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Light side and dark side points in JA?


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Posted

What if the whole light side vs. dark side thing was fleshed out a bit more in JA?

 

For example...

 

Light side points earned: not attacking surrendered or fleeing enemies, defeating non-droid enemies with your saber only by arm/leg attacks (as opposed to body or face)

Dark side points from: attacking surrendered enemies, using dark force powers to kill non-jedi enemies, throwing enemies off ledges

 

 

I'm not sure what the point of it would be though... maybe it would influence how many force points force powers cost like in KOTOR, or allow you to learn a new skill or two.

Lancelot, dg1995 and Darth Sion like this
Posted

What if the whole light side vs. dark side thing was fleshed out a bit more in JA?

 

For example...

 

Light side points earned: not attacking surrendered or fleeing enemies, defeating non-droid enemies with your saber only by arm/leg attacks (as opposed to body or face)

Dark side points from: attacking surrendered enemies, using dark force powers to kill non-jedi enemies, throwing enemies off ledges

 

 

I'm not sure what the point of it would be though... maybe it would influence how many force points force powers cost like in KOTOR, or allow you to learn a new skill or two.

@@eezstreet

  • 1 month later...
Posted

Hmm... what would be the point... a new story choice? I can't think of enough of a reason to justify it...

Posted

I think this is a good idea. It would be also great that instead of choosing if you attack Rosh or not, you have to reach a certain level of Light Side points or Dark Side points. The higher the level, the higher are the chances that you get either the good or the bad ending. Is it even possible to make?

GPChannel and dg1995 like this
Posted

It was done in the first Jedi Knight. If you killed many innocent pedestrians and/or civilians (especially in Nar Shadda) it resulted in the situation where Kyle was tempted by Jerec to kill Jan. When the cutscene ended, the force points screen appeared and force orientation meter on it - the latter was either drawn in to the light or (literally) sucked into darkness (with a very sugestive sound), in which there was nothing you could do. It was like a Final Judgement. Good old times. Light or Dark and the cutscene changed appropriately. Well, the problem is JK2/JKA doesn't feature any civilians (except some droids)!

Smoo and dg1995 like this
Posted

It was done in the first Jedi Knight. If you killed many innocent pedestrians and/or civilians (especially in Nar Shadda) it resulted in the situation where Kyle was tempted by Jerec to kill Jan. When the cutscene ended, the force points screen appeared and force orientation meter on it - the latter was either drawn in to the light or (literally) sucked into darkness (with a very sugestive sound), in which there was nothing you could do. It was like a Final Judgement. Good old times. Light or Dark and the cutscene changed appropriately. Well, the problem is JK2/JKA doesn't feature any civilians (except some droids)!

You could say that Jedi Knight: Dark Forces II was, for a Star Wars game, ahead of its time. Too bad that Jedi Academy doesn't have something like that. Instead of giving the player the option of choosing between both sides by fulfilling certain requirements (like in Mass Effect or KotOR), the developers turned Rosh into the ultimate key to either the Light Side or the Dark Side. Looking back, I think it was a stupid decision. The inner conflict Kyle had when he fought Tavion was far more convincing in Jedi Outcast. In Jedi Academy, you just didn't care. It could have been so much better.

  • 1 month later...
Posted

There are some maps with civilians, for example t1_surprise has Jawas, t2_rancor has a bartender and prisoners (tho prisoners are rather allies than civilians, and letting too many of them die will fail the mission anyway). Some other maps could have civilians added, for example t2_rogue (Coruscant). Furthermore, there are some places where choice options could be implemented. One that comes to my mind is the ending of t2_dpred. in the original JKA you have to kill the base's commander, Rax, and after that, a cutscene plays where he's dying and you retrieve your lightsaber. Perhaps this could be changed to an option to finish him off for good or spare his life, for dark or light-side points respectively. Also, at the end of t2_rogue, after Lannic Racto tells the player where his assassin droid factory is, one could choose wheter to kill him or hand him over to the authorities.

Smoo, dg1995 and Darth Sion like this
  • 1 year later...
Posted

Damn, i always wanted something like this, it was so cool in DF2 and KoTOR and choosing your path by killing or not Rosh was pretty stupid.

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