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Ori`verda Creator
Ori`verda Apr 28 2013, 12:15pm says:

I like the way HH and Praxis made their systems, just like yours.
Basically a bunch of classes that branch out in speciality classes.

HH's idea of using skill points as a way to increase your power at will is better then what I thought which was more akin to Skyrim's perk system or KOTOR's feat system.

From what I understood of HH's idea is that you gain a point, spend it on a skill area and then decide (more or less) what the bonus is. For example, if you would invest in a Force Power skill area, you could learn one or several extra force powers instead of specific powers tied to that skill.

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Super-Kami-Ρrʌжis Apr 28 2013, 12:21pm replied:

That's somewhat the idea. Hopefully we can make it work out.

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Ten10dix Author
Ten10dix Apr 28 2013, 12:29pm says:

I meant the initial starting rank of our chars.

We all have to start out somewhere, so I'm suggesting different ranks for different positions, which we can then make skill trees for.

Like, if someone wanted to be a space commander, where would they start from? One ship? Half a dozen?

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Ten10dix Author
Ten10dix Apr 28 2013, 12:41pm replied:

Btw, I've made my version of Praxis' skill point tree for the Inquisitor.

It should be in the download section, though it may need approval first. There are two files btw xD.

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Ori`verda Creator
Ori`verda Apr 28 2013, 12:46pm replied:

Hehehe, a group admin such as myself is not limited to these delusional concepts of authorization >:D

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Ori`verda Creator
Ori`verda Apr 28 2013, 12:45pm says:

I think that would be far too limiting even though it makes sense.

-Force User

I think that is all we need, only need to add specializations to it. I know that many people will want a hybrid character so they don't always be a good warrior yet suck at commanding forces.

Commander could learn the basics of both fields and specialize in space or ground.

Warrior focuses not on just Mandalorian fighting styles but also that of the Echani, it should mimic or mirror the Force user class to an extent that they are balanced even without Force powers.

Force users, obviously people will specialize in either Sith or Jedi. Though technically it is not needed since I believe most Force powers have a light side and dark side equivalent so you can sum it up in one.

Civilian could be into politics, research, corporations and so on.

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Ten10dix Author
Ten10dix Apr 28 2013, 12:58pm replied:

Hybrids exist.

Sith Marauder: Warrior/Commander
Sith Inquisitor: Force User/Politics

Jedi Guardian: Warrior/Commander
Jedi Consular: Force User/Diplomacy

I think Warrior is rather... Redundant. Only people who would really want that is Mandalorians.

Instead, absorb Warrior into Commander, as a individual skill (most commanders would learn to fight just in case).

Mandalorians could be an individual skill tree, focused on Commander/Warrior/Forger type, whereas other Commanders would have Commander/Warrior as their primary skills plus a possible Politics secondary skill.

May seem confusing, but to all those who can see my Inquisitor skill tree, I've made two "primary" skills, Offence and Politics. Each of them have an expansion (Offence: Obliteration, Politics: Manipulation) which add to the original skill. Defence has only one branch, though, and so is a secondary skill.

You have to see it to understand xD.

But Sith, for example, will have 2 Offence trees (Offence + Obliteration), meaning they can be really good attackers (with a maximum offence skill of 30) whereas the Jedi would have only one offence tree (Offence, probably) and thus only have 15. However, in defense they'll have two, making for a maximum defense of 30, which is equal to the Sith's offence 30.

Like I said, may seem really complicated like that but download my two files and you'll see it is really simply xD.

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Ori`verda Creator
Ori`verda Apr 28 2013, 1:03pm replied:

Not all warriors are Mandalorians.
Not all commanders are soldiers.

But I guess I will have to see your tree before I judge.

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Ten10dix Author
Ten10dix Apr 28 2013, 3:40pm replied:

Someone creating a Warrior-type character would have to either be independent or a Mandalorian. Most "warriors" in other factions are simply soldiers, and this RP is on a far too big scale to account for soldiers.

Thus he would be a commander. Commanders would have decent combat training, obviously. They would hardly command without knowing how to defend themselves.

Plus I said it would be a secondary skill...

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imperator277 Creator
imperator277 Apr 28 2013, 12:57pm says:

I have a few suggestions: I think we should keep the fleets and armies the way they were. Fleet Commanders command whole fleets and Captains could command smaller units within the fleets

Land Commander commands an army unit and maybe a Land Lt. could command a battalion within an army unit.

Moff/Senator: starts out as Civilian and works his way up. Controls a sector in their faction's territory and the military units of that sector. Can also maybe own a company that is affiliated with the territory they control. Can also strike deals with other companies of other factions for trade rights (one faction trades something: tech, resources, etc. that are not available in their sector for something of equal worth only exclusive to the other character's sector?)

Jedi: Starts out as apprentice, then knight, then master. Can also become a Jedi healer, researcher, diplomat, etc.

Sith: starts out same way. Can command military units, work in Sith research, intelligence, logistics, personal guard to Sith emperor.

Mandalorian Researcher: Forge for the Mandalorians. Can be petitioned by other factions to work for them but only if the other faction agrees to Mandalorian price/return request. Prices and requests must be within reason.

We should take the time to discuss all options and suggestions.

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imperator277 Creator
imperator277 Apr 28 2013, 1:09pm says:

Also, we need to figure out how we will establish the economies of the factions. I have a suggestion:
I think that there should be a credit bank for each faction. companies, businesses and mining facilities on planets contribute to the faction's economy. If anyone has ever played Empire at War, the faction's economies can work in a similar way. The sector companies, businesses and mining facilities generate credits added to the faction's bank and at the end of a certain period (after 1 week, the total amount generated is added to the faction bank) the total amount generated from those methods of income are placed in the bank. Also, trade between factions can increase credit income. The more methods of income one faction has, the more credits are generated, just like Empire At War. Also, no one character in a faction should spend money on weapons/tech without the approval of the whole faction group.

Or, in addition to what I suggested above, each sector that a person in a faction controls generates credits and the one who controls that sector, a senator/moff gets a cut of the credits that sector generates for his own use for a little "walking around money." Individuals within a faction can trade with other factions for their own personal use. Or the jobs that each character has also generates personal income. Let me know what everyone thinks.

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Headhunter128 Creator
Headhunter128 Apr 28 2013, 3:29pm replied:

Just one problem, such an economy system will become unmanageable. And it is a system that is easy to cheat, now I figure we are gonna have trouble findings GM's if they have to manage an economy also outside of normal duties.

Not to mention a value needs to be put on everything. Inventions/creations, ships and equipment. Otherwise the economic system would serve no purpose outside of determinate who can claim to be rich and who can't.

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imperator277 Creator
imperator277 Apr 28 2013, 5:36pm replied:

Good point. What about my first opinion on Commanders and such? Does that have merit?

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Headhunter128 Creator
Headhunter128 Apr 29 2013, 3:18pm replied:

It does have merit, however;

For balance's sake and because of the low number of roleplayers, fx the Jedi will start at the rank of 'Knight' and the Sith will start out as their equivilant of that.

As for the rest, most of it is up to the individual player- We intend for everything to start out small and then allow them to progressively go up the ranks, oreferably detirned by succes. Hopefully the skill tree will encourage such a process, but it is hard to outline because there are many versions. But for FX Jedi, they will need to invest in Leadership on their skill tree in order to command larger units/gain more powerful position sin the faction. But again, something that isn't easy to outline and put into specifics. We can hope that most rolelayers try and make their progression as natural as possible, no matter how inconvenient it may be for them not to have the ability or power to change things on a larger scale until they are the right level.

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AK151 Creator
AK151 Apr 28 2013, 1:27pm says:

What about independents such as myself? My character would fall under commander, as he is well versed in tactics and strategy, but he's also an extremely deadly soldier. He just has no Force sensitivity and a couple of ships.

Would there be a problem with that?

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_w_ Online
_w_ Apr 28 2013, 1:30pm replied:

Why not a sort of lone wolf tree, one that gets more benefits because he is not tied to a faction or a large group.

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AK151 Creator
AK151 Apr 28 2013, 1:38pm replied:

That would be cool, but it might encourage more independence, which really is not needed right now. I think the only reason I'm being independent is because I was prior to the Reformation. There have to be some downsides to being independent...


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_w_ Online
_w_ Apr 28 2013, 1:43pm replied:

Something for later on then.

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Super-Kami-Ρrʌжis Apr 28 2013, 1:59pm replied:

Independents should be a bit stronger early on as characters. Since most others will have armies and other characters to back them up, as an example. I was going to bring this up myself, since I also have interest in being independent. An independent is going to by themselves most of the time, and a big faction can take action against them at almost any time, especially against pirate/mercenary characters like Nym, so they need some extra "buffs" in order to survive.

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_w_ Online
_w_ Apr 28 2013, 1:28pm says:

Only thing i'd change is the fact that splitting up space and land isn't that good.
Noone uses land battles in this rp.

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Ori`verda Creator
Ori`verda Apr 28 2013, 1:31pm replied:

Actually, it is not a rule. You must capture the planetary capital with an army to win the planet or bombard the world from orbit at the cost of economy and influence.

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_w_ Online
_w_ Apr 28 2013, 1:34pm replied:

then i hope we change how the land battles work too :P
maybe use the foc land maps or something.
or that sketchtoy thing.

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Headhunter128 Creator
Headhunter128 May 1 2013, 8:06am replied:

You would have me fight my land battles in the one game where I suck utterly at land battles? Lol

No thanks om my part. Lol

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I know we're working up the skill systems and such, but we still have to deal with what ranks our PCs will start of with. I'll post my suggestions and we can talk about it here.

Space commander:

Either a Captain of a ship or leader of a small detachment of ships (5-10? 3-6? Something like that? Idk... xD).

Land commander:

A small detachment of men? Such as a regiment or something? 100 men? 200? Maybe some could chose to be an armor commander, so command a unit of tanks (5-10?).


Probably just start of as a Jedi Knight, who can then specialize as Guardian/Shadow/Consular.


Starts of as a Sith who can specialize into Inquisitor/Marauder/Assassin


Could start as a Senator for Federation, Moff for Empire, maybe owner of a small company for independent?


Forger for Mandalorians, Researcher for other factions. They, well, research stuff xD. Only small projects to begin with, with small funding, but as they progress and get noticed they can make bigger stuff.

These are just ideas I've come up with on the spot, subject obviously to debate.

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