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KotOR Mechanic Improvement


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I have posted this idea on BSN, but no reply at all from Bioware, so i think i posted here instead

 

After replaying KotOR, i have some ideas on how to improve the mechanic of this old game to be applied in the next game if they want to make it. I am thinking rather than creating new buggy and unoriginal WoW system, why not just improve the old system isn't it?

So, let's start with force powers...in previous game, there are many meh force powers and some are against the lore of Jedi and Sith, such as offensive light side power in which Malak also use. So i recreate the force powers such as below. I also add my own ideas and based on Jedi Academy

Take a note that i also suggest that Light and dark alignment give modifiers for Light and Dark powers, not like before that it give discount in which useless for Light Side players. By this, each powers do feel powerful when goes further into the alignment

Alignment counted like this...each 20% phase give modifier up to 100% Light or Dark

Light Side Powers

i. Heal – Heal self and allies for 10, 20 and 30 points. Second upgrade heal poison, last upgrade heal injuries. Wisdom modifier +1 plus character level. Light Side modifier +5 point each phase.
ii. Force Armor – Resist all physical damages by 10, 20 and 30 points. 30 seconds. Light side modifier +5 resistance and +1 second each phase. Wisdom modifier +1 pluc character level. Cannot use armor
iii. Force Valor – Increase all attributes by 3, 4 and 5. 30 seconds. Light side modifier +1 seconds each phase

Neutral Powers

i. Lightsaber Deflection – Blaster bolt deflection back to enemy by +3, +5 and +7. Sustain. Dexterity points contribute to +1 modifier
ii. Force Push – Knockback enemies in forward arc, chance to stun at DC20, DC17 and DC15 unless target(s) pass resistance check. Damage Wisdom modifier +1 plus character level.
iii. Force Pull – Pull enemies toward self in forward arc, chance to disarm at DC20, DC17 and DC15 unless target(s) pass resistance check. amage Wisdom modifier +1 plus character level.
iv. Force Jump – Jump attack enemy, damage by 10, 20 and 30 points. Strength modifier +1 damage. Attack may be blocked by target. The attack may trigger critical hit
v. Force Speed – Increase movement and attack speed by 2, 3 and 4 times in 30 seconds
vi. Lightsaber Throw - Throwing lightsaber to hit single enemy, 3 enemies and 5 enemies. Normal lightsaber damage plus character level, may land critical hits.
vii. Force Sense - Reveal hidden enemies, traps, mines and routes in surrounding for 10, 20 and 30 seconds
viii. Mind Trick - Single normal enemy become neutral for 5, 10, 15 seconds. Not effecting high level enemies. Open new dialogue options.

Dark Side Powers

i. Force Lightning – Damage enemies in forward arc by 10, 20 and 30. Last upgrade have chance to knockback at DC17. Dark side modifier +5 damage each phase. Damage both health points and Force points. Cannot use armor
ii. Force Choke – Damage 10, 15 and 20 per seconds in 5 seconds. Wisdom modifier +1 plus character level. Give penalty to Constitution by 3, 4 and 5 points toward enemy if survive for 10 seconds. Dark side modifier +5 damage and +1 second each phase. Wisdom modifier +1 damage plus character level. Both target and caster immobilized except at final upgrade
iii. Force Drain – Damage enemy health point by 10, 20 and 30 and heal self by same number. Wisdom modifier +1 plus character level. Second upgrade heal above initial points but extra health will decrease 5 points per second to initial health point, last upgrade extra health points decrease 3 points per seconds. Dark side modifier +5 points each phase
iv. Force Rage – All resistance 10, 20 and 30 points, melee damage increase +10, +20 and +30, in 30 seconds but drain health points 5 per seconds. Dark side modifier +5 points for resistance and damage, -1 health point and +1 second each phase. Automatic turned off if health points 20 or below. Wisdom modifier +1 damage plus character level.

Specialization will give extra Force powers to choose. Can be unlocked by learning from party members or certain NPCs

 

Weapon style mechanic also can be improved. In previous mechanic there is a confusion between Two Weapon and two handed wepaon. And Two Weapon clearly have end game advantage. So there should be modified like these

One Handed - focus on using single one handed weapons such as pistol and short sword, +3, +4, +5 to attack
Two Handed - focus on using single two handed melee and ranged weapons, +1, +2, +3 attack and defence
Two Weapon - off hand weapon will give 1/3 damage, 2/3 damage, full damage. One Handed bonus don't count
Staff/Double Blade Weapon - focus on using staff and double bladed weapon, +1, +2, +3 attack +2, +3 +4 damage

Now move on skills...i prefer DA:O style, so skills also have feats

Soldiers have 1 feat point each 4 levels, Scout each 3 levels, Scoundrel each 2 levels...max level 30. Jedi class don't effect progression

Coercion - level 1 to 3. Charisma add modifier to this
Hacking - level 1 to 3. Intelligent add modifier to this. Instead of using computer spike, no no need for that. Just it appear at the screen "Hack Computer", if pass dificulty check then success, if not then fail
Repair - level 1 to 3. Similar like above, only that "Repair Droid" instead.
Disarm - level 1 to 3. Intelligent point add modifier. Detect, disarm or pick mines
Security - level 1 to 3. Intelligent points add modifier. Open doors and chests
Demolition - level 1 to 3. Enable to create bombs and mines. Recipes will automatically unlocked per level
Medic - level 1 to 3. Enable to create health packs and stim packs. Recipes automatically unlocked per level
Steal - level 1 to 3. Intelligent add modifier to this. Steal NPCs
Stealth - similar with DA:O

 

As for special attacks, i figured out how to improve it like below. I also add new special attacks. This time we not focus only one special attacks all the time, player can learn more than one and use them according to situation

Melee - all melee attacks use the same special attack, but weapon style execute differently

i. Power Attack - +10,+20,+30 to damage, ignore target armor,- 5 to hit
ii. Flurry - Deal 3 attacks in one round, defence penalty -5,-4,-3
iii. Critical Strike - similar like previous
iv. Sweep Attack - Hit all enemies surrounding with normal damage. Defence penalty -5,-4,-3
v. Thrust - Quick thrust on vital part that lower enemy defence and give penalty to enemy defence. Normal damage. Enemy defence -1,-3,-5 for 2 rounds. -5 to hit

Range - similar manner like melee only in range and some differences

i. Power Blast - +10,+20,+30 to damage, ignore target armor, - 5 to hit. - 5 to hit
ii. Rapid Shot - Deal 3 attacks in one round, defence penalty -5,-4,-3
iii. Sniper Shot - similar like previous
iv. Scatter Shot - Hit all enemies at forward arc. Defense penalty -5,-4,-3
v. Paralyze Shot - Shooting at vital part paralyzing enemy for 2, 3, 4 seconds unless target resist. -5 to hit

Rather than having to scroll attacks or activate skills, having quick action bar like DA:O is nice and so we can place our skills and powers there to activate

 

As for skills, as i stated above, no need for computer spikes or repair parts, each computer and droids have different difficulty also different command have different difficulty. Such example

Lower level computer (difficulty will not shown of course)

i. Hack (difficulty 15 Intelligent)
ii. Leave

i.a) Success
iii. Access System Command (Difficulty 20 Intelligent)
iv. View security camera (Difficulty 15)

i.b) Failed

iii.a) Corrupt all security droid targeting system (Difficulty 20 Intelligent)
iii.b) Open all security doors (Difficulty 15 Intelligent)

Same goes for repairing droids.

each skill perks add -10, -20, -30 Intelligent Difficulty for governed skill

 

As for character progression

Jedi Guardian/Sith Juggernaut/Soldier

i. Force feats for all levels
ii. extra Force feat at each 5 levels
iii. no combat feat every 5 levels

Jedi Sentinel/Sith Assassin/Scout

i. Force feat for all levels
ii. extra Force feat at each 4 levels
iii. no Combat feat every 4 and 5 levels
iv. skill feat every 3 levels

Jedi Consular/Sith Inquisitor/Scoundrel

i. Force feat for all levels
ii. extra Force feat at each 3 levels
iii. no combat feat every 3, 4 and 5 levels

Combat feats

i. Weapon style as post above
ii. Melee combat style as posted above
iii. Conditioning - level 1 to 3
iv. Toughness - level 1 to 3
v. Weapons mastery
iv. Force Regeneration (Jedi only) - level 1 to 3
v. Armor proficiency - light, medium, heavy
vi. Implants - level 1 to 3
vii. Sneak Attack - (auto Scoundrel) - every 3 levels
ix. Uncanny Dodge - (auto Scout) - +2 defense every 4 levels
x. Specialist - (auto Soldier) - +2 attack every 5 levels

 

Specialization

Jedi Guardian
Bonus to Constitution +3, Strength +3 and Dexterity +3
i. Knight Valor – Increase defence and saving throws by 3, 4 and 5. Sustain. Lightside modifier +1 each phase
ii. Health Regeneration - Health point regenerates by 3, 4 and 5 per seconds. Passive

Jedi Sentinel
Bonus to Dexterity +3, Intelligent +3 and Wisdom +3
i. Force Breach – Debuff target and silence target for 5, 10 and 15 seconds. Wisdom modifier +1 seconds plus character level
ii. Force Absorb – Resist and absorb hostile force powers by 10, 20 and 30 points. 30 seconds. Light side modifier +5 points and +1 second each phase. Wisdom modifier +1 plus character level

Jedi Consular
Bonus to Wisdom +3, Dexterity +3 and Charisma +3
i. Force Wave – Knockback all surrounding enemies, chance to stun DC20, DC17 and DC15 unless enemies pass resistance check. Damage Wisdom modifier +1 plus character level.
ii. Force Empower - Using Wisdom modifier substitute Strength modifier for lightsaber damage and empower it +3, +4, +5 damage, attack and defence but it will drain Force points by 5, 4, 3 per seconds. Light side modifier +1 to damage, attack and defence each phase. Sustain. Automatic turned off if Force point 20 or below

Sith Juggernaut
Bonus to Constitution +3, Strength +3 and Dexterity +3
i. Force Terror - Weaken surrounding enemies defence by 1, 2 and 3 points. Sustain. Dark side modifier +1 point each phase.
ii. Force Rage – All resistance 10, 20 and 30 points, melee damage increase +10, +20 and +30, in 30 seconds but drain health points 5 per seconds. Dark side modifier +5 points for resistance and damage, -1 health point and +1 second each phase. Automatic turned off if health points 20 or below. Wisdom modifier +1 damage plus character level.

Sith Assassin
Bonus to Dexterity +3, Intelligent +3 and Wisdom +3
i. Dark Shroud - Become invisible but visible when move or attack, remain invisible when moving but visible when attack, remain invisible when move and attack. 30 seconds. Caster may become visible by Force Sense or by any other means such as high level detector or racial ability, Dark side modifier +1 second each phase
ii. Assassinate - When in stealth, damage bonus 2d12, 4d14, 5d15.Passive

Sith Inquisitor
Bonus to Wisdom +3, Dexterity +3 and Charisma +3
i. Force Storm - Lightning attack to all enemies surrounding deal 10, 20, 30 damage to health points and Force points. Last upgrade have chance to knockback at DC17. Dark side modifier +5 points each phase. Cannot use armor
ii. Dark Impact - When in this mode all dark side powers damage increased +5 but will drain Force points by 6, 4, 2 per seconds. Sustain. Dark side modifier +1 damage each phase. Automatic turned off if Force point 20 or below

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