I really like this idea. I remember awhile ago I had a thought along similar lines, namely "what if jedi were able to purchase armour aswell." Just another random thought, anyway the increased HP idea has merit for sure. I like the design direction of a glass cannon style jedi that can survive skillfully for a long time if no mistakes are made. The problem right now is that things that deal raw hp damage to jedi, utterly rape them and no matter how balanced FP drains are, there needs to be some sort of middle ground between HP damaging conc nades and wook melee, for example, vs FP drains for killing a jedi.
Btw, something I brought up in the beta that I think is still relevant. Make jedi be able to block blaster bolts while on the ground/rolling etc, same as with sabers. Why the hell can they block lightsaber strikes and not blaster bolts? Even if they have to have increased FP drains (similar to rundrains maybe), I would like to see this rather than damage reduction on knockdowns. It is a more consistent solution and also alleviates the utter retardation of blobs and 2ndary nades + sniper cheese to an extent.
To sum up some possible considerations to make.
*Jedi 125-150 HP
*Able to block blasters in all circumstances whilst holding block, in some cases more FP is required to block so you can still capitalize on knockdowns to win but it's less instagibby and iffy and kµrwa cheese.
*Give jedi/sith a heal. Even if sith also just get the standard heal force power, it doesn't rly not make sense. I think it's fine to slap it on there. It was originally taken out in like b18 and the logic for removing heal was that it dragged the games on. In the current interation of MB2 this excuse no longer holds up as even with full hp you can rape a jedi/sith quite quickly (or should be able to), under the right circumstances. And au contraire a low HP jedi/sith can also survive for a long time in public and even in beta, esp if the opponent doesn't know the jedi/sith has low hp.
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It may sound like the above suggestions will make jedi overpowered, but that is not the case. They would only be overpowered if the FP drains aren't properly balanced. In addition to the above changes, if Drain Range was removed from the game it would make gunners capable of draining saber users from afar, making positioning more important and emphasizing the difference between a GUNNER class and a MELEE class. Having the additional option of purchasing utility is good, but the utility (blobs, conc etc) should not be insta win vs jedis/sith. Need to seek a reasonable balance while still keeping the feeling of volatility and being able to end engagements swiftly.