Review Submitted By: Bob
Author Status: Staff member
Started on Star Wars: Fate of The Republic: 5 years ago.
Submission Date: Dec 13, 2003
TMC Listing: Star Wars: Fate of The Republic
The following review is the opinion of the review's author [Bob]
and in no way represents the opinions of this website or its staff.
This SWR 1.0 was completely stock about 5 years ago, since then it
has evolved into a much more fully developed SWR with about less than
30% stock code left and about 0% stock planets left. Having a total
of 40 planets, 10 of which has been recently taken out for renovation
which adds up to a total of 50 worlds.
The space system is really unique from any other mud I've played.
Linking weapon systems and launchers, communication and sensor
jammers, various piloting manuevers, atmosphere for planets, full mob
crew for capital ships to perform actual duties (IE: plotting
hyperspace courses, firing weapons, docking, etc), taking over
another clans capital ship by sending your capital ships troopers to
seize the other one. Constructship system, building and modifying any
one of over 40 different prototypes to suit your flying needs.
There are nine different classes with three more on the way. There
are also over 300 skills to give your character more freedom in the
game, more tricks of the trade.
Entirely new force system, a system no longer based on the 'cast'
system, but instead based on individual skills. This system also
stresses the new master-padawan system that was recently
disabled due to bugs, and now is fixed. The skills are divided up
into three catagories: Sith, Jedi and General, and obviously all
forcers fall into one of these catagories.
Furthermore, all force levels(the force class) have been removed,
leaving ones strength in force entirely dependent on their stats.
Forcer stats include control, sense, and alter. All forcers can
achieve masterhood however, it does take long due to the difficulty
of training these new skills.
If you want to learn more, please take some time to view our
wonderful mud and if you have any questions or comments, I'm usually
available on it to answer you.
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Comment Submitted By: Vince
Author Status: Player
Started on Star Wars: Fate of The Republic: 12.19.03
Submission Date: Dec 19, 2003
(The following review comment is the opinion of the comment's author
[Vince] and in no way represents the opinions of this website
or its staff).
This mud has potential, but it's just not cutting it!
The academy was done rather poorly. The fact that
you have to sit there and max out all your stats
right at the beginning just blatently stinks. What's
the point of everyone running around with max stats.
Why bother rolling stats to begin with, just max them
out for us in the beginning so we don't have to spend
20 minutes doing it outselves.
The information provided in the academy room descriptions
was sparse at best, it mostly just pointed to help files.
Ok, I can understand help files are there to be read, but
newbie schools should give us enough information about
what we need to be doing to at least get into playing
for a while before having to sit there and read boring
text files!
The turbo lift was kinda cool at first, letting you
go to the level that corresponds to your chosen
profession, until I found out that they consist
of two rooms with the exact same description (more on
this later) and provided absolutely no class-specific
information! It did have a trainer, but you can train
your skills with a trainer you meet at the beginning of
the academy. You NEED a 200 character bio and
description in order to get out of the academy. That's
very annoying. I understand you're trying to enforce
roleplaying, but a star wars mud is not exactly a haven
for roleplayers. I like the star wars movies, but I'm
not familiar enough with the SW Universe to properly
roleplay.
What finally made me quit out (probably for good),
was the fact that when you finally made it out of
the completely boring and pointless academy, all the
room descriptions in the city were the same!! Let me
clarify: They weren't ALL the same, but for any given
road they were exactly alike, and the roads here can go
for about 10-20 rooms or so long, each with an exact
clone of the room desc from the last room. You do get
a different description when you go to another road, but
otherwise they're all the same! Come on now, even STOCK
code doesn't have every description exactly the same.
I will give credit where credit is due, I like the classes,
the races and the systems such as the force system and the
ability to use spacecraft to go to different planets and
such, but after five years its time to stop dealing with
the code and work HEAVILY on the building!
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