Certification and Class Revitalization

Apollo

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My issue with the EE-4 is that it is leaps and bounds better than every weapon, lmao.
A think a nerf would make the gun a little more healthy, less damage, no sprinting and running just to through a few changes out there. If it's put onto ArcCW, I think it might feel a little better and more fitting with the rest.
 

Flare

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Also, wouldn't hurt for every role/class to have their own little gimmick; movement speed increase, specialized weapons, HP/Armor buff, etcetera. Threw on the Binoculars for the Specialist just to give an idea.
I think giving battalions their gimmicks could be nice, but not sure how that would work with 11 whole ass battalions
 

quark

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Here are my suggestions. I believe that different certs and classes should get more options of weapon choices, to better suit people's preferences and/or the situation at hand.

Also, I believe that rather than different classes getting the passive bonuses, rather they should be for different battalions, in order to balance out our current battalion specific buffs.

Assault Class - Specializing in close quarters and general combat, the Assault Class will excel when dealing with infantry in short to medium range.
All Weapon Kits: DC-17
Standard Kit (No Certs): DC-15s
Grenadier (EOD Cert): DC-15s, Thermal Detonator
SMG Breacher (Breacher Cert): CR2, Thermal Detonator
Shotgun Breacher (Breacher Cert): DP-23, Thermal Detonator

Heavy Class - Focusing completely on laying down fire, the Heavy Class has access to increased firepower at the cost of everything else.
All Weapon Kits: N/A
Standard Kit (No Certs): DC-15a, DC-17
Heavy Weapons (Heavy Cert): DLT-23v
Sentry (Heavy Cert): Z-7 Rotary Blaster (The Z-7, one spun up, can lay down almost as much fire as a turret, but practically turns the user into one, removing a majority of their movement. Also, it has the option to change it's chamber to fire explosive bolts, at increased heat generation).
Anti-Armor (EOD Cert): DC-15s, RPS-6
Grenade Launcher (EOD Cert): DC-15s, Ion Launcher

Specialist Class - The Specialist Class works best at long range, being able to drop targets before they even get close. Certain roles have the ability to focus either on spotting and supporting the team, or deal with armored targets themselves.
All Weapon Kits: DC-17
Designated Marksman (No Certs): DC-15x
Spotter (Recon Cert): DC-15x, Spotting Binoculars (Ability to outline enemies through walls to teammates, also acts as laser designator, allowing rockets to lock on and hone in on target)
Sharpshooter (Recon Cert): Valken-38x
Anti-Everything (Recon Cert): NT-242 (Powerful blaster rifle that boasts high damage against both infantry and vehicles, but reduces movement speed greatly, and chews through expensive ammunition.)

Support Class - The Support Class' job is to help the rest of the force through any means.

All Weapon Kits: DC-17
Basic Medic (No Certs): DC-15s, Bacta Injector
Standard Medic (Medical Cert): DC-15s, Bacta Injector, Bacta Grenade
Guardian Medic (Medical Cert): DC-15 LE, Bacta Injector, Bacta Grenade
CQB Medic (Medical Cert): EE-4, Bacta Injector, Bacta Grenade
Combat Engineer (Combat Engineer Cert): DC-15s, Fusion Cutter
Pioneer (Combat Engineer Cert): DC-15s, Deployable Cover, Turret
Support Grenadier (EOD Cert): DC-15s, Smoke Grenade (ability to block NPC line of sight.), Shock Grenade (Using hard to get grenades, it can wreck havoc on groups of b1s, or disable b2s, allowing the rest of the force a change to take them down.)
Riot Trooper (Riot Shield Cert): DC-15s, Shield

Skirmisher Class - Using their increased mobility, the Skirmisher Class can get to better positions and rain hell from above.
All Weapon Kits: N/A
Jump Trooper (No Certs): DC-15s, Jump Pack
Skirmisher (Jetpack Cert): Jetpack, DC-15s
Orbital Striker (Jetpack Cert, EOD Cert): Jetpack, Ion Launcher, DC-17
 

BenCloneTrooper

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Here's what I would like to see (Mainly just a few changes from Quark's)

Assault
Combine the 2 breacher classes into one since it seems kind of unnecessary to split them up

Heavy
Add a DC-17 to all classes so that it is just a little bit more flexible (Mainly Sentry)
Grenade Launcher could use a grenade launcher instead of an ion launcher that just allows grenades to be launched farther, but still have the timer and not explode on impact
Maybe add some sort of ammo bag to all of them or just heavy weapons
Maybe add a nerfed remote detonator to one of the classes
 
Last edited:

Flare

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on the topic of this, yet slightly less on-topic, Republic Agents and Jedi should be able to acquire all the certifications, but obviously, they wouldn't have classes.
this matters in terms of agents being able to fly, pilot ground vehicles, use ordnance.
I see no point in restricting them from being able to pick up Ordnance or fly vehicles because all that does is hurt the player experience.

All the same rules which troopers have would apply to them either way. If they're being dumb with the cert, each cert has a blacklist so it doesn't matter either way.
 

Chevy

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A think a nerf would make the gun a little more healthy, less damage, no sprinting and running just to through a few changes out there. If it's put onto ArcCW, I think it might feel a little better and more fitting with the rest.
NOOOO DONT NERF THE EE-4
710105513072918599.png
 

Dicknose

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on the topic of this, yet slightly less on-topic, Republic Agents and Jedi should be able to acquire all the certifications, but obviously, they wouldn't have classes.
this matters in terms of agents being able to fly, pilot ground vehicles, use ordnance.
I see no point in restricting them from being able to pick up Ordnance or fly vehicles because all that does is hurt the player experience.

All the same rules which troopers have would apply to them either way. If they're being dumb with the cert, each cert has a blacklist so it doesn't matter either way.
they should already have the certs tbh
 

BenCloneTrooper

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Maybe also some sort of flamethrower as a heavy subclass that works kind of like the BF2 First Order flametroopers (With its own required cert of course)
 

LeTerminator

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Maybe we could add a mortar man cert/class that goes under demolitions in some way. The actual item doesnt get used much and I feel it could be more interesting as a class weapon then ordinance.
 

Nuke

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Maybe we could add a mortar man cert/class that goes under demolitions in some way. The actual item doesnt get used much and I feel it could be more interesting as a class weapon then ordinance.
Or perhaps a radio class that could call in mortars or airstrikes
 

Chevy

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a stim to heal yourself would be pog
so if a medic aint there to help you could patch yourself up
this could work as a craftable consumable or anything else
 
Last edited:

Iken

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In terms of classes, I like the idea of splitting them up kinda how BF2 does it, allows for more organization and the utilization of different items/gadgets while still catering to a certain playstyle.


Assault Class - Specializing in close quarters and general combat, the Assault Class will excel when dealing with infantry in short to medium range.
All Weapon Kits: DC-17
Standard Kit (No Certs): DC-15s
Grenadier (EOD Cert): DC-15s, Thermal Detonator
SMG Breacher (Breacher Cert): CR2, Thermal Detonator
Shotgun Breacher (Breacher Cert): DP-23, Thermal Detonator

Like the idea of the other assault classes, but don't see a reason to split up breacher. It's easily one of the most balanced classes right now and in general, there aren't any issues with it. Splitting it up would just make it worse. Though I would like to see some breacher classes that would have a shotgun and SMG, kinda cater to one thing, like having a scattergun but a worse smg, etc. A neat implementation would be some sort of stim shots on the various classes that would add something that would cater more to it. Kinda like the adrenaline stim in BF2.


Heavy Class - Focusing completely on laying down fire, the Heavy Class has access to increased firepower at the cost of everything else.
All Weapon Kits: N/A
Standard Kit (No Certs): DC-15a, DC-17
Heavy Weapons (Heavy Cert): DLT-23v
Sentry (Heavy Cert): Z-7 Rotary Blaster (The Z-7, one spun up, can lay down almost as much fire as a turret, but practically turns the user into one, removing a majority of their movement. Also, it has the option to change its chamber to fire explosive bolts, at increased heat generation).
Anti-Armor (EOD Cert): DC-15s, RPS-6
Grenade Launcher (EOD Cert): DC-15s, Ion Launcher

I like most of this, though I think the idea of Z-7 is cool, it should be put on a different platform instead of Z-6 that got neutered. A decent alternative would be the Clone Minigun, but the model is pretty shit, but something that is not shit is the DC-15LE, and it had the explosive shots. Either that or a reworked a Z-6 that fits the ideals of the sentry and has the ordinance one, be more based on movement or something. Instead of the Grenade launcher class, I would like the see a mortar class, it would have a lot more utility to it.

Specialist Class - The Specialist Class works best at long range, being able to drop targets before they even get close. Certain roles have the ability to focus either on spotting and supporting the team or deal with armored targets themselves.
All Weapon Kits: DC-17
Designated Marksman (No Certs): DC-15x
Spotter (Recon Cert): DC-15x, Spotting Binoculars (Ability to outline enemies through walls to teammates, also acts as laser designator, allowing rockets to lock on and hone in on target)
Sharpshooter (Recon Cert): Valken-38x
Anti-Everything (Recon Cert): NT-242 (Powerful blaster rifle that boasts high damage against both infantry and vehicles, but reduces movement speed greatly, and chews through expensive ammunition.)

I like these, the NT should also have shit no scope aim, to kinda push the fact that it's not a frontline weapon. It would also be cool to have some sort of DMR that is more mid to long-range, like in Halo Reach or the A280CFE in BF2.


Support Class - The Support Class' job is to help the rest of the force through any means.
All Weapon Kits: DC-17
Basic Medic (No Certs): DC-15s, Bacta Injector
Standard Medic (Medical Cert): DC-15s, Bacta Injector, Bacta Grenade
Guardian Medic (Medical Cert): DC-15 LE, Bacta Injector, Bacta Grenade
CQB Medic (Medical Cert): EE-4, Bacta Injector, Bacta Grenade
Combat Engineer (Combat Engineer Cert): DC-15s, Fusion Cutter
Pioneer (Combat Engineer Cert): DC-15s, Deployable Cover, Turret
Support Grenadier (EOD Cert): DC-15s, Smoke Grenade (ability to block NPC line of sight.), Shock Grenade (Using hard-to-get grenades, it can wreak havoc on groups of b1s, or disable b2s, allowing the rest of the force a chance to take them down.)
Riot Trooper (Riot Shield Cert): DC-15s, Shield

Medical is good, except for Guardian, DC-15LE is a shit gun and a pistol was more viable than it. It would be cool to it as more of a passive medical class, meaning use your DPS, but become dedicated support. To go with that some more advanced medical equipment like a grenade launcher that can launch a Bacta Nade farther than you would be able to throw, or one that launches multiple, but with some insane recharge. Another idea could be a medical droid that follows people around for a short period of time.

Combat engineer is kinda weird territory because of Naval Engineers existing, CE would be cool to have an AMMO gonk that gave ammo passively over a certain amount of time, and a max limit per person.

Riot Trooper is a no from me unless DOOM gets it globally on every class.


Skirmisher Class - Using their increased mobility, the Skirmisher Class can get to better positions and rain hell from above.
All Weapon Kits: N/A
Jump Trooper (No Certs): DC-15s, Jump Pack
Skirmisher (Jetpack Cert): Jetpack, DC-15s
Orbital Striker (Jetpack Cert, EOD Cert): Jetpack, Ion Launcher, DC-17

I actually really like this idea, my only addition would be the Jump Trooper but with a single-use/rechargeable RPG. Similar to Battlefront 2's aerial class, but its downside is it does have quite the movement capabilities.



In terms of weapons, basically, everything listed in the above, with the addition of some simple CIS weapons, E5, E5c, E5s, for OPFOR, PVP if that ever comes back, etc.

  • For craftables, it would be pretty neat to have the ability to craft fire groups for weapons, for example, higher damage, but it uses a rarer/more expensive ammo type. Higher ROF but causes the weapon to overheat.
  • Charms : ).
  • A craftable E-web of sorts would be pretty neat too. Having to craft the different pieces like the power pack, cable, stand, and the actual gun, then have to set it up manually.
  • A craftable slicing kit with a max of one in your inventory could also be cool, but there could also be some arbitrary consequences. Craftable grenades, smoke, thermal, shock, etc. Just in limited numbers.
  • A craftable auto turret.
  • Craftable squad shield and Personal Shield.
  • Armor, just a way to craft some armor with a limit of course. Not armor plates from COD though, same idea tho.
In terms of other general things.

  • I would love to have the PVP warzone thing we had last year, it was genuinely really fun, and with a somewhat simple dupe, it can be used on any map.
  • No move NPC's.
  • Those mando jetpack NPCs were made like a year ago but for droids, if they still exist.
  • I would also love for each battalion to have their own gimmick, but it's been difficult coming up with realistic ideas for it that aren't completely game-breaking, like DOOM's shield, 187th's jump pack, etc.
  • I would like to see some sort of general nerf to Engineer cover, whether it be amount or hp. The idea is fantastic but I find it is too much of a crutch and it can make gameplay stale at points, and having actual "tactics" doesn't matter if you have cover.

Lastly, I saw someone had put something up about Agent certs. As of right now, it's kinda just at the discretion of the Head Trainer. I would prefer them to have their own system to it, but if your paying for an ultimately better class (Some of which are better than ARC classes) there needs to be a severe downside. I've also had issues with Agents just generally not following certain guidelines as tight, hence why I don't allow them to get pilot certs. I just don't see a reason to let them get the certs, the same way Jedi don't.
 
Last edited:

Apollo

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  • Craftable 1-time-use Bacta Grenades/Injectors
  • Craftable stims if we're getting them (speed boost/armor boost/health boost/etc.)
  • If we're not getting stims; food and drink items that give boosts/replenish stats.
  • Craftable temporary/permanent weapons (permanent costs A LOT, temporary would be fairly cheap)
  • Hidden vendors around the map who sell rare resources/weapons that only re-stock periodically/have limit supply
  • Resupply vehicle/resupply drops that dispense ammo/armor/health every couple seconds
  • and uh... UPDATE PASSIVE EVENT TOOL... please
 

Chevy

Project Moderator
Joined
May 4, 2020
Messages
192
Points
28
In terms of classes, I like the idea of splitting them up kinda how BF2 does it, allows for more organization and the utilization of different items/gadgets while still catering to a certain playstyle.




Like the idea of the other assault classes, but don't see a reason to split up breacher. It's easily one of the most balanced classes right now and in general, there aren't any issues with it. Splitting it up would just make it worse. Though I would like to see some breacher classes that would have a shotgun and SMG, kinda cater to one thing, like having a scattergun but a worse smg, etc. A neat implementation would be some sort of stim shots on the various classes that would add something that would cater more to it. Kinda like the adrenaline stim in BF2.




I like most of this, though I think the idea of Z-7 is cool, it should be put on a different platform instead of Z-6 that got neutered. A decent alternative would be the Clone Minigun, but the model is pretty shit, but something that is not shit is the DC-15LE, and it had the explosive shots. Either that or a reworked a Z-6 that fits the ideals of the sentry and has the ordinance one, be more based on movement or something. Instead of the Grenade launcher class, I would like the see a mortar class, it would have a lot more utility to it.



I like these, the NT should also have shit no scope aim, to kinda push the fact that it's not a frontline weapon. It would also be cool to have some sort of DMR that is more mid to long-range, like in Halo Reach or the A280CFE in BF2.




Medical is good, except for Guardian, DC-15LE is a shit gun and a pistol was more viable than it. It would be cool to it as more of a passive medical class, meaning use your DPS, but become dedicated support. To go with that some more advanced medical equipment like a grenade launcher that can launch a Bacta Nade farther than you would be able to throw, or one that launches multiple, but with some insane recharge. Another idea could be a medical droid that follows people around for a short period of time.

Combat engineer is kinda weird territory because of Naval Engineers existing, CE would be cool to have an AMMO gonk that gave ammo passively over a certain amount of time, and a max limit per person.

Riot Trooper is a no from me unless DOOM gets it globally on every class.




I actually really like this idea, my only addition would be the Jump Trooper but with a single-use/rechargeable RPG. Similar to Battlefront 2's aerial class, but its downside is it does have quite the movement capabilities.



In terms of weapons, basically, everything listed in the above, with the addition of some simple CIS weapons, E5, E5c, E5s, for OPFOR, PVP if that ever comes back, etc.

  • For craftables, it would be pretty neat to have the ability to craft fire groups for weapons, for example, higher damage, but it uses a rarer/more expensive ammo type. Higher ROF but causes the weapon to overheat.
  • Charms : ).
  • A craftable E-web of sorts would be pretty neat too. Having to craft the different pieces like the power pack, cable, stand, and the actual gun, then have to set it up manually.
  • A craftable slicing kit with a max of one in your inventory could also be cool, but there could also be some arbitrary consequences. Craftable grenades, smoke, thermal, shock, etc. Just in limited numbers.
  • A craftable auto turret.
  • Craftable squad shield and Personal Shield.
  • Armor, just a way to craft some armor with a limit of course. Not armor plates from COD though, same idea tho.
In terms of other general things.

  • I would love to have the PVP warzone thing we had last year, it was genuinely really fun, and with a somewhat simple dupe, it can be used on any map.
  • No move NPC's.
  • Those mando jetpack NPCs were made like a year ago but for droids, if they still exist.
  • I would also love for each battalion to have their own gimmick, but it's been difficult coming up with realistic ideas for it that aren't completely game-breaking, like DOOM's shield, 187th's jump pack, etc.
  • I would like to see some sort of general nerf to Engineer cover, whether it be amount or hp. The idea is fantastic but I find it is too much of a crutch and it can make gameplay stale at points, and having actual "tactics" doesn't matter if you have cover.

Lastly, I saw someone had put something up about Agent certs. As of right now, it's kinda just at the discretion of the Head Trainer. I would prefer them to have their own system to it, but if your paying for an ultimately better class (Some of which are better than ARC classes) there needs to be a severe downside. I've also had issues with Agents just generally not following certain guidelines as tight, hence why I don't allow them to get pilot certs. I just don't see a reason to let them get the certs, the same way Jedi don't.
I understand you had a shitty time with some agent players. But again you could just blacklist them if they fuck up majorly. and Some agents may have a better kit but they doesnt really mean they shouldnt be able to pilot stuff. in that case i could make a agruemnt for Rcs not being allowed to do stuff cause they already have a good kit.

also I need to say i love your ideas above with general things and crafting ideas
 

LeTerminator

Project Senior Staff Gamemaster
Battalion Officer
Joined
Nov 30, 2017
Messages
146
Points
28
Age
23
In terms of classes, I like the idea of splitting them up kinda how BF2 does it, allows for more organization and the utilization of different items/gadgets while still catering to a certain playstyle.




Like the idea of the other assault classes, but don't see a reason to split up breacher. It's easily one of the most balanced classes right now and in general, there aren't any issues with it. Splitting it up would just make it worse. Though I would like to see some breacher classes that would have a shotgun and SMG, kinda cater to one thing, like having a scattergun but a worse smg, etc. A neat implementation would be some sort of stim shots on the various classes that would add something that would cater more to it. Kinda like the adrenaline stim in BF2.




I like most of this, though I think the idea of Z-7 is cool, it should be put on a different platform instead of Z-6 that got neutered. A decent alternative would be the Clone Minigun, but the model is pretty shit, but something that is not shit is the DC-15LE, and it had the explosive shots. Either that or a reworked a Z-6 that fits the ideals of the sentry and has the ordinance one, be more based on movement or something. Instead of the Grenade launcher class, I would like the see a mortar class, it would have a lot more utility to it.



I like these, the NT should also have shit no scope aim, to kinda push the fact that it's not a frontline weapon. It would also be cool to have some sort of DMR that is more mid to long-range, like in Halo Reach or the A280CFE in BF2.




Medical is good, except for Guardian, DC-15LE is a shit gun and a pistol was more viable than it. It would be cool to it as more of a passive medical class, meaning use your DPS, but become dedicated support. To go with that some more advanced medical equipment like a grenade launcher that can launch a Bacta Nade farther than you would be able to throw, or one that launches multiple, but with some insane recharge. Another idea could be a medical droid that follows people around for a short period of time.

Combat engineer is kinda weird territory because of Naval Engineers existing, CE would be cool to have an AMMO gonk that gave ammo passively over a certain amount of time, and a max limit per person.

Riot Trooper is a no from me unless DOOM gets it globally on every class.




I actually really like this idea, my only addition would be the Jump Trooper but with a single-use/rechargeable RPG. Similar to Battlefront 2's aerial class, but its downside is it does have quite the movement capabilities.



In terms of weapons, basically, everything listed in the above, with the addition of some simple CIS weapons, E5, E5c, E5s, for OPFOR, PVP if that ever comes back, etc.

  • For craftables, it would be pretty neat to have the ability to craft fire groups for weapons, for example, higher damage, but it uses a rarer/more expensive ammo type. Higher ROF but causes the weapon to overheat.
  • Charms : ).
  • A craftable E-web of sorts would be pretty neat too. Having to craft the different pieces like the power pack, cable, stand, and the actual gun, then have to set it up manually.
  • A craftable slicing kit with a max of one in your inventory could also be cool, but there could also be some arbitrary consequences. Craftable grenades, smoke, thermal, shock, etc. Just in limited numbers.
  • A craftable auto turret.
  • Craftable squad shield and Personal Shield.
  • Armor, just a way to craft some armor with a limit of course. Not armor plates from COD though, same idea tho.
In terms of other general things.

  • I would love to have the PVP warzone thing we had last year, it was genuinely really fun, and with a somewhat simple dupe, it can be used on any map.
  • No move NPC's.
  • Those mando jetpack NPCs were made like a year ago but for droids, if they still exist.
  • I would also love for each battalion to have their own gimmick, but it's been difficult coming up with realistic ideas for it that aren't completely game-breaking, like DOOM's shield, 187th's jump pack, etc.
  • I would like to see some sort of general nerf to Engineer cover, whether it be amount or hp. The idea is fantastic but I find it is too much of a crutch and it can make gameplay stale at points, and having actual "tactics" doesn't matter if you have cover.

Lastly, I saw someone had put something up about Agent certs. As of right now, it's kinda just at the discretion of the Head Trainer. I would prefer them to have their own system to it, but if your paying for an ultimately better class (Some of which are better than ARC classes) there needs to be a severe downside. I've also had issues with Agents just generally not following certain guidelines as tight, hence why I don't allow them to get pilot certs. I just don't see a reason to let them get the certs, the same way Jedi don't.

If you had to nerf ENGs(CE and Naval) dont nerf HP that would either take a while to find a balance or just kill the entire role outright. (depending on how much you changed the HP).
Then to say change the amount of cover eng's have you would again have to pick and choose to rebalance because if you have say less tough and that's the only change you would have to increase the linear covers hp so that it would become more viable in different scenarios.

-also as a side craftable turrets and shields also brings a dislike to me unless they are genreally worse by a good bit from what we already have as that is just another reason to play any other class. and the special shield and extra cover is the unique "selling point" for naval without being special or having "better" stuff then base CE. almost makes naval sort of obsolete and fills less of the roles.
 

Flare

Project Senior Game Master
Battalion Officer
Joined
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Messages
661
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Age
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Location
The Middle East
Lastly, I saw someone had put something up about Agent certs. As of right now, it's kinda just at the discretion of the Head Trainer. I would prefer them to have their own system to it, but if your paying for an ultimately better class (Some of which are better than ARC classes) there needs to be a severe downside. I've also had issues with Agents just generally not following certain guidelines as tight, hence why I don't allow them to get pilot certs. I just don't see a reason to let them get the certs, the same way Jedi don't.

• Agents, from a weapon kit perspective, aren't always better than regular troopers or even ARC. You can definitely game the system and get the Westar M5, Bacta Injector, Grappling Hook, and a Health Boost, but not every agent opts for the big money, big butt route. Aside from that Agents can't even acquire the Dual DC-17 Pistols nor do they have as much flexibility or freedom. The only thing that these big-spending Agents have on SF is the Health boost, or potentially the Jetpack and even then it's not like we're a PvP oriented server. We're here to enjoy ourselves and play fun Star Wars shoot game.

• With this in mind, there's no need to cripple them with unnecessary restrictions on ordnance. So what if they pulled out their wallet and gave the server an additional $40, $50, or $60 dollars? They potentially wanted to play with another Class or just support the server while getting a few neat perks. They're still players and they should be able to enjoy piloting an ARC-170, an AT-TE, or picking up a Z6, even if they would be the last pick for such opportunities.

• If Agents don't follow guidelines, there are consequences. Warning them, blacklisting them, etc. Just like troopers. A few bad apples does not define every single person in a group, and the entire group should not be punished due to the actions of a select few individuals.

• Jedi have had the ability to gain Certifications for quite some time now. I have them all on my Jedi Life, and I remember distinctively needing to acquire a Pilot Cert when Akatosh was Grandmaster or else we wouldn't be allowed to fly the Transport Speeders to the Jedi Temple. Good times. I know we joined together the Jedi Healers branch and Medical branch at one point but that fell apart after I resigned from council many eons ago.
 
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