[Suggestion] Lightsaber changes

This might be pretty controversial so but this is just an idea that can be messed with. Lightsabers in every era are very rare weapons that are incredibly personalized to the user. Every lightsaber was created to reflect their creators needs, even change overtime to reflect this. Due to this, they’re rarely, if ever, seen outside the hands of those who created them.

I propose a couple of changes to make lightsabers more sacred and personal as they are in the lore.

  1. Lightsabers don’t break.

I know that sounds really strong but the following changes are to reflect this, it should be noted that there are a version of every weapon that can’t break if you selected the class that correlates to them at character creation, so this is system is already in the server. The main reason for this is that once a saber is created, they are the users saber for life, it’s very rare for someone to lose a lightsaber they have made. I also think that like those starter items that don’t break, the lightsaber should be of base strength with some modification slots, this is where the important changes happen.

  1. Different modding rules for lightsabers.

Now what makes a lightsaber unique is the individual parts to reflect the needs of the user, and so it should be for here. Having the ability to change the emitter not the lightsaber to form an upgrade functions better in the world and works mechanically. If you wanted to keep a durability system to not make them too strong this is where you would do it too, having the mods work until they wear off to a “broken” state where the saber reverts to the base state of the items (no modifiers from that mod) will keep the economy in check.

  1. You cannot craft a lightsaber.

This sounds weird but I mean in the mechanical sense, not the literal. Having anyone craft lightsabers from engineering all the time to sell loses the special touch a lightsaber has, seeing one should be a sight to behold, an earned effort. Not allowing the free creation of lightsabers keeps that personal feel to it too. So you might be asking, how do you get one if you can’t make one? Well… you make one… just not through engineering. Having a quest specifically to craft your lightsaber allows both that awe moment and the means to acquire it. (Also maybe a means to change what it is by returning to where it was made in case you change your mind in what you want type of lightsaber you want) This also flags it as a story item so you can’t trade them >.>

  1. Anyone can make the mods I proposed earlier.

This is kinda just a quality of life thing. Maybe keep the perk requirement to learn the blueprints but without the need of the quest, and re-purpose the quest to actually craft the lightsaber, I could see this keeping that good old economy going, also doesn’t leave out non force users.

All in all you could probably apply this to any of the weapons if you wanted to, but I just feel like these could make lightsabers more personal.

1 Like
  1. Lightsabers should break. It happens in canon except in the case of some of the most excellently crafted unique ones which would be symbolized by a high durability from a well crafted item.
  2. I think all mods should be modular in nature.
  3. I think they should be crafted, just not from engineering, make it its own skill that you unlock upon completion of the quest.
  4. Mods should be spread around to more crafts overall in my opinion, but the lightsabers don’t need entirely unique ones.

In closing I don’t think we need to make sabers more attractive to use as they are already I think the most common weapon on the server.
As for the degradation thing I think that is a bug from them being plot marked, and they do not scale into mid /late game.