Ok,
Here's a compilation of details I've refined for a while until they finally got here.
Pretty well explained. I have high hopes, enjoy.
Saber Techniques For Button Formula Progression. NO IMPEDING POINTS ****E. JUST POSSIBLE ACTION SEQUENCE ALLOWANCE.
Pre-made techniques are ofcourse in, Freestyle is an option as well, the player can deveop own formulas when eestablished enough to do so.
Stances also contribute towards speed and manueverablilty, strength(damage done, defense breaking).
Successful attack damage factors:
Attacks to the cranium kill instantly
Thrusts to the torso kill instantly
Slashes, slices and chops to the torso wound
Attacks to the limbs wound
Stance positions;
Strong -focus upon strength and advance
Medium -focused upon counterability
Fast - Focused upon speed and manueverability
;
Ready - decreases surprise attack value
Attack Ready - Assisting towards enguaging
Defense Ready - Assisting towards defense
Counter Ready - Assisting towards futher negotiation
Technique benefits:
Singular enemy focus
multi enemy focus
Melee enemy focus
Ranged enemy focus
Forc e enemy focus
Lightsaber enemy focus
Multilatteral weapon enemy focus
Unilateral weapon enemy focus
Station ground focus
Vehicular focus
In-game charachter basis;
:Known NPC players of the acutual story plot(lea, senate, all those guys):
In game goals; text formula adherant to charachter settings coupled with intended role for each charachter.
Modes of Gameplay:
Idle - base value button set-up
Combat - combat focus set up
Working - labor focus set up
Alert - exploration/discovery set up
Communing - interaction set up
Farring - mobil set up
Operating - vehicular/mounting set up
Icons of mode activation will appear
Clicking after activation of a mode shifts the mode to different set ups still in the mode. Clicking and holding cycles while using the thumbpad cycles through active modes. Double clicking deactivates the activity mode returning to idle mode.
Essentially all buttons are assignable
Though a base pre-made set up can assist in what a completed button set could look like.
Ultimate goal of compensation:
Interface is command friendly>Commands are controler friendly>controls are human focus friendly
Commands for motion- Non-combatant;(all are subject to directional command ie side and back according to players desires)
walk
pace
run
dash
side step
pivot
spin
jump
roll
dive
handspring
flip
Directional commands convert into;
Side, back trek(walk/run, exlude pacing and dashing)
Side, back dive
Directional pivot
Front, back step
somersault, side roll, back roll
side, back jump
side, back handspring
side, back flip, arial, round about, flatspin, flat arial
In terms of combat assistience;
direction and aiming - Automation and rapid targeting may be achieved through charachter level progression and various button commands. This becomes an invaluable bit of leverage for some, as such an unnecessary waste of button utilization for others.
Once in combat mode, buttons may be assigned for target singular hostiles as to ensure focus through the fog of battle shifting.
As well, other in-game commands related to activation and scroll buttons may be used to also assist in identifying targets as-well eliminating them.
There will be a center beacan on the screen ofcourse unless removed by the player. This becacon is the centerpoint of hostile/unhostile interaction in the game, depending on the current mode, the player may assign the becean an alternative purpose if the default(mode-goverend) purpose is not desired.
In addition, the player can also adjust the controls to manipulate the beacan in lieu of directional/mobil command, or alongside it. All of this can be tailored in the Gameplay control screen. Both by cycling through buttons to be assigned for actions and by merely pressing them.
To select hostiles, highlights may appear, plus the additional affect of assigning hostiles to take in a set up oreder, or for the sake of assigning one and taking care of another. Bringing the best of turn based strategy implementations and incorperating them into real time action environments. As it is real time combat that really shows the spectacle and allows the magnitude of truely great combat gaming.
So from here, a player(with enough level prestige and experience) could take a base attack command, say slash, and turn it into a scheme the activates an aray of multiple attack types.
For the sake of argument, A = attack
A - slash
A hold - Power slash
A double tap - slash, slashback
A hold double tap - power slash slash back or slice conversion
Normally my first basis was tap off of morrowinds combat simulation of
Attack which used a triangle scheme of attack types based on the melle weapons implementation of chop(verticle), thrust(forward) and slash(Horizontal). I also though about Slice(diagnol) after combing my thoughts on jedi academy.
Attack meant weapons base attack ie Axe = chop, sword = slash, spear = thrust
And when not using the only use best attack option for gameplay, direction dictated the swing type ie, forward while attack was thrust, sometimes chop when manipulated right due to the control skip factor that many games bare(an exploit for another discussion), and horizon-lateral direction commands with attack meant slash.
My first scheme tapped the idea of using left and right to initiate slashes, diagnol comands to initiate slices, forward and backward movement commands to initiate thrusts and back thrusts, and standing still or assinging measures to intiate chop.
Techniques and stances also help to govern and manage combat move progression and scheming.
As with all things in the game skill and level related, experience increasing level and skill unlocks achievable fuctions in the game for combat and otherwise.
Feats, powers, promotions and acomplishment all open up new possibilities of function employment, and as a players charachter progresses, many things come into play and option for the charachter as indeed situations in the game can become complex and interesting.
And the player is vested with full control as to the methods and decisions of allowably anything they get into.
Another nifty contributer to the game aspect is the portfolio factor.
This is inherently a "Deed Record" if you will.
Points towards spiritual nature(light side, dark side)
Reputation(individual charachter)
Recognition(established relations with, factions, guilds nations etc.)
Prudence( in game criminology)
And make no mistake, for an mmorpg ie being online, screen names being used along with all relative and required information is also attached to those who've been more or less questionable then died the limited amount of deaths before re-start and try to wipe a record clean. Not gonna happen. Improvement and social standing is ofcourse the great thing about mmorpgs and herein themed into starwars. It's all up to the other people literally.
Right so the next area to tackle with combat is defense.
After finally experiencing kotor and most of kotor 2, I believe I've gathered some of the understanding I was missing.
Defense is a thing just as flexible as offense. Infact, as one whose had his formal training in martial arts and other various holistic practices, many will right away understand what I'm getting at. COmbat, offense and defense, one in the same. It is merely physical negotiation, and it's about bloody time a video game worthy of the title "action game" could finally bare the roots of violence, regardless of how sinical that may sound.
First to tackle the subject of lightsabers exclusively.
One, Light all physical things, lightsabers to clash. They thrash and slash and gash, hell they even smash.
The idea is that when two opponents cross swords, they go through a series of sword contact moments until a breach can be made. A truely stunning fight at the best of them is when mutiple breaches are made because the defelction rate is so damn good. This is the intertwining of offense and defense.
(A few other additions don't hurt the interest factor either) But aside, combat simulation in all games I'll dare to say needs unificatin by now, it is inevitable trueth.
Taking from the ideas I have based on, the engines that have made, lord of the rings, start wars latest episode(rots), kotor, morrowind, jedi academy and hell even zelda possible, combine different parts the create a whole dimension of combat possibility.
Now already I've mentioned tailoring, control and manipulation of the various controller and screen commands for the game. The reason for that is simple. So much to use, not enough buttons or screens for one set, though don't get discouraged by that, I've tolerated the turn based combat nonsence with kotor with a grain assault to give it leway into understanding the depths of what else and further it had to offer. Though amusement and satisfaction had been reached on several levels. THe other hints of annoiance still remained.
Firstly, I have studied up about some improvemnts/patches for pc versions of Jedi academy for defense. I swear it to the bone I've thought of those ideas before reading them and my own contrast may be evidence. Doesn't matter, they were correct about the scheme. There is automatic jedi defense, human intervention defense, human control defense and human influece defensive engagement.
Those are the four methods of safe guarding oneself againts the thick of hell.(sociably speaking)
The next part is how to implement such precision.
This is where the vitality bars and attributes, traites and skill come into play.
I've also read up on galaxies and seen some modest improvemnts those being performance meters catagorized as;
health
fatigue
mental fatigue
There are also various conditions players can suffer during stressful situations.
I saw this and as usual saw what needed ousting, imrpovment/addition and upgrading.
The first thing to mind form other rpg experiences is that the bars needed some change into this;
Life
Health
Fatigue
Mental fatigue
To explain is this;
Life is the actual meter of the players existence, when this meter is emptied/depleted, the charachter no longer exists. Simple enough.
Health is the meter of the players charachter condition, that may suffer basic and realistic set backs beign hunger, hygien and medical condition from all of physical, biological and chemicle standerds.
Obvious infratures of a players medical condition could stem from, poisoning, viral infections, broken boken bones, uncarefully removed parts of the body etc. Again pretty simple.
And these conditons may inturn affect not only the health(primarily), and hense life(secondarily), yet the attributes and quite possibly attribute limitations(if serious enough and bills for treatment or cloning run to high).
Fatigue is the actual stamina existence the player has, once this runs down, the charachter performs in a run down manner, misses targets, trips, limps, halts actions that require any amount of fatigue to perform.
Mental fatigue is the meter of the charachters sanity for sort keeping.
This meter can become affected by a mulitude of factors that shall be suggested realistically. Based on willpower, intellegence and charisma, some cahrachters aside from others may be able to put up with more strife whereas the others might go into constant trances of horrorification and/or episodes of shock/dumbfoundation
Ofcourse these "conditions also have there wighted baring and may be appear as mere delays in gameplay, to lengthy drawn out situations that may call upon the bread and butter skills of others to mend.
Life pointage is increased with every level up as is health and fatigue.
The attributes; strength and endurance ad modifyers to how many more points per level are gained for life.
Agility Endurance and willpower modify how many more points for fatigue
Endurance and willpower for health
Intellegence willpower and charisma for mental health
Sufferable conditions I've got for now are
Shock - a slight stun that interupts the players commands for a time
Drowsiness - a negative modifyer to points for traites and skill commands until rested or restored in some way.
incapacitation - not precisely unconsciousness yet close.- In need of anothers attention, or lots of resting time if not available.
Sickened - attributes mildly affected, functions become impaired.
Diseased - A more serious affliction than plain sickness, yet usually cureable with ready speed, unless the poisons where lethal or of great potency/dosage.
Plagued - The uglier kind of sickened with more extreme set backs to attributes and functionability than ordinary sickness.
Frightened - The plague of the mind also known as horrified
Stunned - An obvious condition that usual and almost excusively root from force user affliction unless shock was really that bad.
Dazed - Another condition of fatigue, yet the all that is affected is the fuctions of commands not any charachter statistics.
Confused - The ugly side of a mind trick or fatigue to a point of trauma wherein the player nolong has full control over the charachter as is becomes either, enraged, wearied, paranoid or pyscotic. Each condition effect has it's own distinctive influence that differs from randomly attacking or eveading nereby hostiles, even hostile potentials that mean to be friendly, outbursts of violent or unintended or commanded functions and otherwise. Could promise to be quite amusing sometimes even.
Finally getting back to combat and how all of that material ties in.
Players simply don't just run past others and flail at them and the fight is won. No No No!
These meters keep players in check of face potential, where as keeping fresh meters is as important as keeping safe distances or plotting spacial strategy and implying tactical engagement.
Block attacks alongside of evasion and dodging are all to be implemented with the basis of skill and acutal interaction.
My idea covers the vast scheme of defensive positions both with melee and unarmed ecounters.
The basic ideals of chamber(center), flank(side) and rear(back) guard apply to the charachters potential, again achieved from the root early on, the expanded into fast, swift and decisive measures latter on.
Blocks are a standerd way of simply denying the attack, counters are blocks used as detturance to attack any one place to long. Defensive moves and manuevers, pick up after there, spawning the roots of true combat situations. The after that, comes the harnessing of skill and increased leveling, then truely formidable potentials may blossom with very satisfying results.
Basic defensive moves are catagorized as; barrier, parry, shield and reversal.
These are moves that either deflect, redirect or return an attack that is thrown at a player.
The countering factor is the repetition of returns being constantly....uh, returned. Passive ideal.
The defense factor is the repetition of attacks being constantly deflected. Disciplined ideal.
The ofensive factor is the repetition of attacks being constantly redirected. Aggressove ideal.
When compiled with actual defensive and ofensive moves, the manuevers of battle will truely stimulate many if not all users in my opinion. As it is my goal for the player to not be able to make a move(in good health) that they didn't want to make. And even try to avoid the idea of unwantedness at all from the games implementation.
Area attacks:
Mequito attack
Butterfly attack
Fury twirl
Flatspin attack
Frenzie attacks:
Rush attack
Swan attack
Lunge attack
Bane attack
Katas:
attack kata
fast kata
strong kata
medium kata
Special attacks:
Fast-
Tzunami
Tornado - the charachter becomes a spin-churning machine rapidly slashing right through enemies and deflecting attacks at the same time.
Shooting Star - This is a flatspinning dive attack that is similar to palpatines greeting during his arrest atempt. Yet a hell of alot more lethal.
Star breaker - The charachter litterally shoots right at the opponent faster than defense alone can protect against.
Medium-
Lunge wave - Repetative lunge strikes that are swifter and more decisive than normal(length and damage grows with skill)
Traction strike - forced pulled enemies that are struck once within range(capacity grows with skill)
Level wave - All opponents next attack becomes a counter threat to themselves or their friendlies also in range.
Counterwave - The opponents attack is bypassed and the greatest vulnerability is exploited based on the users skills/abilities)
Strong-
Chamber breaker - Block is inherently futile(even more so with greater skill in this attack)
Flying slam - The charachter jumps into the air and crashes down on their opponent bashing all defense.
Power burst - The charachter becomes frenzied bashing through attacks and striking through defenses with greater affect and speed.
Meteor Strike - The charachter performs a litteral barrage of aggressive engagement at the opponent striking right though any defense unless the opponents defnes skill use is of a significantly greater magnitude than the users skill in this attack.
Attack varients:
Lightsaber and melee-
Chop - verticle
Slice - diagnol
Slash - horizontal
Thrust - froward
Blunt and polarms-
Chop
Bash(ie slice/slash)
Thrust
Alternate melee saber and polearm attacks-
hilt bash
Pistols-
Shoot
Pistol whip
Atlernate fire
Incendiary
Rifles-
shoot
stock bash
alternate fire
barrel thrust
barrel lung(snap neck, alternate bash type)
Heavy weapons-
shoot
alternate fire
detonate
Station and vehicular-
detonate
kamikazi bail(bail is optional according to palyers wishes)
Unarmed:
Upper body-
Punch
Upper cut
Cap
Round punch
Cross punch
Backhand
Wrist bash
Elbow strike
lung punch
zjuto(thrusting chop to the throat)
Zjuita( slashing chop to side of neck)
Tugga zjunai(slashing thrust to torso)
Head butt
Skull bash
Upper bash
Side bash
Incorporate spinning, jumping, flipping and other various acrobatic/atheletic additions to these base attack types both above and below and all will be made clear. All motion moves mentioned further above are of those implementable.
Lower body-
Check kick
Front Kick
Side Kick
Back Kick
Cresent Kick
Pivot Kick
Knee bash
Round house
Drop kick
Cross-side kick
Spinning kick
Cross-side back kick
Spinning Back kick
Cross-side pivot kick
Cross-side cresent kick
Flying drop kick
Flying spin kick
Chop
Choke
Headlock
Limb lock
Nelson
Reversible
Scoop in
Scoop out
Neck snap
Lock drop
Line drop
Choke slam
Body slam
Flying slam
Pile driver
Back breaer
Limb breaker
annihilation
Basis of weaponry:
Unarmed
Melee - swords and blades, short blades, blunt, axe
Blasters - pistols rifles and basic carbines
Heavy weapons - heavy carbines, missle projectors, paltform guns, station guns
Explosives - grenades, mines, heavy projection systems
Incendiary - debris, shrapnel appuratus, powders, darts, shurigan
Ranged - bows, slingshots, catapults, station wire(primitive)
Polearms - other kinds of blades, pikes, staffs, spears
Chemicle - stuff to be discussed
Biological - see chemicle
Vehicular - self explanitory
Basis of armament:
Unarmoured
light armour
medium armour
heavy armour
personal shields
station armour
station shields
vehicular armour
vehicular
shields
Environmental
Weapons damage types:
shock - electircal varient
ion - alternate electrical varient
poison - chemicle
nueral - chemicle/biological
sonic - alternate electrical varient
siezmic - alternate electrical varient
fire
freeze
energy - blaster/lightsaber
sharp - swords/axe(slash, slice, chop)
blunt - Polearms/blunt(chop/bash)
pierce - Polearms/spear, ranged, incendiary(thrust)
Survival Bars:
Life - Actual meter of existence
Health - meter of charachters condition(health, diesease, poison, hunger, hygien)
Fatigue - meter of capability
Mental Fatigue - meter of mental tolerance
Attributes for Combat:
Strength - determines the overall base damage inflicted by the charachters base level.
Endurance - Determines the amount of damage the charachter may withstand before death, based on the charachters level.
Speed - determines how fast the charachter is able to move pertaining to distance and active motion.
Agility - determines how swiftly the charachter can manuever, turn, spin, dodge and perform any atheletic and most acrobatic functions. This pertains to the ability of shifting and countering to defend/evade during combat.
Dexterity determines - Determines how swiftly the charachter can perform interchanging functions and utilizing adroit demanding facilities of gameplay. This pertains to the ability of shifting and countering to attack/engage during combat.
Willpower determines the charachters reziliance, motive, conscience and cunning. This pertains to offense and defense modifyers, force strength and capabilities as well resistence against enemy force infliction.
Charisma - determines the charachters conduct and guile. THis pertains to the abilities of communicating with others, empowering relationships, maintaning aural aspects and persuading others naturally.
Intelligence - determines the charachters overall rate of learning, adaptation and traite-and-skill advancement. Pertains to various tech skill based fuctions and genral knowledge requirements.
Sub-Attributes
wisdom - intellegence and willpower the greater hold on force power and affliction resistence.
reflex - speed and agility the greater hold on mobility and physical prowess.
constitution - strength and endurance the greater hold on physical power and resiliance.
awarness - Charisma and dexterity greater hold on detection and invulnerability.
Traites:
Academics
Acrobatics
Assembly
Atheletics
Armed combat
Armoured combat
Conduct
Crafting
Domestic
Electrical
Medical
Merchant
Operation
Speechcraft
Swordplay
Technical
unarmed combat
unarmoured combat
Pilot
Political
Communications
Instruction
Jedi
Feats:
Toughness - increases life points
Conditioning - increases defense and save points
Empathy - Increases influence/empowerment points(speechcraft and conduct) Communications
Martiality - increases reflex save and attack points
Gearhead - tech and mechanical enhancer Pilot
Ingenuity - craft and merchant enhancer Instructor
Engineer - assembly and electrical enhancer
Forager - Conscript and domestic enhancer
Dueling - increases success with singular arms combat
Two weapon fighting - increases success with dual arms combat
Weapon focus - increases attack/defense and counter success against same attack methods
Integration - increases attack/defense and counter success and damage against different attack methods
Critical Strike increases success and damge at close quarters
Power Strike great increase to attack damage
Flurry Increased rate of attack and success for attack
CounterStrike increased counter/shift success during combat
Raider - solo combat
Member - teamwork combat
Infiltrator - against/with fortifications and mobile weaponry
SkyMartial - against/with aircraft/spacecraft
Finesse - increased all round success during combat
Master - increased trade traite success
Prodigy - charachter enhancement political
Demi-god - abilty to seriously affect attributes of others(easier enforced conditions etc.) Jedi
Tiers of feats determine unlockable functions and achievable options as gameplay progresses.
These are merely addatives to common skill functions to new move sequences possible during combat or other physically interactive activities in the game.
Move/mobile
Jump/arial
Interact/use
Attack/alternate attack
Using two weapons turns alternate attack into use other weapon unless redesignated
Using one weapon turns alternate attack into body attack unless redesignated
Two wepon fighting may be designed to conform to attack commant alone
Alternate attack may be placed as body attack or different kind of attack with utilized weapon.
Possible sufferable conditions:
Sickened
Diseased
Plagued
Frightened
Shocked
Stunned
Incapacitated
Dazed
Confused
Unconcious
kill - focus release of bolts crushing and dark harnessing towards an immediate area
grip - constricting of the throat
crush - open scale contriction
destruction - an area affect of focused bolts, rage, draining and crushing raining down from over-head
lightening - bolts focuse to an immediate area, or when fully mastered, area affect
rage - bestowed fortifyers to attributes and skills, at a latter cost to health, mental fatigue and fatigue
drain life - drains the life complety from a sentient target
drain energy - drains the fatigue from both sentient/nonsentient targets
drain force - drains force power from sentient and non sentient targets
drain aura - exhausts force, energy and other modifyers from targets(desimating)
master drain - a horrobly annihilating attack that takes immense conviction towards such a goal(affects all)
assimilate - radiates dark side powers and aura to optimize dark side dominance and use
empower - disables others attack incentive, affects other players actions, dominates other players actions
horror - causes a range from attack disinclination, to outrage against others
plague - Instils dark power amplification and hostility optimization in other characters
insanity - Causes other characters to become hostile to the point of self-sacrificial homcide
Inflict - focuses a combonation crushing and constricting powers
deteriorate - a greater command and concentration of crushing, draining and constricting powers
grip - crush
Lightening
inflict - deteriorate - kill
Rage - assimilate - destruction
dain energy - drain life - drain force - drain aura - master drain
empower - insanity
horror - plague
Dark side incentive:
Annihilate the nurtured
Corrupt the med
Fortify the harness
Light side incentive:
protect against and convert the nasty
suppliment for the med
sustain the pure
Cure - releaves self or target of a deseased or bio/chemicly afflicted state
heal - releaves self or target of minor physical and mental/psycological afflictions
revive - an incredibly potent command of the force, the living, and the living force to heal throgh far lengths
mind tick - disuades targets from attacking, hostility, aggression
alleviate - releaves self or targets from any degree of empowerment
nullify - disables a targets power to attack
incapacitate - disables a target for a period of time completly
endow - fortifies and preserves a resistence enhancer against dark side corruption, empowerment, powers
protect - fortifies against physical damage
absorb – extinguishes dark side forces and energy
deflect – rejects dark side forces
reflect – returns dark side forces
dissimilate – disrupts, neutralizes, extinguishes dark side energy
concension – increases inclination of peaceful and thoughtful solution in/with others/radiates light side energy and aura
Push - target - arch - widened arc, area
Pull - object/target, arc, widened arc, area
Wave - (open, unlock, activate, move, lock, close, deactivate, arrange, extension)
Grasp - manuever, multiversity, multimanipulation, area, are manipulation
Speed - faster, enhanced, faster, precision speed, perfection speed
Distort - inferiority, illusion, foggery, disuasion, complication
Sense focus - enhancement, rienforcement, vision, forsight, premeditation
Bind - refinement, devoidance, extrapalation, domination
Offense
Defense
Saber throw
Jump - elevation, descention, levitate
Sense
Power
Meditation
Channel
Potency
Affinity
Mastery
When force sensitive, the force may be gained through certain achievements/applications via fatigue utilization
perhaps force points are not required, in that fatigue is force points altogether, and bind reduces Fpoints needed for force powers and power suppliments 1 Fpoint equals 2 points for force use.
channnel
potency
affinity
mastery
Meditate
Call
Summon
Commune
When mastery of Commune has been reached, only then can jedi-players not be fooled by the "living forces loop". Ultimately this loophole of consistency has great potential to keep players guessing about their own potential and capabilites of becomming and staying jedi, wheather or not it was simply a dream-case thing within the game, with the multitude of complexities going on to aid in possible vulnerabilites of deception,
and serves as an alter-contact for all other players to summon your charachters presence, if deceased and not restored. This feature grants others Jedi and to be players the ability to draw text of information the deceased charachter would have had the last time on that particular planet. IE- info about the planet and others, the character itself, other people past and present, and various other things statically relevent to all gameplay up until that point when the deceased charachter last visited that planet. So inconsistencies of of any commune of one charachter from planet to planet may be more than not. Unless a charachter decided to go on a victory campaigne just to visit each planet one last time and manage to gain no significant new or changed knowledge about persons, places or things or any situations that were of the pressing layer.
Attributes:
Strength attack damage modifyer
Endurance hit point modifyer
Charisma in game text communcation modifyer, influence modifyer
Intellegence tech functions and skill points modifyer
Dexterity physical capabilties modifyer ofensive/engaging
Agility physical capabilities modifyer defensive/evasive
Speed physical capabilities modifyer
Willpower multiactive modifyer
Players start at base 0 meaning the modifyer is a negative 5 representing penalty towards function activity.
Every even number assigned skill increase during level up, equals a modification point change out of the negatory, and further towards the better. Meaning once at 100, 40 added points have been gained.
Weapons apparatus:Lightsaber
CHASIS- Hilt, Emiter, Chamber
PROPERTIES- Focusing lense, Energy cell, Focusing crystal, Cell Crystal
Hilts:Standard - Body
Consular
Adjudicator
Retaliator
Sentinel
Firebrand
Adept
Guardian
Paetor
Hilts:Staff
Champion
Vindicater
Avenger
Consular
Sentinel
Guardian
Hilts:Boa
Gladiator
Minion
Sentryman
Watchman
Ravager
Hilts

ouble-boa
Vanquisher
Penetrator
Diety
Regimen
Pathmaster
Emmiters: Top
Phobium
Plazmatic
Cryo-synth
Thorium
Ionitrate
Electro-Diatium
Energy cells: Body back
Diatium
Phobium
Ion-synth
Cryo-synth
Cell-Hydrothium
Plazmo-stasis
Lenses: Body Front
Synthesized-kuda
Raw Kuda
Vibration
Emulation
Cryo-etheral
Stinthanic
Chamber: Bottom
End-Breach
Open-Breach
Capsulated
Synthesized
Extended
Transjecture
Focusing crystal: In chamber
Red - Strength of will
Green - Unparalleled Wisdom
Blue - Readied state of mind
Orange - Adept of concience
Yellow - Strength of connection
Purple - Strength of enlightenment
Pink - Paramount of compasion
Silver - Bond of propriety
Cyan - Strength of affection
Viridian - Strength of sight
Violet - Strong conviction
Bronze - Unparalleled affinity
Cell Crystals: In body with energy cell
Pontite
Bondar
Phond
Quixoni
Sigil
Solari
Beam gem
Raw Gem
Ulari Gem
Rubat
Krayt pearl
Damind
Opila
Quartzone
Oointhir
Nextor
Luxum
Eralam
Firkrann
Sapith
Upari
Adegan
Ankarrea sapphire
Barob ore ingot
Dragite
Hurrikaine
Kaiburr
Kasha
Lorrdian gemstone
Ruusan
Ultima pearl
Velmorite
A Blaster Deflection = greater deflection strength
B Energy damage = greater strength against opposing energy sources
C Physical damage = increased base damage
D Cold damage = damage modifyer
E Heat damage = damage modifyer
F Ion damage = damage modifyer
G Consistency = aura and blade strength power/modifyer
H Light side damage = light side power/modifyer
I Dark side damage = dark side power/modifyer
J Wisdom = wisdom modifyer
K Willpower = willpower modifyer
L Light side restriction = restricted to light arua force sensitives
M Dark side restriction = restricted to dark aura force sensitives
There is no emotion, there is only peace
There is no ignorance, there is only knowledge
There is no passion, there is only serenity
There is no chaos, there is only harmony
There is no death, there is only the force
Life baring planets:
Oceanic
Grassland
Arboreal
Peace is a lie, the is only passion
From passion I gain strength
Through strength, I gain power
Through power, I gain control
Through control I gain victory
Through victory, my chains are broken
The force shall free me
Death baring planets:
Volcanic
Barren
Desert
Weapon arrparatus:Blaster pistols
CHASIS: Barrel, Handle, Chamber, stalk
Properties: Trigger, Energy Cell, Scope, Response chamber
Weapons apparatus:Blaster rifles
CHASIS: Barrel, Handle, Chamber, stalk
Properties: Trigger, Energy Cell, Scope, Reponse Chamber
Weapons aparatus: Blaster Carbines
CHASIS: Barrel, Handle, Chamber, Stalk
Properties: Tirgger, energy cell, Ignition Chamber, Scope, Emulator
Weapons aparatus: Heavy
Chasis: Load-Breach Chamber, Frame-Guard, Extension, Stabilizer
Properties: Trigger, Ignition Chamber, Scope, Respone chamber
Weapons: Station
Turret-single, double, quad/ Barrel, sentry, Multi-sentry - Carbine beam
Platform - singular, multiple(turrets, hatches and cannons)
Launch hatch
Cannon- Disrupter beam
Artillery- Steady beam
Vent - gas/toxin/poison/biological
Radiator - field contamination/ nuetralization
System Machines:
Master Mainframe - Holds all the data for all the consols
Command consol - controls other consols
Weapons consol - controls weapons and comands
Auxillery consol - controls modifyable conditions
Security consol - controls security methods
Communications consol - controls communications and commands
Defense consol - controls syncrinization and autonous methods
Perimeter consol - controls shielding and protection methods
Navigations consol - controls travel commands and advisory applications
Coordinations consol - controls syncronization and autonomous methods
Search consol - controls surveying and senty commands
Utilities consol - controls utility applications
System machine hierarchy
Consol - top end, full access and command(high computer use skill)
Conduit - secondary end, greater access and use(lesser skill)
Panel - Extension use away from mainframes for convience, lesser power over conduits and consols
Circuit - low end use and access, though electrical skill can sabotage/disable power/function derivitives sustaining the other machines. Messing around with circuit boxes can be a handy way to over-ride manually as opposed to cybernetically or cease power sourcing to panels and mainframes.
Diagnostic- revise of functions and allocations
Reset - reset of functions and allocations
shift - changing functions and alos assigned
Re-rout - changing machines perfoming funcs and alos
Shut down - cessation of funcs and alos
Systems:
Security
Navigation
Communication
Combat
Systems commands:
Plot course
Perform search
Plot sollution
syncronize defenses
syncronize fire
syncronize navigation
Power machines:
creating power - generater
enabling power - reactor
directing power - router
changing power - shifter
assigning power - circuit
Auxillery components:
Sensors: Survey, navigation
Sonic - tempured sound
Siezemic - sound consitencies
Protonic - energy consistencies
Photonic - light and projection consistencies
Atomic - Temperature consistencies
Nucleic - material consistencies
Ionic - chemicle/partical consistencies
Synthetic - material diversities and functioning
Phobonic - enrgy/temperature/light diversities and functioning
Radionic - electircal consitencies
Spedrimatic - motion consistencies
Spectromatic - Spacial consistencies
Communication:
Holocron
Tellascan
Comscan
Comlink
Species:
Human - Echani, Mandolorian, Miraluka
Mirialian
Wookie
Twi'lek
Kel'dor
Gammorean
Kubaz
Bith
Cerean
Vurk
Aqualish
Gran
Weequay
Trandoshan
Sullustan
Ithorian
Zabrak
Mon Calimari
Clodndorian
Selkath
Querren
Duros
Bothan
nemoidian
Rodia
NPC'S:
toydarian
snivvian
Huttan
Geonosian
Ewak
Jawa
Tuskan
Ugnaught
Mustafarian
Kaminoine
Noghri
Gungan
Muun
Nikto
Ishi Tib
Droid types:Mk1, Mk2, Mk3, Mk4
Basic - Advanced - Super
Light - Medium - Heavy
Protocol
Astro-mech
assassin
probe
Servey
Medical
Tracking
Utility
Field
Mechanic
Mining
Analysis
Tank
Transport
Sentinel
Assault droid
Battle droid
Combat droid
Attack droid
Sentry droid
Regimen droid
Infiltration droid
War droid
Region--Climate--weather
Blazing
Hot
Warm
Temperate
Cool
Cold
Frezing
Sub zero
Lavac
Molten
Volcanic
Desert
Barren
Badlands
Savanna
Plains
Floral
Grasslands
Arboreal
Marshy
Winterhint
Polar
Arctic
Arid
Fiurid
Humid
Snow
Rain
Hail
Slate
Sandstorm
Drought
Weather damage types:
Cold fatirue
Dry fatigue
Humid fatigue
Shift fatigue
Atmospheric fatigue
Hot fatigue
Toxic fatigue
So in summary the game would have updated, upgraded and/or in other terms "revamped" implementation to the combat simulator, over all gameplay and activity option-ability.
Being able to attack, jump, climb, roll around freely and unrestrained upon ground layout schemes that are static-interactable, IE no more "ZELDA-STYLE" path-set restriction terrain.
Engaging in combat when the mode turns on can be managed as full-fledged real-time button direct command and response or condition queue management to dictate the range of capability utilization the charachter will utilize autonomously based on factors of self-skill, and opposition factors(single or multi enemy, weapons used).
Companions gathered are any special NPC's that have specific heavy roles in the game itself. The whole party can travel at a time with the risk of propsed vulnerability factors.
THe amount of companions the player can have would be based on how many can fit comfortably on the ship(ie how many beds plus one for the cockpit)
SIde ventures and ambient story unfolding based on radiant AI interaction.
AND ofcourse the charachter generation revamping. TOtal facial manipulation and tailoring precisely like oblivion from the elder scrolls game line. Brillian t they are in many regards.
I'm the one whose been coming here and many other places since 04 posting this stuff and now it seems like it's making its holds.
These are unnegligible ideas. And can only enhance the game. THink it over.
THis game SHOULD BE AT ITS BEST, don't ya think?