"A Dark Jedi ... has much smaller ambitions. He—or she—thinks only of himself. He acts alone. The ultimate goal is not galactic conquest, but personal wealth and importance. Like a common thug or criminal, he revels in cruelty and selfishness. He preys upon the weak and vulnerable, spreading misery and suffering wherever he goes." :
Dark Jedi/Slug
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<crewBlueprint name="slug">
<desc>Former Jedi turned to the dark side for dreams of wealth and importance. The Dark Jedi are not a force to be trifled with, as they are devious and treacherous.
<!-- Slug description for reference: "These telepathic Slugs were shunned in the Galactic Federation for their constant thievery and attempts at manipulation." -->
<title>Dark Jedi</title>
<short>Dark Jedi</short>
<cost>45</cost><!-- it will take a lot to convince them to join you. even then, they are not to be trusted... -->
<bp>2</bp>
<rarity>0</rarity>
<powerList>
<power>Strong Force sense reveals rooms and beings without need for sensors.</power>
<power>Immune to the Jedi Mind Trick.</power>
</powerList>
...
</crewBlueprint>
I was also thinking a complete makeover to make the "Dark Jedi" look like humans and not slugs.
Jedi Mind Trick/Mind Control
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<systemBlueprint name="mind">
<type>mind</type>
<title>Jedi Mind Trick</title>
<desc>The remnants of the Jedi created this last ditch effort to give the surviving Alliance a chance against the Sith. Unfortunately, this technology was stolen by the Dark Jedi, re-distributed and mass-produced. Temporarily turn enemies into allies.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>30</level> <!-- level 2 -->
<level>60</level> <!-- level 3 -->
</upgradeCost>
<cost>75</cost>
...
</systemBlueprint>
Clone/Human i.e. the clones from episode II:
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<crewBlueprint name="human">
<desc>Clones are mass-produced test-tube grown humans. As a result, they are common and uninteresting.</desc>
<cost>45</cost> <!--was 40-->
<bp>2</bp>
<title>Clone</title>
<short>Clone</short>
<rarity>1</rarity>
<powerList>
<power>Skills improve slightly faster as a result of being genetically-modified individuals.</power>
</powerList>
...
</crewBlueprint>
Astromech Droid/Engi e.g. R2D2:
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<crewBlueprint name="engi">
<desc>Astromech droids know the ins and outs of systems and were created with repair ability in mind. Combat on the other hand, is something the droids are "capable" of, but to what degree is entirely up to debate. Without oxygen, the astromech droid's internal combustion engine will stall and the droid will start to deteriorate. If long enough time passes in this state, the droid will cease to function and be rendered useless.</desc>
<!-- will have to change clonebay info to fit in droids. protocol like threepio on the other hand don't seem to do much so maybe they don't need it but then again they should be similar to astromech tbh -->
<!-- Vanilla desc for reference: It's unclear if the 'Engi' are partly organic or entirely mechanical, but it's well known that they make exceptional engineers. -->
<cost>50</cost>
<bp>2</bp>
<title>Astromech</title>
<short>Astromech</short>
<rarity>2</rarity>
<powerList>
<power>Repair speed is doubled</power>
<power>Combat damage inflicted is halved</power>
</powerList>
...
</crewBlueprint>
Protocol/(Ghost/AI) e.g. C-3PO:
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(From CE)
<crewBlueprint name="ghost">
<desc>Protocol droids have a vast database of knowledge and can fully integrate itself with ship systems. However, protocol droids are quite fragile, but since they lack an internal combustion engine, do not require oxygen.</desc>
<!-- Previously: ...biological matter, do not require oxygen.</desc> -->
<!-- CE desc for reference: "This fully sentient hologram is controlled by an advanced AI, housed inside a biological data-substrate." -->
<cost>30</cost>
<bp>1</bp>
<title>Protocol Droid</title>
<short>Protocol Droid</short>
<rarity>0</rarity>
<powerList>
<power>Does not require oxygen</power>
<power>Fragile. Maximum health is 50</power>
</powerList>
...
</crewBlueprint>
ooh, maybe the Jedi are the Crystal beings, so they have a lockdown force power, somehow explain it... They take less damage to suffocation as they can control themselves or something, and are slow and wise:
Jedi Knight/Crystal
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<crewBlueprint name="crystal">
<desc>For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. After the fall of the Jedi, the Jedi Order was thought to be lost...</desc>
<title>Jedi Knight</title>
<short>Jedi Knight</short>
<cost>60</cost> <!--was 65-->
<bp>4</bp>
<rarity>0</rarity>
<powerList>
<power>Force Lockdown (activate in crew box)</power>
<power>Control over body. Reduced suffocation damage.</power>
<power>Wise, but old. Move 20% slower.</power>
<power>Imbued with the Force's power. Max Health increased to 125.</power>
</powerList>
...
</crewBlueprint>
Other ideas:
Okay so the "Alliance" is the Federation and the Rebels are ... what, um I'm not sure. Oh yes I know: the rebels are all clones which are being manipulated by the Sith. The Sith don't make an in-game appearance as crew as there are only ever two "Sith" at a time (rule of two).
Then what should the Mantis be? see below. And how should bounty hunters be incorporated? see below too
Which means the clonebay will have to be changed somehow to incorporate droids
Will I tackle new events? Maybe add this to the already existing Star Wars expansion (which is mainly a ship expansion, including enemy ships)?
I think then I should include an x-wing, a-wing, y-wing etc. and move the b-wings to a different slot than the kestrel and instead put the x-wing there...
Any ideas? Feedback? Let me know then