The Rakata Power Combat System (RPCS) launched in our simulation in August 2026 in beta mode. The Force HUD (Heads-Up Display) interface had existed since 2009. At that time, FCRS creator Cindy Kellner granted limited access to her system and released "no-mod" scripts, allowing any capable developer to create their own HUDs for FCRS. We were among the few to seize this opportunity—with valuable assistance from an SL scripter named Uber Rosca—and created our own. The new concept for this FCRS-based HUD involved a "Mass Attack" feature; while this deviated from official canon, it made combat far more spectacular and dramatic. Unfortunately, once FCRS ceased operations, further development of our Rakata Power HUD became impossible. But, as the saying goes, ideas never die. After years of using other systems, some players expressed a desire to revive FCRS or create a new system based on a rank hierarchy. That is exactly what we did—this time, entirely with the help of AI. The base script was created under my close supervision using Grok. At one point, Grok refused—yes, that can happen—to create a version linked to a server-side database. Development continued with ChatGPT, Gemini (which optimized the script, though perhaps too radically), and finally, the paid version of Claude. By early September 2026, a beta version for melee combat was operational, featuring rewritten Force HUD scripts and a health regeneration add-on (known as "bacta"). It took me two weeks of spare time after work to create it. I can't say it was easy—after all, I'm not a scripter—but thanks to AI, it turned out to be possible, and our RPCS is now up and running. A description of the system and its key features follows below.
Every notecard handed out in world, in one place.
Newest changes are at the top of each card.
RPCS 4.4 — THE JETPACK
Non-Force gear. Force users push themselves with the Force; everyone
else needs an engine.
WHO CAN WEAR IT
The Non-Force path only. Your meter tells the pack who you are, so
there is nothing to set. A Force user who puts one on will be told
politely that it is not for them — they already have their dash.
Wear it, say yes to the permissions it asks for, and it is ready.
THE DASH
Tap W twice, quickly. The engines fire for a moment, throw you about
sixteen metres, and shut off again.
That is the same distance a Force user covers with their dash, and the
same cooldown — thirty seconds. The difference is only what people see:
a flame and a bang instead of the Force.
It works on the ground and in the air.
FLIGHT
E light the engines, you rise and hold
E climb
C descend — touch the ground and the engines cut
W A S D move. In mouselook you go where you look
let go hover where you are
The pack holds your height, not your speed. Let go of everything and
you stand still in the air, which is what you want when you are aiming.
Shooting while hovering is fine.
FUEL
Two minutes of burn. The dash costs six seconds of it.
Run the tank dry and you fall. Not a graceful landing — the engines
stop holding you up and gravity takes over. Refuelling then takes five
minutes, and the pack is dead weight until it is done. Land with fuel
left and you keep it.
The pack warns you every thirty seconds in flight. Listen to it.
WHERE IT WORKS
Everywhere, including land where flying is switched off. You are not
flying — you are being thrown, over and over, by two engines. That is
also why the fall at the end is real.
A WORD ON FAIRNESS
The jetpack changes where you stand. It changes nothing about how hard
you hit or how much you can take. It is a pair of boots, not a weapon.