RimWorld

RimWorld

Star Wars - The Force [Deprecated]
literally me 6 Oct, 2017 @ 10:59am
Light/Jedi powers feel super underwhelming compared to dark
Dark side gets:

Turning one enemy berserk
A CC attack that eventually becomes an instant kill
A damaging attack that also heals you
Shooting mother ♥♥♥♥♥♥♥ lightning
Summoning a ♥♥♥♥ load of lightning from the side


Light gets:
A heal
Another heal but for allies
A shield
Make someone wander around a bit
Summon a badass Jedi (the only good one)


Most of the light abilities feel like utility/neutral tree stuff. Because of this I have a few suggestions.

1) Move heal into neutral and merge heal and heal other into just heal (but allow it to target yourself or others)

2) Move shield into neutral

3) Make the light side abilities like more enhanced versions of neutral abilities or functional equivalents (with differences) of dark side. Obviously you would want to be less lethal so perhaps have the ability to force someone to the ground, at level 1 it could stun, at 2 it could stun and do some damage, at 3 it could break their legs to force them to the ground.



Currently 3/5 light abilities feel like just an expansion on the neutral abilities.
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Showing 1-7 of 7 comments
Keeleon 12 Nov, 2017 @ 10:37am 
To be fair, that kind of fits with the whole light / dark side philosophy in the first place. If your goal is combat, the light side isn't really for you. I think it would be nice if mind tricked people started fighting for you instead of just wandering around, and you could boost recruit chances and maybe even trade prices with it.

But as a story element I think it makes sense that the dark side is about combat and the light side is about protection / healing. There should also be a down side to loading up dark side powers like developing frailty or other conditions. It shouldn't just be "free ultimate power".
coolphoton1234 3 Dec, 2017 @ 1:12am 
There is the neutral uber-power Battle Meditation and the Light side ability to shut down droids that could be implemented, the former as a doge/aim buff/debuff aura and the latter as a EMP attack. There's also the 'Oneness' uber-ability...Mind you I am aware that the KotoR stuff is *probably* not cannon any more and the Vong War *defiantly* isn't...bloody Disney....
OrangeGills 21 Dec, 2017 @ 9:52pm 
Healing should be moved to the sith side. That power cannot be learned from a jedi. Only a great sith lord, darth plageus the wise, was able to use the force to create life. It's not a story the jedi would tell you.
coolphoton1234 22 Dec, 2017 @ 3:43pm 
True, but there is a difference between 'healing' (which in all the SW RPGs has been traditionally a lightside power, a low level and common one at that) and creating life(via sith alchemy). There were even jedi healers, a specialized form of consular that could make permanent repairs to the body. They were used instead of bacta and kohto tanks by the jedi.

Darth Plageus used a perversion of the jedi method, combined with sith alchemy, which was primarily focused on mediclorian manipulation rather than healing. The sith version of healing was ultamently self defeating (the joy or euphoria of the healing ultamatly disrupts your grasp on the darkside) *and* temporary (Darth Vader could heal his lungs, but could only maintain it for a few minutes), except in specialized cases like Darth Sion, whose incomplete healing left him in such constant pain it could be used to fuel his connection to the darkside.

Admittedly, all of that is in reference to materials that are probably non canon because of the most resent SW movies. I know the Plagius novels are not cannon any more, but honestly I'm more than willing to ignore the new movies...
Nullpersona 9 Jan, 2018 @ 10:04pm 
Where are the non-combat skills?
Light side benefit a lot from persuasion and different types of buffs, especially to senses.
Some of the more menial buffs would be a lot more useful with an autocast.
Last edited by Nullpersona; 9 Jan, 2018 @ 10:05pm
Softis 16 Feb, 2018 @ 6:42pm 
I feel that Lightside is pretty close in terms of strength to the Darkside (in this mod). It's more of a conscious decision between the two. pure darksiders have incredibly strong offensive forcepowers, but none of their powers are of any use outside of combat. Lightside, on the other hand, has in-combat healing (for self and for non-force sensitive allies), a personal shield that is surprisingly strong and dosen't inhibit ranged attacks, while the jedi ghost makes up for the lack offensive abilities with a very powerful summon.

IMO, lightside is actually far more versatile, but takes patience to develop. Dark side is a quick path to alot of firepower, nothing more or less. Just like how Yoda described the two sides to Luke in Empire Strikes Back.
nephilimnexus 21 Jul, 2018 @ 7:41am 
Originally posted by Nullpersona:
Where are the non-combat skills?
Light side benefit a lot from persuasion and different types of buffs, especially to senses.
Some of the more menial buffs would be a lot more useful with an autocast.

This is true. Darth Traya mentioned that, due to centuries of being hunted by the Jedi, the Sith learned their own version the Mind Trick that basically made themselves invisible to the enhanced perceptions of Jedi force users (which is how Darth Maul managed to ambush the Jedi in Ep1).

Something like that in game mechanics could be reduced aggro range from things, letting the Sith in question get closer to their target before said target can even start shooting. "Where did he come from?"
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