GenoAmi Posted February 28, 2012 Share Posted February 28, 2012 I've seen quite a few ideas for in-between factions, but here is my proposal. I feel y'all may like my idea as well. Version 0.1: It's very late at nigh- ... early in the morning, and I need my sleep. Going to finish this tomoro... later today. TABLE OF CONTENTS: * Grey Jedi Classes: = Jedi Hermit - Aesthetic - Tamer = Jedi Pariah - Weapon Master - Gunman * Non-Jedi Classes = Fugitive - Cybernetic - Splicer = Pioneer - Desperado - Conservationist ================================================== GREY JEDI CLASSES ///////////////////////////////////////////////////////////////////////////// * The Jedi Hermit: Forsaking both the Dark and the Light, the Jedi Hermit seeks out a fellow retiree to explore the way of the Grey Jedi. Meditating on the mysteries of the force, a rumbling power that eludes both Empire and Jedi Order threatens to wipe out entire civilizations. Inspired by Qui-Gon Jinn, Jolee Bindo, Revan, Meetra Surik. -------------------------------------------------------------------------------------------------- Key Attribute: Willpower Armor Proficiency: Light Weapon Proficiency: Electrostaff, Double-sided lightsaber. -------------------------------------------------------------------------------------------------- ADVANCED CLASS 1: Aesthetic Forsaking all material things, the Aesthetic drops his/her lightsaber, instead choosing to make the Force his/her weapon. Specializations: Manual Combatant: (Close-range Force DPS DoT, single-target focus, off-tanking) Utilizing the Teräs Käsi technique, the Aesthetic channels the force to destroy close-up combatants. Nexus: (Ranged Force Burst DPS, AoE) The Aesthetic levels all in its way, using the Force Mastery force form to attain power that rivals Jedi Masters, and is the envy of Sith Lords. Pacifist: [shared] (Healing, Damage Redirection) Refusing to engage others in combat, the Pacifist instead heals its allies, and uses their connection to the force to share pain with the enemy. ADDITIONAL ABILITIES: Weapon Proficiency: Hand-To-Hand (five ranks) -------------------------------------------------------------------------------------------------- ADVANCED CLASS 2: Tamer Calling upon anything that touches the Force, the Tamer touches all life- not always gently. Specializations: Beast Whisperer: (Summoning Multi-role) The Tamer takes the Jedi Mind Trick a step further- calling one of the beasts of the wild themselves to do its bidding- whether it is the loyal Kath Hound (DPS), the sturdy Wraid (tanking), and the whimsical Gizka (debuffer/threat control). Alternate for Beast Whisperer in case summoning idea is dumb: Deceiver: (Threat control, AoE pushing, single-target ranged DoT DPS) The battlefield as his/her plaything, the Tamer freely moves all pieces in the Dejarik board. Dominator: (HP draining single-target DPS) Maintaining a tenuous grasp of grey, the Tamer uses their connection to the Force to control its connection to others, severing it- and sometimes, feeding upon it. Pacifist: [shared] (Healing, Damage Redicrection) Refusing to engage others in combat, the Pacifist instead heals its allies, and uses their connection to the force to share pain with the enemy. ADDITIONAL ABILITIES: Weapon Proficiency: Lightsaber whip. ///////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// * Jedi Pariah: An outcast of the Jedi Order, likely to be killed on sight at the Sith Academy, a Jedi with a strong individualist streak wanders the galaxy, looking for purpose. Soon, the Pariah learns that there is another way to live- for one's own reasons, whether as a restorer of the old, or a reformer with a vision. Influenced again by Grey Jedi, but also influenced by both strange lightsaber users and the Jedi Gunman build of KOTOR II. -------------------------------------------------------------------------------------------------- Key Attribute: Strength Armor Proficiency: Medium Weapon Proficiency: Vibrosword, Techblade, Blaster pistol -------------------------------------------------------------------------------------------------- ADVANCED CLASS 1: Weaponmaster Choosing to master and innovate the lightsaber arts, the Weaponmaster is a powerful melee combatant, wielding exotic lightsabers. Untouchable: (Tanking) Specializing in the art of the Guard Shoto, the Weaponmaster knows the best medicine for any wound- delegating hits to his weapons. Pike Warrior: (Single-target DPS, ease of movement) With a lightsaber pike in hand, the Weaponmaster easily controls his/her placement on the battlefield. Buckshot: [shared] (Mid-distance ranged DPS DoT, threat control, diminished pure melee and ranged) With a scattergun in one hand, and a curved lightsaber in the other, the Weaponmaster draws in enemies to their doom. ADDITIONAL ABILITIES: Weapon Proficiencies: Guard Shoto, Lighsaber pike, Main-hand Scattergun, off-hand curved lightsaber. -------------------------------------------------------------------------------------------------- ADVANCED CLASS 2: Gunman Deciding against something so ostentatious as a lightsaber (as a main weapon), the Gunman surprises enemies and allies alike with the Force as his/her cross-hairs. Specializations: Barrage: (Multi-target ranged DPS, very little AoE) The Gunman takes an Assault Cannon, wielding it as if it had no weight- mowing down enemies easily. Precision: (Single-target ranged burst DPS) The Gunman steadies his sniper rifle with the Force, able to hit Sith or Jedi that no sharpshooter could hope to ever graze. Buckshot: [shared] (Mid-distance ranged DPS DoT, threat control, diminished pure melee and ranged) With a scattergun in one hand, and a curved lightsaber in the other, the Weaponmaster draws in enemies to their doom. ADDITIONAL ABILITIES: Weapon Proficiencies: Assault Cannon, Sniper Rifle, Main-hand Scattergun, Off-hand Curved Lightsaber ///////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// * Fugitive A convicted criminal- unjustly accused of sabotaging a "freelance" Smuggler's fighter to speed into a vital Republic dreadnaught (which hit an Empire dreadnaught), causing the treaty to be even tenser. The Fugitive, hated by both governments, must find a new identity and life, avoiding SIS, IA, and several clans of greedy bounty hunters and other profiteers. This one is more influenced by a mix of The Exile, any given scoundrel-like character, and a heaping helping of Kaliyo. -------------------------------------------------------------------------------------------------- Key Attribute: Cunning Armor Proficiency: Light Weapon Proficiency: Bowcaster -------------------------------------------------------------------------------------------------- ADVANCED CLASS 1: Cybernetic Accepting several cybernetic implants into his/her body, the Cybernetic Fugitive is riddled with implants and robotic parts to surprise any would-be pursuer. -------------------------------------------------------------------------------------------------- ADVANCED CLASS 2: Splicer Carrying several biochemical enhancements and parts from alien species hastily adapted into his/her system, the Splicer Fugitive has hanged his/her physical form to a barely recognizable state, soon adapting to the new "parts". ///////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// * Pioneer: With a handful of others, a budding society sent to colonize a world for the Republic soon finds itself abandoned entirely- not even considered worth conquering by The Empire. Now technically a neutral state all its own, The Pioneer is sent on a journey to help save a community running low on all necessities, inclusive those needed to cement their ownership on the budding world. Now the Pioneer must decide how to shape the budding society- through ruthless underworld dealings, or high diplomacy with other governments. Influenced by the recreation of Taris in KOTOR II, the guy that gives you the bonus mission for Republic-sided Tatooine (I know he's a Jedi, but it counts), and a little bit of Firefly (as I typed this, I had brief flashes of the Brown Coats). -------------------------------------------------------------------------------------------------- Key Attribute: Aim Armor Proficiency: Heavy Weapon Proficiency: Main-hand Scattergun -------------------------------------------------------------------------------------------------- ADVANCED CLASS 1: Desperado Armed to the teeth, the Desperado finds that diplomacy is best done from his/her side of the one-man armory s/he possesses. -------------------------------------------------------------------------------------------------- ADVANCED CLASS 2: Conservationist Careful of what lives and dies, the Conservationist prefers close-range combat and the thrill of the hunt. ///////////////////////////////////////////////////////////////////////////// Link to comment Share on other sites More sharing options...
livnthedream Posted February 28, 2012 Share Posted February 28, 2012 i can see you put a bit of thought into this, but seemingly not enough. we already have most of these options available. you also dont have anything listed as any kind of mirror, just a bunch of really "cool" sounding class names. Link to comment Share on other sites More sharing options...
CeruleanNite Posted February 28, 2012 Share Posted February 28, 2012 While you did put thought into this my main question is: Why are people so eager to get a 3rd faction into the game? We already have balance issues, I know lets add another faction to further devide the masses. I have heard the arguement that the two lower factions will group up to take out the larger faction and in theory it would work, but what if the two lower factions dont get along in game? Now you have one strong faction and two week ones. Sorry, just dont see adding this to the game will help it. Link to comment Share on other sites More sharing options...
GenoAmi Posted February 28, 2012 Author Share Posted February 28, 2012 i can see you put a bit of thought into this, but seemingly not enough. we already have most of these options available. you also dont have anything listed as any kind of mirror, just a bunch of really "cool" sounding class names. Not as a concerted choice to be neither Jedi or Sith. Alignment only offers so much. No matter what you do, you're helping your faction. Also, what possible mirror is there for something that's in between? None. While you did put thought into this my main question is: Why are people so eager to get a 3rd faction into the game? We already have balance issues, I know lets add another faction to further devide the masses. I have heard the arguement that the two lower factions will group up to take out the larger faction and in theory it would work, but what if the two lower factions dont get along in game? Now you have one strong faction and two week ones. Sorry, just dont see adding this to the game will help it. I don't see how it divides the masses- it only adds another option to be truly Grey- whereas choosing to be "Neutral" only makes one not strongly aligned while being a boon to the Republic or the Empire. It's not true choice. Furthermore, the argument of having two lower factions isn't something I'm a proponent of, so it's irrelevant. It's not about helping the game. Again, this suggestion isn't to "help" the game, it's to add another line of choices in an expansion pack. I don't see how adding a third faction creates massive balance issues- I haven't created powers or abilities beyond proficiencies for possible new weapons. Link to comment Share on other sites More sharing options...
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