The Outer Rim Security
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Year

25

Day

124

Time

02:45:04

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Posted by Mikel von Bianchi on Year 16 Day 24 13:58

Hello everyone. As Selatos indicated in the most recent sim news, we've been working on developing a new set of rules for the Force. We've recognized for a while that the current rules simply can't be integrated with how combat in the Combine has evolved. Keeping that in mind, we've come up with a more streamlined and coherent set of rules that work very well together, and integrate into the rest of the Combine to avoid Force users being gamebreakers while still enabling them to contribute something special.

Here is the link to the new rules: Click me!

I'd like to explain some of the changes we've made. First, we've removed the concept of "facets", and along with those the detriment that players would see when becoming Force Sensitive at a higher level. Second, most of the skills have changed, as I said, to be more in-line with the Combine's combat system philosophy. With the removal of facets, Force users will no longer have skill points to assign upon becoming FS. You will gain 1 Force skill point per Force level to spend on leveling Force skills, which continue to level in the same manner as normal skills.

Additionally, while the Force Meter has not been entirely removed as was once considered, we have lessened the number of skills in which it plays a factor, so that it remains a largely RP aspect of the Force. Using light and dark skills will, in some undetermined fashion, affect the Force Meter, allowing Force users to modify their FM through the use of skills.

Finally, as I've alluded to before, there will be a change coming with regards to Force cooldowns. Specifically, Force users will have a number of "slots" that may be used for Force actions, and each Force action will take up a number of slots for the length of their activation/cooldown.

 
(Edited by Mikel von Bianchi on Year 16 Day 24)