Page 1 of 1

some spoilerish stuff on game mechanics

Posted: Sat Dec 11, 2004 5:13 am
by UserUnfriendly
some spoilers, i think..actually, you find out about these things pretty early in the game, so might not be spoilers...but best to play it safe...

security is a big deal..i actually sacrificed a feat, (make security a class skill) and 2 points from char creation to have 3 security points by level 3...the first part of the game has long solo stretches, and having a few security skill points really seem to make a difference in recovering useful items...i probably won't take it beyond 4 points, however, since you can have a party relatively soon.

lots and lots of good feats for those people who want to play a blaster toting jedi...the close combat skill looks way nice people...

because of no level cap, the 14 for everything school of thought really makes a lot of sense...you can focus later in the game, maximize your earned attribute points after making the most of your start sets

i really like the two set weapons that are easy to switch from...plan to pack two blasters for ranged work, then switch to a double lightsabre...

skills are so important that the watchman jedi actually becomes as powerful as a consular or guardian.

the component breakdown and item creation is going to be incredibly complex, and quite facinating to use...and we can now stop worrying about having inventories so huge that it takes minutes to use that one item you need in combat... :rolleyes:

i noticed a couple of times that my guardian cast burst of speed without my doing...i suspect that the scripts system is auto buffing for you...which is a good thing in my view...

oh yeah...atton is annoying...but not nearly as annoying as carth...and fitting in with the han solo image, is finally a useful scoundrel...

anyone care to add some more observations??

Posted: Sat Dec 11, 2004 5:36 am
by ajdaha
That's what I wanted to hear. Nice one, User. Keep reporting what new stuff there are. This is fascinating for people like me, who do not have the game because of something as un fair and uncontolable as THE GAP. I live in the U.K so you know what I mean.
I am slightly disapointed with the no level-cap./ Are you absolutely sure about that?

Posted: Sat Dec 11, 2004 3:51 pm
by UserUnfriendly
[QUOTE=ajdaha]That's what I wanted to hear. Nice one, User. Keep reporting what new stuff there are. This is fascinating for people like me, who do not have the game because of something as un fair and uncontolable as THE GAP. I live in the U.K so you know what I mean.
I am slightly disapointed with the no level-cap./ Are you absolutely sure about that?[/QUOTE]

take a look...one topic reported being at level 31...

some interesting possible exploits...

if the game engine is the same as the first one, then if flamethrowers and other droid weapons at full charge are sold for the same cash as a partially charged droid stuff, then breaking down a partially charged flame thrower should give you the same number of components...

implants are dependent on how high your con is...so it might be possible to equip high level implants exploiting force valor...

force valor will augment all stats, not the physical ones as per the description, just like the first game. :p

skills are becoming very very very important...certain fairly high level items in the game can be easily made on the workbench and lab bench, if you have the appropriate high skills for them...so skills progression on npcs is going to be very very very important...

i would say skills in the first game was not very important at all, but in the second game is almost as important as feats... :eek:

biggest annoyance is frame rate slowdown with multiple enemies, and many force powers and feats... :mad:

Posted: Sat Dec 11, 2004 11:06 pm
by jeremiah
Hi Uu,
Can you confirm if you can have NPCs craft some of the items for you? A few players have reported doing this at the IGN and Obsidian boards. I just want to verify this since that means we can spread the skills around the party so we can get the best possible items requiring specific skills.

Somebody also reported that implants checked the base constitution since the +3 constitution bonus from LS mastery (they didn't say whether it was a sentinel) did not grant their player character ability to equip the higher level implants. So seems doubtful that master valor would allow this. I guess this was to make the Wookie character more distinctive from the others since attaining 18 constitution just to equip implants seems a bit ludicrous.

Posted: Sun Dec 12, 2004 1:36 am
by UserUnfriendly
[QUOTE=jeremiah]Hi Uu,
Can you confirm if you can have NPCs craft some of the items for you? A few players have reported doing this at the IGN and Obsidian boards. I just want to verify this since that means we can spread the skills around the party so we can get the best possible items requiring specific skills.

Somebody also reported that implants checked the base constitution since the +3 constitution bonus from LS mastery (they didn't say whether it was a sentinel) did not grant their player character ability to equip the higher level implants. So seems doubtful that master valor would allow this. I guess this was to make the Wookie character more distinctive from the others since attaining 18 constitution just to equip implants seems a bit ludicrous.[/QUOTE]

i had t3 make some security spikes and computer spikes on the ebon hawk.

well, if implants check base con...its a matter of deciding where to best use attribute points, since monster respawn points seem to be missing in the game...so there is a limit on absolute xp earnable, unless a xp pump is discovered by someone... :mad:

Posted: Sun Dec 12, 2004 7:18 am
by jeremiah
Yeah, I heard of the lack of respawn points like the desert wraids in the first one. What I want to know is if the other NPCs can be used to make lightsaber upgrades, implants, grenades etc by breaking down components and reassembling them at a workbench or does your PC have to do all the work? If so, that could mean Guardians making use of the Class Skill feats to catch up.

Posted: Sun Dec 12, 2004 3:54 pm
by UserUnfriendly
[QUOTE=jeremiah]Yeah, I heard of the lack of respawn points like the desert wraids in the first one. What I want to know is if the other NPCs can be used to make lightsaber upgrades, implants, grenades etc by breaking down components and reassembling them at a workbench or does your PC have to do all the work? If so, that could mean Guardians making use of the Class Skill feats to catch up.[/QUOTE]

i know for a fact npcs can make components...

oh i see...you're thinking of the fact that only the pc can be active in the hawk like in the first game...

however, from what i've read in the obsidian forums, its not too hard to exploit the greater skill set of npcs...

another thing i've heard is you gotta use high skill npcs to ASSEMBLE high powered items...

i'm still stuck on the mining station...since i plan to restart tonite, since only male pc can have handmaiden join a high light party...and she's suppose to be a hottie...growl...

and i particularly need to know if my guardian can do without security...i mean, sure, you end up with broken items bashing a lot, but just how much security do i really need? i need to run tests to see if i get significantly more items with security as opposed to without security...

the only exploit i've found so far is that all containers have truely random items...so you can at level 1 find, if you reload enough, a lightsabre crystal of utter kick ass right out of your kolto chamber... :eek: :eek: :eek:

Posted: Sun Dec 12, 2004 4:42 pm
by UserUnfriendly
one IMPORTANT, but untested change...

i've yet to confirm it, but it might be that 12 int will give a guardian 2 skill points per level, rather than 1 in the first game... :eek: :rolleyes: :) :p ;) :D

Posted: Sun Dec 12, 2004 8:17 pm
by jeremiah
Have you seen this post at Obsidian Tech support UU?

http://forums.obsidianent.com/index.php?showtopic=26614

Seems like without a high Repair skill on the PC, that the item breakdown benefits will be severely affected.

Posted: Sun Dec 12, 2004 11:37 pm
by UserUnfriendly
[QUOTE=jeremiah]Have you seen this post at Obsidian Tech support UU?

http://forums.obsidianent.com/index.php?showtopic=26614

Seems like without a high Repair skill on the PC, that the item breakdown benefits will be severely affected.[/QUOTE]

ok, the most powerful class may be sentinels... :eek:

there are so MANY ways skills make the game now... :eek:

i am now inclined to believe item creation is dependent on main char skills too...it wouldn't surprise me a bit... :rolleyes: