real Place."' Thus, I think it will fit well, and lend a greater sense of immersion to the game. As yourself, just my opinion.
Quote:
Originally Posted by adamqd
I just think crafting as a separate Profession suck's 
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I'd be inclined to agree. It may be good as an element of each characer (a voluntary one at that), but it is KotOR at its core, everyone wants to be part of the story involving killing the bad guy and liberating the galaxy/seizing power and conquering. I can't see a 'crafter' (by which I assue is meant the likes of a weaponsmith, etc.) doing that...
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11-02-2008, 01:09 AM
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#55
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º¿º>^..^<
Join Date: Aug 2007
Posts: 2,518
Current Game: Real Life 1.0(BETA)
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Quote:
Originally Posted by adamqd
You've actually agreed with me there in a sense, but regarding( "Before you make mention of how little they showed of crafting and non-fighting scenes" )
That's one of the cool things about Star Wars, as George himself said, there are lots of things happening around the place, crafters, farmers, spacers, aliens, drinking, brawling, shops, but it's all for effect and doesnt require enucleation to make you feel like the galaxy is a working "Real Place" it's just a prop not the reason your in that scene.
I understand a lot of people assume this game is "SWG 2, a present from us to you, for the NGE poo" but In the same vein I'm assuming this is for KotOR fans, and I dont want thing's in it that I find stop immersion or slow the game down etc. this is simply my opinion, not an educated expose' on the negative effect's of a player economy. I just think crafting as a separate Profession suck's 
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I think I said already that crafting shouldn't be it's own profession. I think it should be a set of skills you can pick. Maybe even be a trade apprentice of some sort.
But the interesting thing is that people want Bounty Hunting in the game even though they actually showed more crafting than bounty hunting(funny isn't it).
And there are very few people saying they want this to be SWG2. Mostly it is people saying, "Hey this is something I liked from SWG, and it worked well, Can we have something like that in TOR?"
I think a lot of people have made pre-CU out to be better than it was. The biggest noticable flaw(but certainly not the only) was the absolute lack of content. It was just Grind, grind, grind. Sure the RP of the game was real good, but as for actual story, NONE. Zero. Zilch.
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11-02-2008, 01:54 PM
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#56
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Rookie
Join Date: Aug 2008
Location: A place you'll never know
Posts: 201
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A BUM!!!
Or a force-sensitive (not a jedi) who still resorts to his blaster-shooting and gambling 
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11-02-2008, 02:53 PM
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#57
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Forumite
Join Date: Feb 2004
Location: Here and there about Chicago
Posts: 562
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I want crafting specialists classes.
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11-02-2008, 04:00 PM
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#58
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Senior Member
Join Date: May 2006
Location: here
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Quote:
Originally Posted by Weiser_Cain
I want crafting specialists classes.
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Like: Potter, Framer, Piece Worker, and Assembly-Line Worker?
"So if you go to Washington, it's buildings clean and nice. Bring a pack of matches...and we'll burn the White House twice!"
"Nobody's talking about extermination. No one ever does. They just do it." - Magneto
"Don't solicit for your sister, that's not nice, unless you get a good percentage of her price."
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11-02-2008, 04:14 PM
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#59
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Goodfella
Join Date: Jul 2008
Location: Northern Ireland, UK
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Current Game: Fable 3
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Quote:
Originally Posted by Web Rider
Like: Potter, Framer, Piece Worker, and Assembly-Line Worker?
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Imagine the story! Spending months carefully assembling datapads and comlinks, with overthrowing the Sith on the side. Epic.
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11-02-2008, 04:22 PM
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#60
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Forumite
Join Date: Feb 2004
Location: Here and there about Chicago
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Tech Specialist is the class I'm thinking of actually.
That way it works allows for a lot of flexibility in what you want the character to be able to do.
Quote:
Originally Posted by SW01
Imagine the story! Spending months carefully assembling datapads and comlinks, with overthrowing the Sith on the side. Epic.
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...Or running around the front lines repairing weapons and droids, building and rebuilding ships on they fly.
Last edited by Jeff; 11-02-2008 at 04:53 PM.
Reason: merged double post
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11-02-2008, 04:32 PM
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#61
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Goodfella
Join Date: Jul 2008
Location: Northern Ireland, UK
Posts: 1,075
Current Game: Fable 3
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Ahh, Tech Specialist - good idea, actually. Like you say, could be very useful in battle - like the Engineer class in Battlefront.
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11-02-2008, 09:12 PM
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#62
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Forumite
Join Date: Feb 2004
Location: Here and there about Chicago
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Maybe I wanted to double post...
Or just add to out-of-battle elements in the game. One of the things I don't like about MMORPG's is that they're really just battle games. And everything revolves around DPS. And that's fine if that's all you want but what sort of Jedi solves all his problems with a lightsaber? A: a sith.
/rant snipped...
I hope this game lives up to the Hype and the KOTOR legacy.
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11-03-2008, 05:03 AM
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#63
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Lurker
Join Date: Jan 2004
Posts: 8
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I'd really like a class that focuses on pistols (a bit like you could with Bounty Hunter in SWG).
I don't mind rifles but I just enjoy dual weilding pistols much more  I would also like to see a Jedi healing/support class.
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11-04-2008, 02:00 PM
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#64
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Unregistered User
Join Date: Oct 2005
Posts: 3,503
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Smugglers, we need these guys dude.
...
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11-04-2008, 07:43 PM
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#65
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Senior Member
Join Date: Oct 2007
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Current Game: Resident Evil 5
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Smugglers work. I like being a scruffball...
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11-05-2008, 05:24 AM
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#66
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Saving the world casually
Join Date: Aug 2005
Location: Normandy SR-2
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And Wookiees....
I mean, if all the 13-year old kids are playing Sith and Jedi, what is more satisfying then pulling their arms of with your Wookiee smuggler? 
"I think the Devil ****s Dutchmen."
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11-06-2008, 10:53 AM
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#67
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Goodfella
Join Date: Jul 2008
Location: Northern Ireland, UK
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Quote:
Originally Posted by Ztalker
And Wookiees....
I mean, if all the 13-year old kids are playing Sith and Jedi, what is more satisfying then pulling their arms of with your Wookiee smuggler? 
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I'd like an Assassin class. Not Bounty Hunters, as they take targets alive, but an assassin trained to eradicate anything - including Jedi/Sith. I think that would help balance things out. Oh, not exclusive to droids either. A Chiss Assassin would be really good!
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11-06-2008, 01:25 PM
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#68
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I sneer at thee.
Join Date: Sep 2005
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Bounty Hunters regularly kill targets, but I see what you're getting at. "Assassin" implies more subtlety than the former.
"There is something going on in time and space, and beyond time and space, which, whether we like it or not, spells duty." -Winston Churchill
"For of all sad words of tongue or pen, The saddest are these: 'It might have been!'" -John Whittier
"Apathy is death." -Kreia
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11-06-2008, 01:52 PM
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#69
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Goodfella
Join Date: Jul 2008
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Quote:
Originally Posted by TKA-001
Bounty Hunters regularly kill targets, but I see what you're getting at. "Assassin" implies more subtlety than the former.
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That's it precisely. I probably should have posted ' also take targets alive.'
Anyway, a Codename 47 type Assassin is what I would like to see, as TKA said, using stealth and subtlety rather than any kind of assault.
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11-06-2008, 04:26 PM
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#70
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Rookie
Join Date: Aug 2008
Location: A place you'll never know
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OMG no!!!
Quote:
Originally Posted by SW01
That's it precisely. I probably should have posted 'also take targets alive.'
Anyway, a Codename 47 type Assassin is what I would like to see, as TKA said, using stealth and subtlety rather than any kind of assault.
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An assassin, eh?
Well, should there be a whole "alive or not" thing, I'm not buying the game. Then everyone would be assassins and make the game suck.
Plus if you were an assassin...
spoiler:I would use Force Repulse, then Choke you to death before you could get back up (should those powers come with a Jedi class )
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11-07-2008, 12:23 PM
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#71
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Senior Member
Join Date: Oct 2007
Location: USA
Posts: 2,723
Current Game: Resident Evil 5
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Quote:
Originally Posted by Ztalker
And Wookiees....
I mean, if all the 13-year old kids are playing Sith and Jedi, what is more satisfying then pulling their arms of with your Wookiee smuggler? 
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So evil. I'm only fourteen, and I'd like to keep my arms. 
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11-07-2008, 04:30 PM
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#72
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Forumite
Join Date: Feb 2004
Location: Here and there about Chicago
Posts: 562
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I want multiclassing.
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11-07-2008, 04:48 PM
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#73
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Goodfella
Join Date: Jul 2008
Location: Northern Ireland, UK
Posts: 1,075
Current Game: Fable 3
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Quote:
Originally Posted by Weiser_Cain
I want multiclassing.
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I hope for that too. Maybe the same way as KotOR 1 - start out as a base class and upgrade to a Force user? Maybe further than that, let us upgrade further to TSL's prestige classes (if they are going to implement anything of TSL.)
Or non-force centric higher classes - start out as a Soldier, upgrade to a commando or officer?
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11-07-2008, 07:58 PM
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#74
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Sine Amore Nihil Est Vita
Join Date: Jul 2004
Location: Pennsylvania
Posts: 3,395
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Quote:
Originally Posted by Weiser_Cain
I want multiclassing.
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I thought this was one of the best parts of pre-NGE Galaxies.
_EW_
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11-07-2008, 09:17 PM
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#75
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Forumite
Join Date: Feb 2004
Location: Here and there about Chicago
Posts: 562
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Quote:
Originally Posted by SW01
I hope for that too. Maybe the same way as KotOR 1 - start out as a base class and upgrade to a Force user? Maybe further than that, let us upgrade further to TSL's prestige classes (if they are going to implement anything of TSL.)
Or non-force centric higher classes - start out as a Soldier, upgrade to a commando or officer?
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Again I'm going to default to the D20 setup. I don't want to be forced to play a jedi and yet I don't want them to be out of reach, or on another tier.
You should start the game pick a race (or droid type) and then a class, among them the force using base classes (including Force Adept, though that's not likely ).
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11-12-2008, 10:23 PM
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#76
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Veteran
Join Date: Aug 2007
Location: East Coast
Posts: 878
Current Game: Revenge of Revan
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I would like to see a Droid class.
You can be one of the droids from the factory that get miss shipped or ends up in an event that leads to you starting your class's quest. They can have one for the Sith and one for the Republic.
The droid would be some humanoid type of droid. You can customize yourself into a battle droid with heavy fire power or a droid with light weight which will allow you to use blades and maybe even a lightsaber.
Logan
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12-07-2008, 02:10 PM
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#77
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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OK well now that we know there will be 8 classes, what do you think they will be? I wonder if it will be 8 for each faction, 4 for each faction or maybe a mix of some cross-faction classes and some exclusive (obviously Jedi and Sith will be).
I can see some of the classes from SWG being in the game, such as obviously Bounty Hunter and Smuggler, but I doubt we see classes like Entertainer or Trader. I am guessing all the classes will be combat oriented but then they can also all have crafting professions to make up for the lack of the more social classes.
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12-08-2008, 04:04 AM
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#78
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º¿º>^..^<
Join Date: Aug 2007
Posts: 2,518
Current Game: Real Life 1.0(BETA)
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I think they should have an entertainer class, but not like the SWG entertainer. Think more like the Twin Suns kind of entertainers. Graceful, but deadly.
Like this
Entertainer: primarily a Melee class. (choice of 4 sub classes)
-- Hunter - bounty hunter type that can get in close
-- Spy - the best way to gather intel.
-- Medicinal musician - uses music to heal the wounded
-- Mesmerizing performer - Uses their performance to stun their audience
And no don't let them level by just playing a song with a macro running.
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12-10-2008, 05:38 AM
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#79
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Saving the world casually
Join Date: Aug 2005
Location: Normandy SR-2
Posts: 2,780
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I like multiclassing. Players who take the time to do this, should be rewarded with special skills and be (stronger?) then the people who start as Jedi.
It would make the game balance better. And it will gently push people into discovering that bounty hunter first.
Thought of a new class (or skill), that appeared in ALL kotor games:
Jedi Master (skill)
-You will be capable of raising an lower skilled players skill, or teach him/her new skills.
-Will be rewarded by XP/new skills etc
-Interaction with other players
-Gentle way of earning XP, instead of grinding
"I think the Devil ****s Dutchmen."
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12-10-2008, 09:16 PM
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#80
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Junior Member
Join Date: May 2006
Location: Spawn Camping
Posts: 255
Current Game: Exams.
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I would definatly love a Tech class.
Kinda like a sniper, but rather than a sniper rifle, a small army of robots 
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