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 3.8 — THE MARKSMAN, AND BOLTS THAT COME BACK
Two changes that pull Force users and shooters further apart. Both were
asked for by players, and both were tested before they went out.
MARKSMAN MODE — FOR SHOOTERS
A fourth fire mode on your Tech HUD, next to Single, Semi and Auto.
Damage 30, before the target's armour is counted
Range 120 metres
Charge 35 a shot — two shots, then you are dry
Cycle 10 seconds between shots
Stance you must stand still for a moment before the shot goes
That last line is the heart of it. Move, and your aim is gone. The rifle
rewards patience and punishes the habit of running while firing.
WHAT IT DOES TO PEOPLE
A high-ranking opponent loses around 11 percent. Mid-ranks lose
between a fifth and a third. The lower the rank, the harder it
lands — but no single blaster hit can take more than 40 percent,
so even a new player survives a shot they never saw coming.
WHAT IT COSTS YOU
Ten seconds is a long time in a fight. You will not win a close
quarters brawl with a rifle. Pick your ground, stay off the line of
advance, and let someone else hold the front.
And a marksman standing still at 120 metres is not hidden. Anyone
who looks your way knows exactly where you are.
TURNING BOLTS BACK — FOR FORCE USERS
Blocking has always stopped blaster fire at the cost of stamina. Now,
sometimes, the bolt goes back where it came from.
Padawan and the lowest ranks around 7 in 100
Mid ranks about 1 in 5
Masters and Darths better than half
The returned bolt carries the damage that would have hit you, and it is
counted against the shooter's own armour when it lands.
WHAT THIS MEANS IN A FIGHT
Firing at a master from across a room is now a bad idea. Not
impossible — just a bad idea, the way it looks in every film where
somebody tries it.
It costs stamina to block, and stamina does not last forever.
A lone Force user facing three rifles still loses. What changes is
that shooters have to think about range and numbers instead of
simply holding the trigger.
WHY BOTH AT ONCE
The marksman gives shooters a reason to keep their distance. Deflection
gives Force users a reason to close it.
That is the whole idea: neither side should want the same ground. A
trooper who stays far away and a Sith who gets in close are both playing
correctly, and the fight becomes about who gets to choose the distance.