Well I've been working on this forever already (Since 2009, is it?), I do plan on finishing some day... NB: Originally this was going to have a fantasy-themed counterpart, but the workload is simply too great, and I'd rather focus on the Star Wars aspects and assimilate some of the mage-gameplay elements into it instead. Overview - New weapons and hundreds of new and improved force powers. - Highly customisable class-based gameplay. Players choose an archetype, then select powers and upgrades to tailor-make their character. - Mixed gametypes. Games are won by completing variable "missions" within a map. - New ways of moving through the environment, such as levitation, teleportation and climbing. - Actionbar interface, with adjustable layout and key bindings for quickly organising and selecting your powers and weapons. - Improved graphical effects and widescreen compatibility. Gameplay A typical game consists of two teams fighting over key points in a map. At certain times, "missions" will become accessible from these locations. These missions are chosen semi-randomly, and may be team-specific attack/defend types (Where the team that activated the mission must complete it, while the other team tries to stop them) like Demolition or VIP, or team-neutral (Both teams have the same objective) such as Salvage, CTF or Deathmatch. Points are awarded for enemy kills, but missions provide many more points and temporary bonus effects to the victorious team. Every player has access to a huge number of weapons, force powers and passive upgrades, but it is up to the individual to choose which of these best suit their style of play, and are of most use to the team. There are five classes, each with two sets of abilities. Abilities can be selected in any combination, but higher tiers are locked, and must be unlocked by selecting abilities form lower tiers first. Each successive tier requires two previous abilities to have been chosen from the set. A total of fifteen abilities may be used at any time. Classes - Knight The Knight is a frontline melee class, able to both deal and sustain considerable damage. This class has higher health and armour than any other, and powerful basic attacks with a lightsabre, which can be upgraded to a staff. The Knight's speed and ferocity can be augmented by the Rage abilities, while improved survivability can be gained from Resistance. - Assassin Also a lightsabre-wielding melee combatant, the Assassin favours a less direct approach. Great speed, agility and stealth compensate for lower health and weaker attacks, and a second lightsabre can be used for improved defence and rapid attacks. Combat abilities make the Assassin an adept duelist, while Evasion grants devastating hit-and-run attacks. - Acolyte For a more subtle, supportive role, the Acolyte uses the Force to heal allies and weaken foes. The Acolyte is best placed behind the front lines, protected by the team; although they can greatly fortify a team, Acolytes themselves are easily overwhelmed. Their Defiance abilities improve healing and defensive capabilities, and Mortality allows them to weaken advancing enemies. - Destroyer The Destroyer is the antithesis of the Acolyte. Though both use the Force instead of a physical weapon, the Destroyer has a vast array of lethal powers to assault the enemy over short distances. They use the Animosity abilities to blast foes with various forms of lightning, or improve their mobility and control of the battlefield using Manipulation abilities. - Sentry The Sentry is the only class to use firearms in battle. Sentries have a far greater capability for ranged combat than any other class, and can engage the enemy at almost any distance, though they must be careful not to allow enemies to get too close. Skirmish gives the Sentry rapid fire and quick movement at short ranges, while Longshot allows for high powered shots and explosive support from huge distances. And now, a series of random screenshots and videos... http://www.youtube.com/watch?v=SLSf-vkxt30 However... I'm still in great need of modellers, for both weapons and character models, as well as animators. Later on I will also be wanting mappers, but that's less urgent. Unfortunately I can't do everything by myself (But don't tell anyone that).