Tuesday, February 3, 2009

Going to prep for general release. Please if you have any ideas or things that need fixing tell me now.

Wednesday, January 28, 2009

Sith

Dedaskalion has brought some thing to my attention. The "Sith" faction shouldn't be called Sith due to the need to hold the name Darth. And I want this to be as in depth as I can get it so we need a new name. For now I'll call them Dark Jedi, but I would like a different name if anyone can think of a good one.

Monday, January 26, 2009

2nd revisions

Revisions 2.0: Added several things such as the master and padawan bond, jedi faction, some other items.


1/27: Made edits to the M/P bond and jedi faction

1/28: Made random edits, wording, spelling, so on and so forth. Preped for VIP release.

1/28: Changed the faction name "Sith" to "Dark Jedi" pending better name. See the newest post for details.


1/29: Added a new gole, added alittle to grey Jedi (need some help with this), added Jedi missions, and added Master Padawan missions. Edited spelling of "grey" to "gray".

2/1: Changed name from Dark Jedi to Reborns, name from Jedi Academy.

FYI when I say Jedi usally I mean Jedi, Gray Jedi, and Reborns.

The Ways of The Force, Jedi System


Greetings, I am Sotey, I come bringing a new possible Jedi system. I have taken things from the holo grind, the village, Crash’s system, and a few ideas of my own. If I took items from another person’s system I have already gotten permission to do so. I will list them and what I took in the “Special Thank You” page.

These are my goles:
1: Make the grind to Jedi fun and interesting
2: Make Jedi rare, and keep the population down.
3: Make Jedi hard to get
4: Make Jedi life a pain in the ars
5: Make Jedi a powerful class
6: Bring a roleplay aspect to the system
7: Give the vets some thing new to do (lets face it if we know every thing its boring)
8: Make the enclave more useful
9: Make players respect Jedi

10: Try to take most Jedi out of GCW

As a community we have to accept that we need compromise. So I think this system will work. I have taken some of the most popular ideas and more liked areas of systems and put it into one.




***READ ME***
This thread is not about what system is better or anything like that. Please if you have nothing nice to say don’t post. If your not open to new Jedi ideas screw off this thread isnt for you. Constructive criticism is good but I don’t want any one posting “oh yay another jedi idea like this hasn’t been done enough”. Lets just stay on topic and tell me how best to fit the needs of the players.

If you wish this idea posted some where please let me know, I'd rather have my name posting it. Also if you wish to take some thing from the idea ask me before doing so. I will be posting this on all major Emu server sites.

For the story and chat windows see Part 2(awaiting community approval to continue)
For dev information ask to see Part 3 (coming soon) (For EMU team only)

So lets get started

First off power wise I would like Jedi to be pre-pub 9 but with post-9 skill trees. I want these guys to work their asses off and in return I want them to be scarier than Michel Jackson at a boy scouts meeting.

Part 1: Becoming A Jedi

-Gaining Forces Sensitivity
When creating a new character, your new character will receive a Midi-chlorian count. Midi-chlorians are microscopic life forms that live symbiotically inside the cells of all living creatures. In sufficient numbers, they could reveal the presence of the Force to their symbiont. A random number of midi-chlorians will be assigned to every new character.

How will Midi-chlorians affect me?
Midi-chlorians affect how quickly you grow in the knowledge of the Force. So, until you actually become aware of it's existence, you won't be able to tell how big or small your Midi-chlorian count is.

I am setting the bare minimum midi-chlorians to 2,500 and the maximum to 15,000 (no one should be able to be on the level of Anakin Skylwaker because he was conceived by midi-chlorians[20,000]).

So the new equation then becomes y = (1 + (n/m) / k) * o, where y = new xp, n = midi-chlorians, m = mean average of midi-chlorians ((min + max) /2), k = constant modifier, and o = original xp amount.

let m = 8750, k = 100, and o = 3000.

n = player's midi-chlorian count, y = new experience:
n = 2500, y = 3009
n = 4000, y = 3014
n = 6000, y = 3021
n = 8000, y = 3027
n = 10000, y = 3034
n = 12000, y = 3041
n = 15000, y = 3051

What advantages does a high Midi-chlorian count give me?
Midi-chlorians will only affect two aspects of the Jedi system: How quickly you progress through the skill trees, and how quickly you become aware of the Force. Midi-chlorian count will simply be a modifier for how much Jedi experience will be gained at a time. They will not affect how powerful of a Jedi you can become or if you can become one at all.

Revealing the Force
A higher value of midi-chlorians will enable you to take less steps to reveal the nature of the Force, but you will still have to search for it. Remember that Obi-Wan Kenobi has become one with the Force, and Yoda is hidden on the planet of Dagobah, which is inaccessible.

In order to become aware of the Force, you must discover it through random luck. Any of the following events could spark your interest in searching for the Force:
1)You collect a broken peice of an ancient Jedi or Sith holocron, and consequently feel a strange aura wash over you.
2)You stumble across a Jedi in hiding, who senses your connection to the Force and reveals himself to you. After explaining a very minimal amount of the Force, he is whisked away by a Stormtrooper battalion, never to be seen again.
3) Upon exploring the different Jedi temples you may feel an energy presence, and discover an ancient artifact buried in the ruins.

Though, this section could be expanded on, all these circumstances yield the same effect. After experiencing one of these situations, you will begin to search for more information on the Force.

Remember that knowledge of the Force is banned by the Empire, and there is little available information on it. You can't simply go down to the Archives and ask for a book on the Jedi order. You would be killed for such a thing.

Now your midi-chlorians will come into play. The more you have, the fewer steps you will have to take to become a Jedi initiate. However, there will be no indication as to how close to becoming a Jedi initiate you are, until that time comes.

You will randomly come across opportunities now to do things that will increase your knowledge of the force. Some examples follow:

Example 1
You are running random quests for generic NPC's such as "a criminal" or "a businessman", and one of the items you retrieve is NOT what you had expected, or had gotten before. Perhaps a shard of a holocron, or some other object with ties to the Force, would be the item you retrieve. You would receive no special message, and if you didn't notice it yourself, then you could potentially turn it in for the quest reward. However, if you did notice it and examine it, you would be one step closer to unlocking Jedi.

Example 2
While harvesting a creature for bone, meat, or hide, you come across an ancient artifact that has become lodged in the creature. After examining this object, you would become a step closer to unlocking the mysteries of the Force.


Example 3
While visiting a cantina, and trying to talk to all the patrons, one might randomly give you the option of run a quest for him. Though, it would have no indication of having anything to do with the Force, you would later feel a stronger connection.

Example 4
Randomly an exploration badge might strengthen your connection to your Force. It would be different for every player, and perhaps no badges at all would ever strengthen your connection with the Force.


These would not be the only case scenarios, and these scenarios would not be guaranteed to strengthen your connection to the Force.


*Wait! But Sotey, Jedi isn't going to be in on launch what about my first toons!

My buddy Ilipah brought this up to me, been having him read over this thing to find every thing wrong. So my plan is that when they are ready to put Jedi in you put out a vetreward type option. "claim your midi-chlorian count". This will work just like for new players completly random number and you don't get to know. After that point you will start adding to your unlock.



-The Master
Once your connection to the force has became strong enough a jedi master will come to you. He will tell you to gather 2 holocrons. When you examine the holocron it will read one of the following:

"A sense of great suffering washes over you. This holocron holds tales of war. Maybe in my studies I will understand this more."

"Peace and happiness envelopes your sole. This holocron holds tales of creation and preservation. Maybe in my studies I will understand this more"

The first possible message shows you need to master a random combat profession

The second message shows you need to master a random healer, crafter, entertainer, or wilderness profession.

This is like the silent holocrons in the holo grind but it's a bit easier.

Upon understanding the meaning of the two holocrons you will get a message at a random time (with in 72 hours) "You feel unusually drawn to the wild. You want to be alone right now". You will have to go sit in the wild by your self and your master will appear again (within 3 hours). He will ask you what you have learned. If you have a bad answer you will be forced to go and gather another holocron. Answers may look something like this.

"hard work is the key to success"
"the force of all things is connected, I have realized now the impact a single creature can make"
"with death comes power" This isn’t a very jedi like thing to say, they don’t like death.
"Passion is the key to life" The jedi code says "there is no passion there is serenity" although a good moral to life this would be against the code.

The first too show ok answers. The first one you would get by. The 2nd you would gain more respect from your master. If your master respects you, maybe he will let you skip some thing *HINT HINT*. The other two are bad answers. If he approves of your answers he will send you to a friend on coronet. Go there to continue on your path.

-The Damages Of War
You will now have to report to Validus Vir (here on out called VV). VV will require that you sever all ties to any faction (you have to go neutral). VV will give you quests to do that will help you understand the damage of war, the sarrow of death, the power of voice, and the natural balace of good and evil. These quests might be some thing like:

"Head to naboo, search out where people of the water defend their home. Stretch out and feel the battle. Visit both sides where they dwell. The beautiful wilderness and the home of evil."
This implying you need to go to naboo and go to the imperial and gungan fight. After sitting there for awhile you need to head to the gungan sacred place "the beautiful wilderness" and then the emperor's retreat "the home of evil".
Then return to him and answer some jedi like questions where you will be tested on your ability to roleplay like a jedi. (Most missions will be a lot harder than this and have combat)

Once you complete the mission he will instruct you to meditate on this experience and to continue in your training. You cannot return for another 48 hours for another mission. You may only return to show him progress in your training. This means turning in xp for "respect". Xp conversions are a lot like the village but are for respect and some are changed.

*XP type* #XP for #Respect
Weapons (any type) xp 3,000:1
Combat xp 300:1
Squad Leader xp 900:1
Bounty Hunter Investigation xp 100:1
Image Design xp 3,000:1
Dancing xp 5,000:1 (ha have fun afking this)
Musician xp 5,000:1
Entertainer Healing xp 2,000:1
Survival xp 500:1
Scout xp 1,000:1
Trapping xp 3,000:1
Medical xp 2,500:1
Surveying xp 2,000:1
Merchant xp 400:1
Creature Handling xp 900:1
Slicing xp 300:1
DNA Sampling xp 300:1
Bio Engineer xp 400:1
Politician xp 300:1
General Crafting xp 800:1
Architect xp 5,000:1
All other crafting xp 1,000:1

Each mission will require 800 respect to be gained. (made it small numbers so its easier to code and you can put it in your faction area to see how much you have). Once you reach 5,000 respect you are done. This will be 7 missions in all. After you do a mission he will test you on what you learned. Answer badly and you will loose respect. But answer above and beyond and you will be rewarded with respect.

Once you have gained your 5,000 faction with VV he will tell you to go wait in the forest again and wait for your master (around 3 hours alone). Once he shows up he will ask you if you still wish to learn the ways of the jedi. If you say no, he leaves and will return again within 72 hours to ask again if you say no again he will never return, you will loose the ability to become a jedi. If you say yes he will give you a force shard to guard. He wants to see if you are truly loyal to the jedi.

-The Shard
Your master will ask that you destroy a sith base, you ask where it is and he will walk away into the mist. within 48 hours a group of sith will attack you. Search them for a datapad holding the location of the sith base. You may have to be attacked up to 3 times before you loot it. Once you do you will have to go to the random waypoint and kill all the sith and their base. After you destroy the base you will get a message that you discovered another datapad and that you should show your master this and tell him you destroyed the base. Again within 3 hours he will come to you (still must be alone and in the wild). He will be proud that you finished and kept the shard safe but will be concerned when you tell him you found the datapad. He will examine it and tell you to go to a waypoint. He tells you to again wait for him after you face what is at the waypoint.

-The Mysterious Waypoint
At this waypoint you will find a larger base and more sith:
1:Mellichae: 85k (was 55k) HAM, 80% resist to everything except Lightsabers. He also has four force crystals surrounding him that heal him if they are not destroyed (they have 30k HAM).
2:.Daxter: 45k (was 25k) HAM, 80% resists to everything except Lightsabers.
3:8 sith NPCs

You must destroy all who dwell in the camp. After you kill them you must again wait for your master. This time within the hour.


-The Jedi Enclave
The Jedi Enclave is where few of the Jedi who have escaped the wrath of the Empire have hidden themselves. They rarely leave the confines of the Enclave, and when they do, they shroud themselves in secrecy, hiding their identity from agents of the Empire. Here is where you will progress from Initiate to Padawan learner: through a series of quests in a Theme Park setup. Your master will give you a datapad containing the way point to the Jedi Enclave.

There will be a few Jedi Masters, and more Jedi students in the Enclave. You can learn from all of them, except for a few students who would just be there for filler content. Of course you could talk to the students, and they might just give lore information. There will also be a corrupted Jedi Master in the Enclave who will try and sway you to the dark side.

-The Dark Side
Every Jedi will start in the Light Jedi Enclave, but after running a series of quests for the corrupted Jedi Master in the Enclave, you will begin to notice a more sinister element to his tasks. Eventually, he will try to persuade you to learn the ways of the Dark Side. This is your option to choose a Dark Side role. If you choose yes, then you will receive a waypoint for the Dark Jedi Enclave and continue your training there. If you do not, then you will simply continue training at the Light Jedi Enclave.

*Note: Any Light Jedi who decides they are going to role up on the Dark Jedi enclave will find themselves in a heap of trouble amongst many Dark Jedi Master NPC's ready to fight. It would not be a good idea in other words to pay the Dark Jedi Enclave a visit, if you have not first accepted the path of the Dark Side.*

Upon choosing the Dark Side path, you will have approximately 5 minutes to leave the Enclave before the Light Jedi become hostile towards you, as they can sense the Dark Side flowing from you.

-Completing Initiation and becoming a Padawan/Apprentice
After you have completed the Theme Park content, whether that is the Dark Side Enclave or Light Side Enclave, you will awarded the rank of Padawan if you are Light Side or Apprentice if you are Dark Side.

The Theme Park will consist of loads of missions that you need to do. Jedi and Reborn missions of course are much different. The missions will be kind of like the Padawan trails but more fun and longer.

As a Padawan, you train your skills by completing tasks and fighting creatures, gaining experience. This experience, as stated before is modified based on your midi-chlorian count. This is where you will really figure out how high your midi-chlorian count is. Again, midi-chlorians will only affect how quickly you progress through the skill boxes of the Jedi profession.

As mentioned earlier, midi-chlorians will have an affect on how quickly you gain experience from completing tasks or being victorious in combat. How drastically if affects the XP rate would have to be balanced. The midi-chlorian count would serve as a direct modifier in the gain of Jedi experience.

-The Jedi Faction
In this section I use JR as meaning Jedi and Reborn. Upon being granted Padawan/apprentice you will be put into either the Reborn or Jedi faction depending on what theme park you completed. If the opposite faction sees you using the force, holding a saber, wearing robes, or have a title over your head you will be given a 5 hour JR TEF (this is different from a normal TEF). A JR can become Special Forces in two different ways, faction specific or all out. A Reborn for instance can become Special Forces to just rebels (and Jedi) or he can become Special Forces to all factions (excluding Reborn of course). If you choose faction specific you will gain 1 force wound for every player killed(see force wounds) and will also gain a 5 day JR TEF. If you choose all out you will only receive the 5 day JR TEF. A JR can become SF by talking to a representative of your enclave. These representatives look like normal NPCs. You can get a list of locations in your enclave. These representatives are spread threw out the galaxy roughly 1 of each faction per planet.

-A Choice
This is when you get to choose what the future of your Jedi holds. After the completion of the Theme Park you have the choice to stay with the faction you chose or become a gray jedi. Please note your choice on Reborn, Jedi, or Gray Jedi is life long, you will never be able to change.

-Protectors Of The Few
*note this may not be possible due to possible large amounts of coding.*
Gray Jedi, a concept I have seen many players want. Gray Jedi are the only neutral players who can become "special forces". You are not part of the civil war in most aspects. You get no faction rank, no faction pets, no faction missions. You sole purpose in this world is to defend life. You can become temporarily flagged to rebel and imperial attack. In order to stay a gray Jedi you must have more than -3,000 faction and less than 3,000 faction to either rebels or imperials. If you brake the rules you loose all your force for 48 hours. JR will both hunt you down, you will receive the same JR TEF. You may also be able to be flagged against Reborn and Light Jedi. In return you get a few things:
1:Faster force wounds healing
2:Extra force points
3:Extra H/A/M
4:Special Missions
5:A pet (I would like to add this some how I don't know if this is possible but I think a gray Jedi having a small pet wouldn't be a bad idea, just a little buddy not really a combat thing)
6:Bonus to Force regen
**Ideas needed for gray Jedi content!**
-Jedi Missions
Jedi missions are missions where you need multiple Jedi to complete. These are very hard missions where team work is vital. This is to promote Jedi to hang out with each other. These missions will hold high xp gain and is rather faster than traditional grinding. Like I said these missions will be difficult and will be based off the highest ranking Jedi in the group. These missions will consist of things like (we will pretend we are Reborn): killing player Jedi, killing npc Jedi, killing rebel players, killing imperial players, going to dwb, going on corvetts, killing large spawns of creatures, distroying bases, blowing up buildings, assassinating high ranking NPCs, mostly lots of killing things for Reborn. Some of these sound easy but I assure you they will be difficult.


-Padawan and Master (dark and light)
I would like to make it so Jedi in Knighthood or above can claim a Padawan for mutual gain. At Jedi Knight you are given a schematic to craft a Padawan braid. This braid will be like marriage in sense of interface and that you may only have one. Jedi Padawans without masters will put on a terminal in your factions enclave. You can go to a Padawan and offer this and if they accept you now have a bond. This bond has downfalls and advantages. This bond also is only effective if the Padawan and Master are grouped and within 1,000m of each other. *This bond can be broken by either party if it isn't working out*

Advantages For Padawans
1: Buff: Gift Of The Master; you gain a 15% xp gain increase. Your force is increased by 5%.
2: Protection, If a BH comes to kill the Padawan your master can attack the BH also. (this is always on dispite range and group) Upon the death of the BH the Padawan will gain xp if the Master helped.
3: Force Protection, if you have a BH after you that is within 100m of you your master will recieve the following message, "You feel a disterbince in the force, your Padawan is in need of protection."

Disatvantages
1:Debuff: Lost Master; Your Master has died your force has been reduced by 20%. (5min debuff upon death of master)
2: If your Master gets a TEF you do also. If your Master has a JR TEF you will be given a JR TEF while in his presents and for 1 hour after.

Master Advantages
1: Buff: Gift Of Insight; you gain a 10% xp gain increase. You also gain a 2% FRS xp gain increase.
2: The Rule Of Two, If a BH comes for you your Padawan can help you fight them off. Upon death of the BH you gain FRS xp if the Padawan aided.

Master Disadvantages
1: Debuff: Padawan Lost; Your Padawan has died your force has been reduced by 15%. You cannot gain xp or FRS xp. You loose 5% of your xp. (5min debuff upon death of padawan)
2: If your Padawan gains a TEF you do too. If your Padawan has a JR TEF you will be given a JR TEF while in his presents and for 2 hours after.

If the BH kills his mark while the Jedi's Master/Padawan was within range his Bounty will be paid the amount and 50% extra. If the BH kills both his mark and his padawan/master the BH will recieve tripple the bounty. I offer this because if you can take two Jedi at one time you deserve a reward.


-Master Padawan Missions
These are missions where a Master and a Padawan will go and complete a random task for xp. This is mostly just an alternitive to going to a spin group or some thing. The missions will take about 30mins to finish and will hold about the same xp gain as 30mins grinding the traditional way. These missions arn't as hard as the other group Jedi missions they are two different terminals. These are more quest type missions.


-Jedi Hate
Of course we have to address a few things to keep jedi in check.

-Perma Death
Once you gain the title Padawan Perma Death is in effect. Die 10 times in a week and you will loose jedi. You are an alpha class, this isn’t god mode. If your stupid enough to die 10 times in one week you will loose jedi forever and your account will be locked from having jedi. This is to keep people who aren’t serious about jedi away and if they do get jedi to make sure they loose it. This is also to insure people are being careful.

-XP Loss
When you die you will loose 5% of your xp. If a player kills you it’s 10%. If you die 5 times in combat in one week you lose 30% of your xp.

-Skill Loss
If you die 9 times in one week you will loose one random skill. This is for 2 reasons, to warn the player oh shit maybe I need to be careful, and also if you died 9 times you need to go learn your class better. If you hit 0 jedi xp and loose xp for some reason you will also loose one random skill.

-Skill/XP Decay
*Note: may not be possible due to programing*
Every week you will loose jedi xp amount depending on your rank. The day will be a day that always has a scheduled down time, say every Wednesday we take down the server it would be on Wednesday. (See skill loss for if you hit 0 xp)
Padawan= 50k loss
Knight= 70k loss
Above Knight= 80k loss

-TEFs & Visibility
Every jedi past Padawan will get a saber TEF. This means if (s)he equips a saber, uses a saber, or any thing to do with having people see his(her) saber they will instantly be attackable to all enemy faction members who are SF. This TEF will last 120 (2 hours) minuets. All jedi will gain visibility if they do anything in front of a person or NPC that would prove them a jedi/sith (having a Jedi title, having a Jedi robe equiped, using force powers, using saber or having it equiped). Your visibility is cleared every week (see skill loss for day) since you last gained visibility. For those that don't know visibility refears to the jedi being put onto the bounty hunter terminals. *Note: you will not gain visibility or TEFs if you are with a fellow jedi or sith. This is to encurrage friendships among the faction*

-Grey Jedi TEF
Same rules apply to you but you get a 3 hour TEF and a JR TEF to both Jedi and Sith. Grey jedi are supposed to be rare.

-Force Wounds
If a Jedi dies he will be given wounds to his force bar; about 5% of his force. Master Healer will be given a new ability to heal force wounds, this action will use all of the Jedi's force. Enhancers can slowly heal threw meditation. Everyone else must meditate either at a force shrine, in the jedi enclave, or a house set to privet owned by the Jedi. All Jedi will be given a holocron that they will use when in one of these spots to start the healing process. If you reach 50% wounds you will loose 5 random skills.
-Jedi Love <3
Ok so Jedi is going to be hard, why waste the time?! Your powers are that of pre-pub 9 making you rather powerful. If you can get and keep Jedi you should hold respect among those who know of your class. It holds a lot of content. You can gain meny friends threw this system, it encurages JR to be together. Some other nice stuff:
1:Buff: The force is strong; If you are grouped with 3 or more JR your xp gain is increased by 5%, your force is increased by 10%, force wounds heal 10% faster. (buff lasts aslong as the group is intact)
2:Buff: Instruction; If you are grouped with a JR that is a master in Lightsabers you will gain a 5% to Saber crafting
3: Gift from the Padawan; if you choose to take a Padawan when they become a Knight you gain FRS xp, Jedi xp, a badge for every Padawan you train, and a Jedi artifact.


Special Thank You!
Crush: Crush allowed me to use his midi-chlorian system and enclave system.
Lubbe: Lubbe supplied some of the village information needed.
Sumane: Sumane provided me the base to the jedi padawan relationship along with the jedi tag giving visibility. He also supplied the force wounds base.
Ilipah: Ilipah lended some support and guidence and pointed out problems for me.
Dedaskalion: Reviewing the system and pointing out the "Sith" flaw.
Kia: Giving me the new name for what was the Sith
SWGEmu Dev Team: Supplying the ability to play again.

This list will grow as we continue building

Friday, January 23, 2009

The System 1st Revision

The Ways of The Force, Jedi System


Greetings, I am Sotey, I come bringing a new possible Jedi system. I have taken things from the holo grind, the village, Crash’s system, and a few ideas of my own. If I took items from another person’s system I have already gotten permission to do so. I will list them and what I took in the “Special Thank You” page.

These are my goles:
1: Make the grind to Jedi fun and interesting
2: Make Jedi rare, and keep the population down.
3: Make Jedi hard to get
4: Make Jedi life a pain in the ars
5: Make Jedi a powerful class
6: Bring a roleplay aspect to the system
7: Give the vets some thing new to do (lets face it if we know every thing its boring)
8: Make the enclave more useful
9: Make players respect Jedi

As a community we have to accept that we need compromise. So I think this system will work. I have taken some of the most popular ideas and more liked areas of systems and put it into one.

This thread is not about what system is better or anything like that. Please if you have nothing nice to say don’t post. Constructive criticism is good but I don’t want any one posting “oh yay another jedi idea like this hasn’t been done enough”. Lets just stay on topic and tell me how best to fit the needs of the players.

If you wish this idea posted some where please let me know, I'd rather have my name posting it. Also if you wish to take some thing from the idea ask me before doing so. I will be posting this on all major Emu server sites.

For the story and chat windows see Part 2(awaiting community approval to continue)
For dev information ask to see Part 3 (coming soon) (For EMU team only)

So lets get started

Part 1: Becoming A Jedi

-Gaining Forces Sensitivity
When creating a new character, your new character will receive a Midi-chlorian count. Midi-chlorians are microscopic life forms that live symbiotically inside the cells of all living creatures. In sufficient numbers, they could reveal the presence of the Force to their symbiont. A random number of midi-chlorians will be assigned to every new character.

How will Midi-chlorians affect me?
Midi-chlorians affect how quickly you grow in the knowledge of the Force. So, until you actually become aware of it's existence, you won't be able to tell how big or small your Midi-chlorian count is.

I am setting the bare minimum midi-chlorians to 2,500 and the maximum to 15,000 (no one should be able to be on the level of Anakin Skylwaker because he was conceived by midi-chlorians[20,000]).

So the new equation then becomes y = (1 + (n/m) / k) * o, where y = new xp, n = midi-chlorians, m = mean average of midi-chlorians ((min + max) /2), k = constant modifier, and o = original xp amount.

let m = 8750, k = 100, and o = 3000.

n = player's midi-chlorian count, y = new experience:
n = 2500, y = 3009
n = 4000, y = 3014
n = 6000, y = 3021
n = 8000, y = 3027
n = 10000, y = 3034
n = 12000, y = 3041
n = 15000, y = 3051

It would need to be worked out so that a player at minimum midi-chlorian count would take twice as long as a player at the maximum. Both cases would be exceptionally rare, maybe never seen.

What advantages does a high Midi-chlorian count give me?
Midi-chlorians will only affect two aspects of the Jedi system: How quickly you progress through the skill trees, and how quickly you become aware of the Force. Midi-chlorian count will simply be a modifier for how much Jedi experience will be gained at a time. They will not affect how powerful of a Jedi you can become or if you can become one at all.

Revealing the Force
A higher value of midi-chlorians will enable you to take less steps to reveal the nature of the Force, but you will still have to search for it. Remember that Obi-Wan Kenobi has become one with the Force, and Yoda is hidden on the planet of Dagobah, which is inaccessible.

In order to become aware of the Force, you must discover it through random luck. Any of the following events could spark your interest in searching for the Force:
1)You collect a broken peice of an ancient Jedi or Sith holocron, and consequently feel a strange aura wash over you.
2)You stumble across a Jedi in hiding, who senses your connection to the Force and reveals himself to you. After explaining a very minimal amount of the Force, he is whisked away by a Stormtrooper battalion, never to be seen again.
3) Upon exploring the different Jedi temples you may feel an energy presence, and discover an ancient artifact buried in the ruins.

Though, this section could be expanded on, all these circumstances yield the same effect. After experiencing one of these situations, you will begin to search for more information on the Force.

Remember that knowledge of the Force is banned by the Empire, and there is little available information on it. You can't simply go down to the Archives and ask for a book on the Jedi order. You would be killed for such a thing.

Now your midi-chlorians will come into play. The more you have, the fewer steps you will have to take to become a Jedi initiate. However, there will be no indication as to how close to becoming a Jedi initiate you are, until that time comes.

You will randomly come across opportunities now to do things that will increase your knowledge of the force. Some examples follow:

Example 1
You are running random quests for generic NPC's such as "a criminal" or "a businessman", and one of the items you retrieve is NOT what you had expected, or had gotten before. Perhaps a shard of a holocron, or some other object with ties to the Force, would be the item you retrieve. You would receive no special message, and if you didn't notice it yourself, then you could potentially turn it in for the quest reward. However, if you did notice it and examine it, you would be one step closer to unlocking Jedi.

Example 2
While harvesting a creature for bone, meat, or hide, you come across an ancient artifact that has become lodged in the creature. After examining this object, you would become a step closer to unlocking the mysteries of the Force.

Example 3
While visiting a cantina, and trying to talk to all the patrons, one might randomly give you the option of run a quest for him. Though, it would have no indication of having anything to do with the Force, you would later feel a stronger connection.

Example 4
Randomly an exploration badge might strengthen your connection to your Force. It would be different for every player, and perhaps no badges at all would ever strengthen your connection with the Force.

These would not be the only case scenarios, and these scenarios would not be guaranteed to strengthen your connection to the Force.


Wait! But Sotey, Jedi isn't going to be in on launch what about my first toons!

My buddy Ilipah brought this up to me, been having him read over this thing to find every thing wrong. So my plan is that when they are ready to put Jedi in you put out a vetreward type option. "claim your midi-chlorian count". This will work just like for new players completly random number and you don't get to know. After that point you will start adding to your unlock.



-The Master
Once your connection to the force has became strong enough a jedi master will come to you. He will tell you to gather 2 holocrons. When you examine the holocron it will read one of the following:

"A sense of great suffering washes over you. This holocron holds tales of war. Maybe in my studies I will understand this more."

"Peace and happiness envelopes your sole. This holocron holds tales of creation and preservation. Maybe in my studies I will understand this more"

The first possible message shows you need to master a random combat profession

The second message shows you need to master a random healer, entertainer, or wilderness profession.

This is like the silent holocrons in the holo grind but it's a bit easier.

Upon understanding the meaning of the two holocrons you will get a message at a random time (with in 72 hours) "You feel unusually drawn to the wild. You want to be alone right now". You will have to go sit in the wild by your self and your master will appear again (within 3 hours). He will ask you what you have learned. If you have a bad answer you will be forced to go and gather another holocron. Answers may look something like this.

"hard work is the key to success"
"the force of all things is connected, I have realized now the impact a single creature can make"
"with death comes power" This isn’t a very jedi like thing to say, they don’t like death.
"Passion is the key to life" The jedi code says "there is no passion there is serenity" although a good moral to life this would be against the code.

The first too show ok answers. The first one you would get by. The 2nd you would gain more respect from your master. If your master respects you, maybe he will let you skip some thing *HINT HINT*. The other two are bad answers. If he approves of your answers he will send you to a friend on coronet. Go there to continue on your path.

-The Damages Of War
You will now have to report to Validus Vir (here on out called VV). VV will give you quests to do that will help you understand the damage of war, the sarrow of death, the power of voice, and the natural balace of good and evil. These quests might be some thing like:

"Head to naboo, search out where people of the water defend their home. Stretch out and feel the battle. Visit both sides where they dwell. The beautiful wilderness and the home of evil."
This implying you need to go to naboo and go to the imperial and gungan fight. After sitting there for awhile you need to head to the gungan sacred place "the beautiful wilderness" and then the emperor's retreat "the home of evil". Then return to him and answer some jedi like questions where you will be tested on your ability to roleplay like a jedi.

Once you complete the mission he will instruct you to meditate on this experience and to continue in your training. You cannot return for another 48 hours for another mission. You may only return to show him progress in your training. This means turning in xp for "respect". Xp conversions are a lot like the village but are for respect and some are changed.

*XP type* #XP for #Respect
Weapons (any type) xp 3,000:1
Combat xp 300:1
Squad Leader xp 900:1
Bounty Hunter Investigation xp 100:1
Image Design xp 3,000:1
Dancing xp 4,000:1 (ha have fun afking this)
Musician xp 4,000:1
Entertainer Healing xp 2,000:1
Survival xp 500:1
Scout xp 1,000:1
Trapping xp 3,000:1
Medical xp 2,500:1
Surveying xp 2,000:1
Merchant xp 400:1
Creature Handling xp 900:1
Slicing xp 300:1
DNA Sampling xp 300:1
Bio Engineer xp 400:1
Politician xp 300:1
General Crafting xp 800:1
Architect xp 5,000:1
All other crafting xp 1,000:1

Each mission will require 800 respect to be gained. (made it small numbers so its easier to code and you can put it in your faction area to see how much you have). Once you reach 5,000 respect you are done. This will be 7 missions in all. After you do a mission he will test you on what you learned. Answer badly and you will loose respect. But answer above and beyond and you will be rewarded with respect.

Once you have gained your 5,000 faction with VV he will tell you to go wait in the forest again and wait for your master (around 3 hours alone). Once he shows up he will ask you if you still wish to learn the ways of the jedi. If you say no, he leaves and will return again within 72 hours to ask again if you say no again he will never return, you will loose the ability to become a jedi. If you say yes he will give you a force shard to guard. He wants to see if you are truly loyal to the jedi.

-The Shard
Your master will ask that you destroy a sith base, you ask where it is and he will walk away into the mist. within 48 hours a group of sith will attack you. Search them for a datapad holding the location of the sith base. You may have to be attacked up to 3 times before you loot it. Once you do you will have to go to the random waypoint and kill all the sith and their base. After you destroy the base you will get a message that you discovered another datapad and that you should show your master this and tell him you destroyed the base. Again within 3 hours he will come to you (still must be alone and in the wild). He will be proud that you finished and kept the shard safe but will be concerned when you tell him you found the datapad. He will examine it and tell you to go to a waypoint. He tells you to again wait for him after you face what is at the waypoint.

-The Mysterious Waypoint
At this waypoint you will find a larger base and more sith:
1:Mellichae: 85k (was 55k) HAM, 80% resist to everything except Lightsabers. He also has four force crystals surrounding him that heal him if they are not destroyed (they have 30k HAM).
2:.Daxter: 45k (was 25k) HAM, 80% resists to everything except Lightsabers.
3:8 sith NPCs

You must destroy all who dwell in the camp. After you kill them you must again wait for your master. This time within the hour.


The Jedi Enclave
The Jedi Enclave is where few of the Jedi who have escaped the wrath of the Empire have hidden themselves. They rarely leave the confines of the Enclave, and when they do, they shroud themselves in secrecy, hiding their identity from agents of the Empire. Here is where you will progress from Initiate to Padawan learner: through a series of quests in a Theme Park setup. Your master will give you a datapad containing the way point to the Jedi Enclave.

There will be a few Jedi Masters, and more Jedi students in the Enclave. You can learn from all of them, except for a few students who would just be there for filler content. Of course you could talk to the students, and they might just give lore information. There will also be a corrupted Jedi Master in the Enclave who will try and sway you to the dark side.

The Dark Side
Every Jedi will start in the Light Jedi Enclave, but after running a series of quests for the corrupted Jedi Master in the Enclave, you will begin to notice a more sinister element to his tasks. Eventually, he will try to persuade you to learn the ways of the Dark Side. This is your option to choose a Dark Side role. If you choose yes, then you will receive a waypoint for the Dark Jedi Enclave and continue your training there. If you do not, then you will simply continue training at the Light Jedi Enclave.

*Note: Any Light Jedi who decides they are going to role up on the Dark Jedi enclave will find themselves in a heap of trouble amongst many Dark Jedi Master NPC's ready to fight. It would not be a good idea in other words to pay the Dark Jedi Enclave a visit, if you have not first accepted the path of the Dark Side.*

Upon choosing the Dark Side path, you will have approximately 5 minutes to leave the Enclave before the Light Jedi become hostile towards you, as they can sense the Dark Side flowing from you.

Completing Initiation and becoming a Padawan/Apprentice
After you have completed the Theme Park content, whether that is the Dark Side Enclave or Light Side Enclave, you will awarded the rank of Padawan if you are Light Side or Apprentice if you are Dark Side.

The Theme Park will consist of loads of missions that you need to do. Jedi and Sith missions of course are much different. The missions will be kind of like the Padawan trails but more fun and longer.

As a Padawan, you train your skills by completing tasks and fighting creatures, gaining experience. This experience, as stated before is modified based on your midi-chlorian count. This is where you will really figure out how high your midi-chlorian count is. Again, midi-chlorians will only affect how quickly you progress through the skill boxes of the Jedi profession.

XP Gains
As mentioned earlier, midi-chlorians will have an affect on how quickly you gain experience from completing tasks or being victorious in combat. How drastically if affects the XP rate would have to be balanced. The midi-chlorian count would serve as a direct modifier in the gain of Jedi experience.

-FRS
FRS is as normal, I don’t want any changes made to it.

-A Choice
This is when you get to choose what the future of your jedi holds. After the completion of the Theme Park you have the choice to stay with the faction you chose or become a grey jedi.

-Protectors Of The Few
*note this may not be possible due to possible large amounts of coding.*
Grey jedi, a concept I have seen many players want. Grey jedi are the only neutral players who can become "special forces" and attackable by imperials or rebels. You are not part of the civil war in most aspects. You get no faction rank, no faction pets, no faction missions. You sole purpose in this world is to defend life. You can become temporarily flagged to rebel or imperial attack. In order to stay a grey jedi you must have more than -3,000 faction and less than 3,000 faction to either rebels or imperials. If you brake the rules you loose all your force for 48 hours.

Jedi Hate
Of course we have to address a few things to keep jedi in check.

-Perma Death
Once you gain the title Padawan Perma Death is in effect. Die 10 times in a week and you will loose jedi. You are an alpha class, this isn’t god mode. If your stupid enough to die 10 times in one week you will loose jedi forever and your account will be locked from having jedi. This is to keep people who aren’t serious about jedi away and if they do get jedi to make sure they loose it. This is also to insure people are being careful.

-XP Loss
When you die you will loose 10% of your xp. If a player kills you it’s 20%. If you die 5 times in combat in one week you lose 40% of your xp. This will effect most jedi (see skill loss).

-Skill Loss
If you die 9 times in one week you will loose one random skill. This is for 2 reasons, to warn the player oh shit maybe I need to be careful, and also if you died 9 times you need to go learn your class better. If you hit 0 jedi xp and loose xp for some reason you will also loose one random skill.

-Skill/XP Decay
*Note: may not be possible due to programing*
Every week you will loose 100,000 jedi xp. The day will be a day that always has a scheduled down time, say every Wednesday we take down the server it would be on Wednesday. (See skill loss for if you hit 0 xp)

-TEFs & Visibility
Every jedi past Padawan will get a saber TEF. This means if (s)he equips a saber, uses a saber, or any thing to do with having people see his(her) saber they will instantly be attackable to all enemy faction members who are SF. This TEF will last 120 (2 hours) minuets. All jedi will gain visibility if they do anything in front of a person or NPC that would prove them a jedi/sith. Your visibility is cleared every week (see skill loss for day) since you last gained visibility. *Note: you will not gain visibility or TEFs if you are with a fellow jedi or sith*

-Jedi Knight+ TEF
If you become a Knight, congrads be ready for attack all the time. You are now a perma overt.

-Grey Jedi TEF
Same rules apply to you but you get a 3 hour TEF and the TEF is to all sith and jedi SF or not. Grey jedi are supposed to be rare.


Special Thank You!
Crush: Crush allowed me to use his midi-chlorian system and enclave system.
Lubbe: Lubbe supplied some of the village information needed.
Ilipah: Ilipah lended some support and guidence and pointed out problems for me.
SWGEmu Dev Team: Supplying the ability to play again.

This list will grow as we continue building

Thursday, January 22, 2009

crush's idea

Crush has given me the right to take items from this thread.

The New Jedi System


Character Creation
When creating a new character, your new character will receive a Midi-chlorian count. Midi-chlorians are microscopic life forms that live sybiotically inside the cells of all living creatures. In sufficient numbers, they could reveal the presense of the Force to their symbiont. A random number of midi-chlorians will be assigned to every new character.

How will Midi-chlorians affect me?
Midi-chlorians affect how quickly you grow in the knowledge of the Force. So, until you actually become aware of it's existence, you won't be able to tell how big or small your Midi-chlorian count is.

What advantages does a high Midi-chlorian count give me?
Midi-chlorians will only affect two aspects of the Jedi system: How quickly you progress through the skill trees, and how quickly you become aware of the Force. Midi-chlorian count will simply be a modifier for how much Jedi experience will be gained at a time. They will not affect how powerful of a Jedi you can become or if you can become one at all.

How can I find out my Midi-chlorian count?
There is only one opportunity to find out if you have a high or lower midi-chlorian count. Stormtrooper battalions will often patrol cities under Imperial control. They will randomly test players, on the rate of 1 in 100, for midi-chlorians. Though, they will not reveal how many you have, if you have a significant amount, then they will try to kill you. It will be entirely possible to be tested while having a significant amount, and still escape detection. Furthermore, these Stormtroopers will only test you if you have used 90% or more of your allotted skill points.

Revealing the Force
Simply because you have more midi-chlorians than Anakin Skywalker, doesn't mean that you will just become aware of the Force immediately. A higher value of midi-chlorians will enable you to take less steps to reveal the nature of the Force, but you will still have to search for it. Remember that Obi-Wan Kenobi has become one with the Force, and Yoda is hidden on the planet of Dagobah, which is inaccessible.

In order to become aware of the Force, you must discover it through random luck. Any of the following events could spark your interest in searching for the Force:
1)You collect a broken peice of an ancient Jedi or Sith holocron, and consequently feel a strange aura wash over you.
2)You stumble across a Jedi in hiding, who senses your connection to the Force and reveals himself to you. After explaining a very minimal amount of the Force, he is whisked away by a Stormtrooper battalion, never to be seen again.
3) Upon exploring the different Jedi temples you may feel an energy presence, and discover an ancient artifact buried in the ruins.


Though, this section could be expanded on, all these circumstances yield the same effect. After experiencing one of these situations, you will begin to search for more information on the Force.

Remember that knowledge of the Force is banned by the Empire, and there is little available information on it. You can't simply go down to the Archives and ask for a book on the Jedi order. You would be killed for such a thing.

Now your midi-chlorians will come into play. The more you have, the fewer steps you will have to take to become a Jedi initiate. However, there will be no indication as to how close to becoming a Jedi initiate you are, until that time comes.

You will randomly come across opportunities now to do things that will increase your knowledge of the force. Some examples follow:

Example 1
You are running random quests for generic NPC's such as "a criminal" or "a businessman", and one of the items you retrieve is NOT what you had expected, or had gotten before. Perhaps a shard of a holocron, or some other object with ties to the Force, would be the item you retrieve. You would receive no special message, and if you didn't notice it yourself, then you could potentially turn it in for the quest reward. However, if you did notice it and examine it, you would be one step closer to unlocking Jedi.

Example 2
While harvesting a creature for bone, meat, or hide, you come across an ancient artifact that has become lodged in the creature. After examining this object, you would become a step closer to unlocking the mysteries of the Force.

Example 3
While visiting a cantina, and trying to talk to all the patrons, one might randomly give you the option of run a quest for him. Though, it would have no indication of having anything to do with the Force, you would later feel a stronger connection.

Example 4
Randomly an exploration badge might strengthen your connection to your Force. It would be different for every player, and perhaps no badges at all would ever strengthen your connection with the Force.

These would not be the only case scenarios, and these scenarios would not be guaranteed to strengthen your connection to the Force.

Eventually, dependent on your midi-chlorian count, you would become revealed the Force, and a Jedi Master, who has been watching you through the Force, would seek you out. He would then take you to the Jedi Enclave.

The Jedi Enclave
The Jedi Enclave is where few of the Jedi who have escaped the wrath of the Empire have hidden themselves. They rarely leave the confines of the Enclave, and when they do, they shroud themselves in secrecy, hiding their identity from agents of the Empire. Here is where you will progress from Initiate to Padawan learner: through a series of quests in a Theme Park setup.

There will be a few Jedi Masters, and more Jedi students in the Enclave. You can learn from all of them, except for a few students who would just be there for filler content. Of course you could talk to the students, and they might just give lore information. Furthermore, there would be a corrupt Jedi Master amongst the Jedi Enclave.

The Dark Side

Every Jedi will start in the Light Jedi Enclave, but after running a series of quests for the corrupted Jedi Master in the Enclave, you will begin to notice a more sinister element to his tasks. Eventually, he will try to persuade you to learn the ways of the Dark Side. This is your option to choose a Dark Side role. If you choose yes, then you will receive a waypoint for the Dark Jedi Enclave and continue your training there. If you do not, then you will simply continue training at the Light Jedi Enclave.

Note: Any Light Jedi who decides they are going to role up on the Dark Jedi enclave will find themselves in a heap of trouble amongst many Dark Jedi Master NPC's ready to fight. It would not be a good idea in other words to pay the Dark Jedi Enclave a visit, if you have not first accepted the path of the Dark Side. Also, upon choosing the Dark Side path, you will have approximately 5 minutes to leave the Enclave before the Light Jedi become hostile towards you, as they can sense the Dark Side flowing from you.
Completeing Initiation and becoming a Padawan/Apprentice
After you have completed the Theme Park content, whether that is the Dark Side Enclave or Light Side Enclave, you will awarded the rank of Padawan if you are Light Side or Apprentice if you are Dark Side.

As a Padawan, you train your skills by completing tasks and fighting creatures, gaining experience. This experience, as stated before is modified based on your midi-chlorian count. This is where you will really figure out how high your midi-chlorian count is. Again, midi-chlorians will only affect how quickly you progress through the skill boxes of the Jedi profession.

XP Gains
As mentioned earlier, midi-chlorians will have an affect on how quickly you gain experience from completing tasks or being victorious in combat. How drastically if affects the XP rate would have to be balanced. The midi-chlorian count would serve as a direct modifier in the gain of Jedi experience.

-Edit-
I recently stumbled across information on Wookiepedia about the range of Midi-chlorians. The average human had around 2,500 and the average force-sensitive user had right around 5,000. Anakin Skywalker had over 20,000, but was FAR greater than any Jedi ever before or after.

So, to revise my formula, I am setting the bare minimum midi-chlorians to 2,500 and the maximum to 15,000 (no one should be able to be on the level of Anakin Skylwaker because he was conceived by midi-chlorians).

So the new equation then becomes y = (1 + (n/m) / k) * o, where y = new xp, n = midi-chlorians, m = mean average of midi-chlorians ((min + max) /2), k = constant modifier, and o = original xp amount.

let m = 8750, k = 100, and o = 3000.

n = player's midi-chlorian count, y = new experience:

n = 2500, y = 3009
n = 4000, y = 3014
n = 6000, y = 3021
n = 8000, y = 3027
n = 10000, y = 3034
n = 12000, y = 3041
n = 15000, y = 3051

It would need to be worked out so that a player at minimum midi-chlorian count would take twice as long as a player at the maximum. Both cases would be exceptionally rare, maybe never seen.

Becoming a Knight

You would have Knight trials just as in the original system. Hunt down rare spawns, and defeat them, all the while not being detected as a Jedi. Though, the Dark Jedi Knight trials may be a little different in what it is you must hunt down.

Congrats, you now have a full template system and can engage in the FRS which would be another thread entirely.

Old village setp up

Supplied by Lubbe
How to become a padawan (The Village way) [GUIDE]

This Guide is here to answer questions and provide guidance on how to progress from complete non-force sensitive to Jedi Padawan. It will likely require numerous revisions, but I'll try to do the best I can, if you spot something wrong, please PM me. Keep in mind this is NOT a guide through each of the Village Quests, I will be doing them all, and if the feedback to this guide is positive, I will look to do more in the future based on the Quests.

-From 'normal' to 'glowing'.
This is the easiest part of the entire Jedi grind, simply collecting badges and completing themeparks and missions. Even a casual player should complete this in a week. There are various levels of force sensitivity, which can be checked using the /che command:

1 You feel no connection with the Force.
2 You barely notice something different about yourself.
3 You feel a faint sense of the Force.
4 You have a strong sense of the Force within you.
5 You feel the Force surge within you.
6 You feel an inner glow. The Force is with you.

Once you are 'glowing' with the Force, you are ready for the next stage, the Old Man.
-Once you are 'glowing' with the Force, you should receive a visit from the Old Man, typically within 72hrs. The Old Man has been reported in many locations, both inside and outside player cities. He spawns randomly, however, it does seem that there are various things that you can do to hurry the Old Man to you. They are:
Travel by shuttle to another location, and wait a few minutes
Walk approximately 1000m outside of any player or NPC city limit
Enter combat whilst 1000m outside of a player city
Log in and out The best method is often a combination. Shuttle to a city, walk 1000m outside of the city, linger a few moments, log out, wait ten minutes, log in, walk back, shuttle to another city, repeat. Eventually the Old Man will visit you, and ask if you have ever considered the possibility that you are Force Sensitive. If you say yes, he will offer you a crystal to protect, which acts as a log on your journey to Jedi. Once your conversation with the Old Man is complete, he despawns, and you are ready for the next stage.The SithThe Sith come in two parts.
The first is a random spawn that operates in much the same way as the old man. They will appear and attack within 72hrs, you can use the same techniques listed above for causing an faster spawn, such as shuttling to another city etc. When they appear, they are very easily defeated, and you should loot them. There is a fair chance that they will have a datapad to use containing information regarding their basecamp, and a WP to it is added to your datapad.[NB: If you do not loot the datapad, more Sith will attack at a later time, so don't worry, further chances to loot camp location datapads]Once you have the Sith Camp WP, travel there.

The Sith Camp has 3-4 NPC's, again, very easily defeated, and once more, a datapad with the Dathomire Village location, and a single unit of some mineral. Keep the mineral, and use the datapad to obtain the location for the Dathomire Village.With the new WP for the Village, travel there.The Village of Aurilia, and planning and training your Force SkillsThe Village is located on Dathomire, 5000m South East of the Science Outpost. Once you are there, things start to get a little more complex, so pay attention.

-The Village Quests simply allow you to unlock a branch and devote Force XP into the unlocked branch. There are four total skill trees:

Combat Prowess, Crafting Mastery, Enhanced Reflexes and Heightened Senses.

Each of these trees has four branches, so sixteen branches in total. You must master SIX of the possible sixteen branches.The trees and branchesare as follows
[Bonuses are in brackets]:
-Combat Prowess: Ranged Accuracy [+12 ranged acc]
-Combat Prowess: Ranged Speed[+12 ranged speed]
-Combat Prowess: Melee Accuracy [+12 melee acc]
-Combat Prowess: Melee Speed [+12 melee speed]
-Crafting Mastery: Experimentation [+20 experimentation]
- Crafting Mastery: Repair [+20 repair]
-Crafting Mastery: Assembly [+20 assembly]
-Crafting Mastery: Technique [+4 technique]
-Enhanced Reflexes: Ranged Defence [+20 ranged defence]
-Enhanced Reflexes: Melee Defence [+20 melee defence]
-Enhanced Reflexes: Vehicular Control [+20 vehicular control, +3 acceleration]
-Enhanced Reflexes: Survival [+5 to: Camping, Foraging, Mask Scent, Creature Harvesting, Creature Knowledge, Trapping, Terrain Negotiation]
-Heightened Senses: Healing [+10 to: Injury Treatment Speed, Injury Treatment, Wound Healing (Dancing), Wound Healing (Music)]
-Heightened Senses: Surveying [+20 surveying]
-Heightened Senses: Persuasion [+20 persuasion]
-Heightened Senses: Luck [+4 luck]

The branches unlock four per village cycle, and there are four cycles. What you can unlock is set though, so, if you have free unlocks, ideally you want to unlock the skills you want that are normally unlocked in a later cycle. Here are all the Phases and what can be unlocked in each Phase:Of these, you must pick six. For those who have free unlocks, the next part is important:

Imagine you want Combat Prowess: Ranged Accuracy, Melee Speed, Melee Accuracy, Ranged Speed, Enhanced Reflexes: Ranged Defence, Melee Defence.You must bear in mind that YOU CAN ONLY DO ONE QUEST PER PHASE!With this in mind, plan out what comes first in the list. For the above skills selected, my template is kinda like this:

Village Phase 1: Combat Prowess: Ranged AccuracyVillage Phase
2:Combat Prowess: Melee SpeedVillage Phase
3: Combat Prowess: Melee AccuracyVillage Phase
3: Enhanced Reflexes: Ranged DefenseVillage Phase
4: Enhanced Reflexes: Melee DefenseVillage Phase
4: Combat Prowess: Ranged SpeedNow, you can see here that I have two in Phase 3, and two in Phase
4. If I had no unlocks, I would have pick one of the Phase 3 skills and one of the Phase 4 skills to unlock through the quests, and then wait a FULL CYCLE before I could do the second skill in Phase 3, and then the second in Phase 4, delaying my Jedi Initiate by up to 12 weeks. I would have to train in this order:
Week 1: Village Phase 1: Combat Prowess: Ranged Accuracy
Week 4: Village Phase 2: Combat Prowess: Melee Speed
Week 7: Village Phase 3: Combat Prowess: Melee Accuracy
Week 10: Village Phase 4: Enhanced Reflexes: Melee Defense
Week 13: Village Phase 1: Nothing I desire available
Week 16: Village Phase 2: Nothing I desire available
Week 19: Village Phase 3:Enhanced Reflexes: Ranged Defense
Week 22: Village Phase 4: Combat Prowess: Ranged SpeedHowever, if you are clever, you can use your free unlocks to reduce your waiting time. Imagine I have two free unlocks. First unlock would go on the last skill you would train, Combat Prowess: Ranged Speed, and the second unlock would be used for Enhanced Reflexes: Ranged Defense. This immediately means that the last skill you need to unlock by waiting for the normal village cycle and performing the relevant quest would be:Week 10: Village Phase 4: Enhanced Reflexes: Melee DefenseNow I am finished on week 10, instead of week 22, all by careful planning of what skills I need, and what order to use my free unlocks.To get a free unlock, you must talk to Paemos, who offers any free unlocks you might have. He will unlock the branch of your choice, and allocate enough xp to master that branch. Training is provided by Noldan.Remember: Unlock ONE free branch at a time, train it, then return for another free branch. Once you have attained your free unlocks, it's time to do the quests relevant to the other branches you want to do as part of the six required to move on to Jedi Initiate. Personally, I would do all of the quests, as there are some cool rewards.Quests and XP ConversionEach NPC offers a different Quest in each Phase. One NPC will offer Quests to unlock Combat Prowess skills, another would offer Crafting Mastery, and so on. They will offer different Quests in each Phase.

Phase: Force Skill Tree: Specific Branch Unlocked: Quest Name: RewardPhase 1: Combat Prowess: Ranged Accuracy: Angry Villagers: 10 Patrols unlocks, 20 obtains the Aurilian BannerPhase 1: Enhanced Reflexes: Survival: Distraught Villagers: Aurilian Sculpure Part 3 of 4Phase 1: Heightened Senses: Persuasion: Aid Station: 5 Villagers unlocks, 10 for +5 CM Exp necklace, 15 for House PlantPhase 1: Crafting Mastery: Assembly: Clean Up Crew: Aurilian Sculpure Part 4 of 4Phase 2: Combat Prowess: Melee Speed: Raiding party: Durable Lathe [300 use melee p'up with +30 speed]Phase 2:Enhanced Reflexes: Vehicular Control: Quarter Master: Focus crystal, +2000 health for 2hrs, once every 3 daysPhase 2:Heightened Senses: Survey Tree: Construction Forman: Not KnowPhase 2: Crafting Mastery: Crafting Techniques: Puzzled Engineer: Not KnownPhase 3: Combat Prowess: Melee Accuracy: Armed Group: Power Crystal, if grouped, a +900 mind crystal, useable every 96hrsPhase 3: Enhanced Reflexes: Ranged Defense: Raiding Party: Item with limited uses, adds +10 to ranged defencePhase 3: Heightened Senses: Luck: Construction Forman: Inorganic Survey ToolPhase 3: Crafting Mastery: Experimentation: Engineer: Not KnownPhase 4: Combat Prowess: Ranged Speed: Village Elder: Aurilian Sculpure Part 1 of 4Phase 4: Enhanced Reflexes: Melee Defense: Village Elder: Not KnownPhase 4: Heightened Senses: Healing: Fenzied Doctor: Not KnownPhase 4: Crafting Mastery: Repair: Chief Engineer: Aurilian Sculpure Part 2 of 4The following NPC's and their quest types:Village Phase 1: Combat Prowess: Ranged Accuracy: Captain SarguilloVillage Phase 1: Enhanced Reflexes: Survival:WhipVillage Phase 1: Heightened Senses: Persuasion: SilvarraVillage Phase 1: Crafting Mastery: Assembly: QuharekVillage Phase 2: Combat Prowess: Melee Speed: DageerinVillage Phase 2: Enhanced Reflexes: Vehicular Control: WhipVillage Phase 3:Heightened Senses: Survey Tree: ?Village Phase 2:Crafting Mastery: Crafting Techniques: QuharekVillage Phase 3: Combat Prowess: Melee Accuracy: ?Village Phase 3: Enhanced Reflexes: Ranged Defense: ?Village Phase 2: Heightened Senses:Luck:Eozlin Village Phase 3: Crafting Mastery: Experimentation: ?Village Phase 4: Combat Prowess: Ranged Speed: ?Village Phase 4: Enhanced Reflexes: Melee Defense: ?Village Phase 4: Heightened Senses: Healing: ?Village Phase 4: Crafting Mastery: Repair: ?Once a branch is unlocked, you must grind experience (any type) and talk to Paemos, who will convert the normal xp into force xp. There are limitations on what kind of normal xp can be used in what tree. For instance, unarmed, combat or rifles xp is only suitable for the Combat Mastery and Enhanced reflexes. Merchant and crafting xp is suitable for Crafting Mastery, and so on.The conversion ratio is often steep, you will have to grind hard in order to earn enough experience to fill each branch. This will be no walk in the park. Here are the ratio's:Combat & Reflex xp
Weapons (any type) xp 30:1
Combat xp 3:1
Squad Leader xp 90:1
Bounty Hunter Investigation xp 1:1 Sense xp
Image Design xp 7:1
Dancing xp 10:1
Musician xp 10:1
Entertainer Healing xp 10:1
Survival xp 5:1
Scout xp 8:1
Trapping xp 25:1
Medical xp 10:1
Surveying xp 10:1
Merchant xp 4:1
Creature Handling xp 9:1
Slicing xp 3:1
DNA Sampling xp 3:1
Bio Engineer xp 4:1
Politician xp 3:1 Crafting xp
General Crafting xp 8:1
Architect xp 35:1
All other crafting xp 5:1 The easiest method would probably be to pick your six branches from the Combat Prowess and Enhanced Reflexestrees, as with an elite melee profession, you should be able to grind xp very fast. Once you max out your xp, travel to the village, and talk to Paemos to have the xp converted to force xp. Then it's back to the grind for more xp, until you max, return to the Village and Paemos, convert the xp, rinse and repeat, until you have enough force xp to master a new box, and then you talk to Noldan, for training.If there are no branches unlocked for you to train in, you are perhaps waiting for a later stage, simply grind xp anyway, and convert it, until your force xp is maxed out, and then max out your other normal xp too, so that when you unlock another branch, you have plenty of xp to devote to the new branch, speeding up your grinding process.No Force-Sesitive xp cap has been discovered as yet, but it is safe to assume that like most other xp's, it is twice the current highest skill box.Once you have unlocked six branches, and converted enough xp to master those branches, you will be eligible for the Jedi Padawan Trials.Jedi InitiateWhen you have mastered six branches of the Force Sensitive trees, you will again be visited by the Old Man. He will give you a datapad that contains the location of an NPC named Mellichae. You must find and kill him to start your quest for Jedi Padawan.This ain't too easy, although if you are a double melee elite master with some medic, you might solo it. Otherwise bring friends. Here is the low down on what you will be facing:Mellichae: 55k HAM, 80% resist to everything except Lightsabers. Is surrounded by four force crystals of some sort that you must destroy, as he uses them to heal himself and is virtually unkillable until the force crystals are gone. Armed with a Lightsaber, Force Choke, and Force Lightening.Daxter: 25k HAM, 80% resists to everything except Lightsabers.Sith: A bunch of Sith NPC's, roughly eight, not to difficult to dispatch.You must first destroy the four force crystals, each has approximately 40k HAM. Take out the Sith and Daxter where possible, and finally, kill Mellichae. Upon completion, you can begin your grind towards Padawan.Padawan TrialsThis is the best info I can find from various threads, I don't know many people at this point, but a guild member is about to undergo them in a few days, so I will update with better info as and when I get it from him.Some small points:
Avoid missions on Rori, apparently they are bugged.
You may need good Gungan faction for one of the missions.
For the Chef mission, you do not need high Cobral Faction, simply refuse to help him get revenge.
Trials are in random order! And, the Trials:Architect Trial: A jedi must gather all possible information before making his decision. You will be given a waypoint. Travel there, and speak to two disputing parties. As far as I can tell, speak to everyone involved, then your decision should be that the Gungan can keep his land.Artist Trial: A Jedi must understand the motivations and desires of others without becoming emotianlly involved. Again, you are given a waypoint to travel to. Speak to the Artist, Sathme, and her assistant. The winning decision is to return the supplies to the artist, and tell her that her assistant will not be coming back.Bad Cat Trial: A Jedi must do everything possible to keep innocent civilians from being in danger. Another waypoint, leading you to actor Yvana Bailer, who asks for help ending the rampage of an escaped cat. Kill the wild cat to complete the trial.Chef Trial: A Jedi must be willing to put himself in danger in order to do what is right. A waypoint leads to a Chef who wants you to find out who is stealing his goods. I would imagine that you would hunt down the people stealing, however, since it is possible to cheat on this Trial, by telling him you won't help [this completes the trial for you], I cannot find any accurate information. Will update later.Old Musician Trial: A Jedi must always display respect and dignity when interacting with others. Travel to the waypoint, speak with Grizzlo, the old musician. He wants you to find the members of his band. Travel first to Eisley, then to Lok, speak to the NPC's at the wp's, and finally return to Grizzlo with the ring you attain.Pannaqa Trial: A Jedi should always be willing to lend a helping hand whenever possible. Travel to the waypoint, speak with the Farmer, Pannaqa, who needs help obtaining parts for his vibro-tiller. Speak to the first NPC, and then move on to the second NPC, who it appears you must tell you don't trust, and that you will do it for him... you are given a vibro tiller to return to the farmer, completing the trial.People's Soldier Trial: A Jedi must put aside personal feelings when aiding someone they might not find appealing. Travel to the waypoint, speak to Torin Gundo, who gives you a mission to kill a thug. Kill the thug to complete the Trial.Sob Story Trial: A Jedi should remain calm in the face of emotion. Travel to the waypoint, and speak to Erim Thelcar. She asks that you find her brother, or his remains, and return the blaster that was a family heirloom. I think that there is another waypoint, where you find his remains, and loot the blaster, which can be returned to Erim to complete the Trial.Spice Mom Trial: A Jedi should always strive for understanding rather than blind faith. Travel to the waypoint, speak with Sola Nosconda, who will ask you to pick up some items. Speak with the Spice dealer, obtain the spices, return to Sola. You must get her to threaten you before you hand over the spices. If you do that, the Trial will be successful.Surveyor Trial: A Jedi should be prepared to undertake that which others will not. Follow the waypoints to Par Doiae, who wants you to kill a Sharnaff bull that is terrorising a site he wants to build on. Kill the bull to complete the trial.Politician Trial: A Jedi should be equally a public servant and a public defender. Travel to the waypoint to speak with Kaul Dysen, who wants help killing a Bloodseeker Mite that is terrorising the local populace. Find and kill it to complete the Trial.The Ring Trial: A Jedi must recognize chaos but not become a part of it. Follow the waypoints to Keicho, who has had his wife's mothers wedding ring stolen and wants it back. Find the thug that stole it, converse with him and choose to fight, then return the ring to Keicho to complete the Trial.The Baz Nitch Trial: A Jedi must be an able and courageous warrior. Follow the waypoints to Menchi, who asks that you kill 20 Baz Nitch's. Kill twenty to complete the Trial. They are found on Dathomir.The Sludge Panther Trial: A Jedi must do whatever is possible to protect the natural order of the universe. Follow the waypoints, speak to Luha, who asks you to kill 20 sludge panthers. Kill 20 to complete the Trial. The can be found near Dearic, or the Lost City of Durbin.The Falumpaset Panther Trial: A Jedi must understand that there are times when a greater good outweighs a lesser evil. Follow the waypoints, speak to Braganta, who asks you to kill 20 falumpasets. Kill 20 to complete the Trial. Gungan sacred place or missions to complete.Craft Lightsaber Trial: Thanks to your progress thus far, you have been granted the rank of Jedi Initiate. With this honor comes the ability to craft your first lightsaber. Such is your next task... to craft yourself a lightsaber. Craft one to complete the Trial. You will need a single force crystal to tune to complete this Trial.

Wednesday, January 21, 2009

First Ideas

Well I have yet another idea for our jedi problem. I'm trying to put as much detail as possible on this to make it as clear as possible so bear with me.

I'm trying to make all parties happy with this, we can't all have what we want. The only thing we can do is all compromise an equal amount.

This is NOT a discussion on which system is better. Don't post about either unless it directly affects the following system. Do not waste the mod's time. I am only looking to see what people think about my idea and get a feel on how to please the players. If you have any questions, comments, or ideas please PM me. Any ideas given to me that I use will be credited to the people who submitted them, as I would expect the same from some one else.

For in depth on the stories read part 2
For POI listings and other items read part 3

So lets get started
Part 1: Becoming A Jedi

-Gaining Forces Sensitivity
For all jedi hopefuls these are your first steps:
You must Master 2 proffesions
You must get 2 jedi POIs
You must get 2 dangouris POIs
You must get 25 other POIs
Compleate the follow theam parks:
-Jaba
-Imp or Reb
-Warren
-Nyms
You must do two corvett runs


You will go threw the force sensitivity as before:
1 You feel no connection with the Force.
2 You barely notice something different about yourself.
3 You feel a faint sense of the Force.
4 You have a strong sense of the Force within you
.5 You feel the Force surge within you.
6 You feel an inner glow. The Force is with you.

Once you become glowly you will need to gather 4 holocrons. For each holocron they will tell you a proffesion to master and a quest to complete. These quests wont be overly hard but will teach the player the jedi code in a life aspect. In turn they will be rather long and must be done alone. Some will require mostly combat skill, while others knowledge of the game and intellect. *note to darksiders and imperials you must do most of these steps you will be told when you can stray to the darkside*.

There is no emotion, there is peace: you have 5 mins (time subject to change due to need of testing) to disable 20 (also subject to change) bombs around Coronet. You must remain calm to compleat this.

There is no ignorance, there is knowledge: This quest will test your knowedge of the history of the force and force wielders. Your questions will be randomly selected. (see story line for more)

There is no passion, there is serenity: You must give up 200,000(needs testing) xp of any combat proffesion.

There is no death, there is the Force: You will have to comfort several morning people who lost a family member. Every thing you do must follow the code and must be a "Jedi-ish" answer. This will include some very tempting fun missions but will result in a major punishment that I will only tell the devs. We will just say you don't want to mess up if you are in a hurry *muhahahaha*

After you compleate all the quests and master the proffesions you must wait for the old man. He typically take 168 hours (7 days, it was originaly 72 but I wan't it harder). Eventually the Old Man will visit you, and ask if you have ever considered the possibility that you are Force Sensitive. If you say yes, he will offer you a crystal to protect, which acts as a log on your journey to Jedi.Once your conversation with the Old Man is complete, he despawns, and you are ready for the next stage.

The Sith, The Sith come in two parts.The first is a random spawn that operates in much the same way as the old man. They will appear and attack within 72hrs. When they appear, be careful they wont be an easy fight. You must loot the datapad containing information regarding their basecamp, and a WP to it is added to your datapad. (If you do not loot the datapad, more Sith will attack at a later time). Once you have the Sith Camp WP, travel there.

The Sith Camp has 3-4 NPC's, again, not easily defeated (the sith are not the old ones, they are much stronger), and once more, a datapad with the Dathomire Village location, and a single unit of some mineral. Keep the mineral, and use the datapad to obtain the location for the Dathomire Village.With the new WP for the Village, travel there.The Village of Aurilia, and planning and training your Force Skills. The Village is located on Dathomire, 5000m South East of the Science Outpost.

Every thing of the village works the same exact way as it did back then but the phases are shortened (need original lengths)


-Gaining Acceptance
1:To be able to start the padawan trails you must:
2:find all force sensitive POI badges
3:find all danger POI badges
4:become neutral in the war for jedi are peace keepers not warriors
5:You must see the damages of war and collect all POI badges having to do with war (will have a list on the dev info page)

After collecting all of those badges you must travel to corrilia to complete a quest line consisting of 6 quests. Every quest is meant to take about an hour or two. After the completion of a mission you must wait 48 hours before taking the next mission. This is meant to take alittle over 2 weeks. The quests will take you to very hard areas of the game and will require groups. It is meant to teach the value of friendship and patience. The quests will bring you to places like the DWB, the geo caves, corvettes, and the night sister cave.

-Your Last Steps
Congradsulations you are now almost ready. Here comes the fun part, you must get 2 more holocrons and master the proffesions. Oh did I mention both are silent? After mastering the 2 mysterious proffesions you get to wait for the old man again (same 168 hour wait). He will have a short talk with you and send you back to (need village elders name) to start you on the padawan trails.

-Padawan Trails
Congrads you can now start you trails. You must complete the original trails with a few modifications. I will be taking out the mission where you craft your saber, you havn't proven your self yet. The task you must complete are as follows:

1: (Elders Name) will give you a datapad that contains the location of an NPC named Mellichae. You must find and kill him to start your quest for Jedi Padawan.This ain't too easy, bring friends. Here is the low down on what you will be facing:Mellichae: 85k (was 55k) HAM, 80% resist to everything except Lightsabers. Is surrounded by four force crystals of some sort that you must destroy, as he uses them to heal himself and is virtually unkillable until the force crystals are gone. Armed with a Lightsaber, Force Choke, and Force Lightening.Daxter: 45k (was 25k) HAM, 80% resists to everything except Lightsabers. You must kill 8 sith NPCs. You must first destroy the four force crystals, each has approximately 40k HAM. Take out the Sith and Daxter where possible, and finally, kill Mellichae.

The rest of the trials are in random order.

2: Architect Trial: A jedi must gather all possible information before making his decision. You will be given a waypoint. Travel there, and speak to two disputing parties. Speak to everyone involved, then your decision should be that the Gungan can keep his land.

3:Artist Trial: A Jedi must understand the motivations and desires of others without becoming emotianlly involved. Again, you are given a waypoint to travel to. Speak to the Artist, Sathme, and her assistant. The winning decision is to return the supplies to the artist, and tell her that her assistant will not be coming back.

4:Bad Cat Trial: A Jedi must do everything possible to keep innocent civilians from being in danger. Another waypoint, leading you to actor Yvana Bailer, who asks for help ending the rampage of an escaped cat. Kill the wild cat to complete the trial.

5:Chef Trial: A Jedi must be willing to put himself in danger in order to do what is right. A waypoint leads to a Chef who wants you to find out who is stealing his goods. You will receive several waypoints to locations all around the planet. Go to the waypoints until you find the stealers and retrieve the items stolen. Bring them back to the chef to compleate it. (changed from original)

Old Musician Trial: A Jedi must always display respect and dignity when interacting with others. Travel to the waypoint, speak with Grizzlo, the old musician. He wants you to find the members of his band. Travel first to Eisley, then to Lok, speak to the NPC's at the wp's, and finally return to Grizzlo with the ring you attain. (need info on this)

Pannaqa Trial: A Jedi should always be willing to lend a helping hand whenever possible. Travel to the waypoint, speak with the Farmer, Pannaqa, who needs help obtaining parts for his vibro-tiller. Speak to the first NPC, and then move on to the second NPC, who it appears you must tell you don't trust, and that you will do it for him... you are given a vibro tiller to return to the farmer, completing the trial. (need more info)

People's Soldier Trial: A Jedi must put aside personal feelings when aiding someone they might not find appealing. Travel to the waypoint, speak to Torin Gundo, who gives you a mission to kill a thug. Kill the thug to complete the Trial. (more info)

Sob Story Trial: A Jedi should remain calm in the face of emotion. Travel to the waypoint, and speak to Erim Thelcar. She asks that you find her brother, or his remains, and return the blaster that was a family heirloom. I think that there is another waypoint, where you find his remains, and loot the blaster, which can be returned to Erim to complete the Trial. (need more info)

Spice Mom Trial: A Jedi should always strive for understanding rather than blind faith. Travel to the waypoint, speak with Sola Nosconda, who will ask you to pick up some items. Speak with the Spice dealer, obtain the spices, return to Sola. You must get her to threaten you before you hand over the spices. If you do that, the Trial will be successful. (more info needed)

Surveyor Trial: A Jedi should be prepared to undertake that which others will not. Follow the waypoints to Par Doiae, who wants you to kill a Sharnaff bull that is terrorising a site he wants to build on. Kill the bull to complete the trial.

Politician Trial: A Jedi should be equally a public servant and a public defender. Travel to the waypoint to speak with Kaul Dysen, who wants help killing a Bloodseeker Mite that is terrorising the local populace. Find and kill it to complete the Trial.

The Ring Trial: A Jedi must recognize chaos but not become a part of it. Follow the waypoints to Keicho, who has had his wife's mothers wedding ring stolen and wants it back. Find the thug that stole it, converse with him and choose to fight, then return the ring to Keicho to complete the Trial.

The Baz Nitch Trial: A Jedi must be an able and courageous warrior. Follow the waypoints to Menchi, who asks that you kill 50 Baz Nitch's. Kill fifty to complete the Trial. They are found on Dathomir. (edited)

The Sludge Panther Trial: A Jedi must do whatever is possible to protect the natural order of the universe. Follow the waypoints, speak to Luha, who asks you to kill 50 sludge panthers. Kill 50 to complete the Trial.

The Falumpaset Panther Trial: A Jedi must understand that there are times when a greater good outweighs a lesser evil. Follow the waypoints, speak to Braganta, who asks you to kill 50 falumpasets. Kill 50 to complete the Trial.

Craft Lightsaber Trial: Thanks to your progress thus far, you have been granted the rank of Jedi Initiate. With this honor comes the ability to craft your first lightsaber. Such is your next task... to craft yourself a lightsaber. Craft one to complete the Trial. You will need a single force crystal to tune to complete this Trial.

-Life As A Padawan
As a padawan you must do quests for a Jedi Master on dath. The master will give you quests to do random things such as talking people out of fights, guarding important people, stopping suicides, brining in criminals. On completion of the quest he will grant you jedi xp. This is your only way at gaining jedi xp as a padawan. You must master a jedi tree (might make this less) in order to go onto becoming a knight. He will ask you what tree you would like to focus on. Think before you pick you wont be able to change until you start you knight trails. All of these quests will be hard and may only be done with other jedi.

-A Choice
This is when you get to choose what the future of your jedi holds. You now have the freedom of joining the imperial or rebel army. Join the imperials and you must do the Sith apprentice trails. Join the rebels and do the Knight trails. Or become a gray jedi and do the trails of the protecter.

-Protectors Of The Few
*note* this may not be possible due to possible large amounts of coding.
Grey jedi, a concept I have seen many players want. Grey jedi are the only neutral players who can become "special forces" and attackable by imperials or rebels. You are not part of the civil war in most aspects. You get no faction rank, no faction pets, no faction missions. You sole purpose in this world is to defend life. You can become temporarily flagged to rebel or imperial attack. In order to stay a grey jedi you must have more than -100 faction and less than 3,000 faction to either rebels or imperials. If you brake the rules you loose all your force for 48 hours. Your trails will consist of defending farmers, healing animals, gathering medicine, braking weapons, and catching criminals. And you are also granted the ability to craft a saber.

-Destroyers Of The Weak








-Defenders Of The Republic
On completion of mastering your jedi tree you will start your knight trails. You are now granted the ability to craft a light saber. You have proven your self worthy of this symbol of hope.(needs info)

-The Force Surrounds Us
Congrads you are now a full fledged jedi/sith/grey. You have worked your ass off to get here. You have proven time and time again you really want to be here. You may now level jedi as normal and progress threw the ranking system as normal.