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magicswordking

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Everything posted by magicswordking

  1. Yeah, the world Nihilus destroyed was Katarr, a Miraluka colony that the Jedi gathered on because of the Miraluka's strength in the Force. Their homeworld of Alpheridies is still around. I doubt it gets many visitors, though, just because, well, no one but the Miraluka would be able to see.
  2. I have a lot of Miraluka characters and a great love for the species so I'll try and give my interpretation. Their sight is obviously an important trait, and I would describe their sense of sight as variable. The force allows them to, through various methods of "seeing" do many things. Whereas a traditionally-sighted Jedi must learn to wield a lightsaber guided by the force, not by their eyes, to a Miraluka there is no difference. Thus I tend to think of them as preternaturally gifted in all forms of martial combat. The ambiguity over how exactly their sight "works" is reflective of how alien it truly is. Just as a human blind since birth could not tell you what the color blue is, neither could a Miraluka, at least not using any of the same points of reference. I see Miraluka as being able to "focus" in different ways, a Jedi may focus on the energies of combat or the alignments of the force itself, and through careful practice use the force to see what they need to see. So the answer, to me, at least, is all of the above. A Miraluka's vision is whatever it needs to be, if the individual is talented enough to hone their sight in such ways. The existing pieces of lore on the subject all point to this ambiguity, there are very definite things a Miraluka can do, and they can teach force sight to others, though there is no way to know whether it is the same force sight as a Miraluka possesses. For instance, Visas Marr teaches the Exile force sight, which manifests as seeing individuals alignment and presence in the force without physical detail or attribute. Notably it seems to only show people, and even then there are some who can cloak themselves to that particular technique. If the Sith could completely evade Miraluka sight they would have wiped them out by now. As for the social sense of being a Miraluka, their nature lends itself to forming close bonds in all things. Many Miraluka join the Jedi Order, and they have long been mutually respectful allies. Miraluka that leave Alpheridies would see joining the Jedi as a worthy and necessary sacrifice. A Miraluka Jedi might have a particularly difficult time forsaking the personal bonds and attachments that the order requires of them. Miraluka of other classes in the Republic may be more individualistic and adventurous, but they would likely bond with their companions in a manner similar to that of family. Miraluka in the Empire would be very uncomfortable, with Miraluka Sith being extremely rare. The best explanation I have, RP-wise for this is kidnapping. Visas Marr was the sole survivor of Darth Nihilus' destruction of Katarr. He warped her force sight to turn her to his servitude. She was, however, very quick to leave and return to the light once defeated by the Exile. My Miraluka Inquisitor is the daughter of my Knight, kidnapped during infancy by a vengeful Sith Lord, for instance. As for where the Miraluka would be most likely to go, planets strong in the force, and mysterious in the force would be the most likely. They would hold unique appeal. Same for planets with tremendous populations. Coruscant, Corellia, Nar Shaddaa, and Tython are all worlds Miraluka would be in some form drawn to. Miraluka would also likely be fascinated by the recent discovery of Voss. A new arrival to the Jedi on Tython may well have come directly from Alpheridies itself. A Miraluka Jedi living off homeworld before traveling to Tython would be rare. In the Empire, any Miraluka that is not a Bounty Hunter (who would have similar motivations to a Miraluka smuggler I'd think) would have likely been a slave that grew up in the Empire, and have no connection to their homeworld.
  3. And they did, as many pointed out, Lord Praven defects if you're light side, and later helps you out as a Jedi on Corellia. That's not even counting Master Tol Braga's padawan who was a fully-vested member of the Dark Council, albeit human. Tol Braga defeating a dark council member in a duel and bringing him to the light, then training him as a Jedi, that's about as hardcore and unlikely as you get. The only irredeemable Sith when you look at the storylines of all Star Wars tend to be the Sith Emperors.
  4. I'd say yes to Manaan, Geonosis, and Dathomir. Definite no on Naboo (why bring the Gungans into a perfectly good game?), also No on Mustafar, if you're going to bring a volcanic world in I'd rather see Sullust. Dantooine is incredibly boring outside a single-player framework, and even then its not really that exciting, if they were going to add it, have it be a low-level planet. The one planet above all others I'd like to see appearing would be Lehon, the Rakata homeworld. Both sides have an interest, there's the starship graveyard from the jamming device, the Rakata of modern day live there, who the Republic have an interest in protecting, and the Empire would have an interest in exploiting. Not to mention all sorts of Infinite Empire technology that would be left behind. That's not even accounting for the potential of significant debris or technology from the Star Forge itself. I know, scientifically it wouldn't have done anything other than collapse into the system's sun, but would there be anything more threatening to the Republic than schematics for a Star Forge falling into the hands of the Empire? That might even fuel an entire expansion's worth of conflict.
  5. We need a questline in which we can have C2N2 assassinated and replace him with HK-51. That would be the only satisfactory way to deal with him. Seriously he makes C3PO look like Rambo in comparison.
  6. The sheer number of times I've cursed out C2N2 in general chat on the fleet because he interrupted my business should speak to how annoying this can be.
  7. I like the concept and I've always liked the idea of opening up saber design to more than just "straight hilt, regular length" and "double-bladed". A proper polesaber, or saber-spear with a long blade on a long staff would be a cool Shadow/Assassin weapon. It might even fit their Combat Technique better than a double-bladed. A dueling hilt (curved hilt) would be a cool option for Guardians and Juggernauts, providing for a makashii-styled technique. Shoto Sabers I'm surprised aren't in the game already given their presence in KOTOR. I know there's no precedent for it but I would like there to be such a thing as a greatsaber one day, two-handed with a lengthy blade, it seems like something the Sith would really take to, a Lightsaber with a blade long enough to eviscerate the guy behind the guy you're eviscerating, and such.
  8. Just some things I think would be nice to toss out there, probably have all been said before. The ability to name your ship. This is probably the simplest stage of customization. After all, the Millennium Falcon wasn't called "Han's Ship" as it would be under the current system. A hull customization slot, like the companion customizations. Effectively a way to slot a new paintjob on your ship or do things like customize the engine glow, or blaster color. Set Bonuses for matching grade equipment. Currently Grades 2, 4, and Artifact have something like this where each upgrade has a secondary effect. I'm thinking less a stat-based bonus for matching equipment, maybe a reduction in the cooldown of the EMP or Jamming device, or the ability for shields to regenerate slightly while still firing when you divert power to shields. One legacy-oriented feature would be the ability to actually swap ships. Allow players to choose from any ship in their legacy, such as a Jedi flying a Fury if they have a sith that has unlocked their ship. This would be pretty cool, especially if you could maintain the name and visual customization, having one character "inherit" a spaceship from another. Stronger audio cues for turbolaser/capital ship fire. Its not a huge deal but would be an easy fix, since capital ships do much more damage than fighters, and dodging their fire is important at higher levels, it would be nice to hear the "pew" of their shots more clearly. If I could hear the "pew" better, I would dodge a lot more capital ship fire. Separate keybinds for space controls, I don't keyboard turn so I can't use WASD to control my ship, I would like to, but I wouldn't like to have to change the keybindings for character movement every time I go to a space mission. Also, a separate keybind for Proton Torpedoes should be at least an option if not the default. Alternate upgrades. Take the Electronic Warfare Suite, incredibly useful, some missions are nigh impossible without it. What if there were an alternate choice, though, for that level's token upgrade? Ion Cannons would be the coolest and the most game-changing. Instead of jamming, have an Ion Cannon mounted that could disable individual capital ships from firing for a few seconds. The cooldown would be enough so that it could be used multiple times per mission but not spammed, unlike the "one and done" cooldown on Jam. Other upgrades that could find a place in the space game would be some type of AoE bomb that is targeted, mines for taking out tailing ships, maybe even something like a targeting beacon that would let you direct fire from friendly capital ships against a specific target. Overall I really like the space game, rail shooter though it is. There's a lot of potential for RPG-ing it up more, though, which I'd love.
  9. Nautolan, Kel-Dor, Mon Calamari. Yoda's species would be awesome to play as but unlikely since I don't think Bioware is even allowed to name them or say where they're actually from. Those would really trend toward republic, so imp-side I'd suggest Devaronian, Trandoshan. At a certain point though it becomes hard to find species that can speak basic, which is kind of needed for playables.
  10. I'm all for this, this is the way it worked in KOTOR, while giving color crystals stats may be a nice simplification, separating the two would make Artifice more profitable and allow people more options. Also, it would simplify Artifice crafting a whole lot. My character only uses green crystals (sort of a thematic thing, his name's Abin, figure it out) so I always make green crystals and reverse engineer them until I get the artifact grade schematic. Wouldn't it make more sense for me to just have two green crystals and then be able to make a critical Opila crystal or some such to provide the stats? I'd burn through less materials and make more money. Also I'd love Darth Sinestro to have that black-yellow in endgame...
  11. Uh, Blade Storm is pretty far from useless, even for Watchman spec. Train it, the proc abilities (Riposte, Pommel Strike, That Other One) I could take or leave, I don't use em. Also, Cyclone Slash has its uses, situational though they may be. I know I like having it if I'm fighting a pack of five or six weak/normal enemies and want to think the herd quickly.
  12. Doc is on Balmorra, effectively you get him halfway through act 2 (it isn't very long, Balmorra is most of it, and it gets you all your other companions). Using Kira and keeping her geared is viable, though you'll be resting a lot after fights, especially if you're combat. When you get Doc you WILL use him because of how much easier he makes your life, at least until you get Lord Scourge, who also has a minor heal mechanic, and is a tank. I'm planning on using Lord Scourge quite a bit now, with Kira and Doc on standby and the rest off slicing. I don't know if its just me but Rusk seems impossibly bad. So I'll be jetting around the galaxy with my crazy Miraluka Jedi/Pureblood Sith buddy cop schtick.
  13. I've been combat since the start on my main, and I gotta say after some really dodgy levels it shines after 40 and more after 43. I don't really run many flashpoints just because of the hours I'm playing, but there's a definite rhythm to it that there wasn't before. For most fights my rotation is effectively this: Force Leap -> Zealous Strike -> Strike to hit 11 focus then Blade Rush -> Auto-crit Blade Storm -> Blade Rush until focus is gone, rebuild with Zealous Strike and Strike. When I hit 30 stacks of Centering, I pop Zen with a full focus bar, blade rush/blade storm enemies down. If they're at least strong enemies I hit Precision Slash before my first Blade Rush so I get the damage boost on it and the critical Blade Storm. If its an elite I'll work Master Strike in, and use Force Stasis if I get below 40% health. Ideally I start by leaping in and hitting Zen and Rebuke simultaneously with Saber Ward at 30% health and Guarded By The Force at 20%. The only enemies I've fought that have made me blow all my cooldowns were the elite guards in the Emperor's Fortress, and only because I chose to take Kira with me for story reasons. With Doc, I usually only need Rebuke as a defensive cooldown. Haven't really taken Lord Scourge out into the field yet but I have a feeling he'll be far and away the best.
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