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Spirit

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Posts posted by Spirit

  1. I always thought the 'use' key would be a good way to power up a force power. Since I can't think of a time when holding use and using a force power was ever done.

    Like hold use and press force push for a super push. 

    Why not just hold down the use force key, and when releasing it, the force power would be triggered? Force Jump works this way in JK1. Ah btw if you jump too high and smack your head into the ceiling, you take damage in that game.

     

    I'm all for someone adding force Destruction into the game. There was a cut Cultist NPC who was supposed to have Destruction, though what we got in game was just a suicide bomber who activates force rage and vanishes seconds after spawning but creates a very strong explosion that covers so much space that it's hard to escape from him without taking any damage. Unfortunately, no graphics accompany the explosion. Maybe someone could bring back both force Destruction and fix up the cut NPC so that force Destruction regular is always available but the Cultist has a much stronger version of it.

    Yep, fixing the Cultist_destroyer would be nice. I guess either vehicle explosion graphics could be used, or a fancy new animation, like Darth Nihilus' death in KotOR II, but with a bigger BOOM

    -skip to 4:00. I think the cultist_destroyer behaviour is hardcoded for any NPC with that name, so there is no need to mess around with force powers.

     

    Force Pull: it would be great that if you aimed directly at the saber of your opponent and used pull, and they failed to block, you could disarm them similarly to the Kyle_boss npc.

    GPChannel and McGroose like this
  2. In Lugormod, I betatested some new "powers" to use for a coder, including destruction, cloak ,stun, slow, body, etc. most of the powers mentioned in this thread. it didn't work out on an active server and made combat pretty damn tedious. the only people who liked the additions were TFU-loving kiddos, aside from them everyone else despised it

     

    honestly, only powers i'd be cool with are destruction and blindness if you balance them right

    I used to love lugormod and was breddy gud at it, usualy I was in the top 3 on the dueling scoreboard, but it has some serious issues, staff spam and grip being insanely broken is the worst. Also, dumb map builders who put free infinite ysilamiri and concussion rifle on the same map.

  3. IMO we should stick with canon Force powers.

    http://starwars.wikia.com/wiki/Force_power

    So no "Force Wookie" like things  :P

     

    Unfortunately, afaik there can not be more than 32 force powers in the game. That's why I proposed that we add an "alt fire" key for force powers. By the way, speaking of secondary functions, I think that Mind Trick could have one too: When Mind Trick lvl 3 or better is used on a Wampa or a Rancor, they should be turned into their vehicle variants. Lvl 3 would be required to tame a wampa, lvl 5 to tame a Rancor. This implies that their attacks should be fixed, so the player riding on their back could use the beast to attack enemies. When abandoned, they should return to their normal behaviour after a minute or two. The game should automaticly assign npc vehicles with the corresponding name to npcs, for example, if the power is used on a Wampa, it would be turned into a Wampa_vehicle, if used on randomcrap, it should be turned into a randomcrap_vehicle, if there is one. One of the statistics of the NPC could be used to determine if the beast can be tamed with the current level of Mind Trick. For example, the Intelligence stat. So if the NPC has a _vehicle version AND the Jedi's Mind Trick level is greater or equal to the NPC's Intelligence stat, and the NPC's class is not CLASS_ATST (to prevent players from taming an AT-ST  :lol: ), then the NPC could be "tamed" and used as a vehicle.

     

    >inb4 modders create a stormtrooper_vehicle and ride around on the back of the poor bastard.

    Darth Sion and Smoo like this
  4. Swapping Force Grip to Telekinesis seems to be a frequent topic in the community, perhaps it could be done with the combo key I proposed earlier? I mean, pressing this key then using grip would result in Telekinesis, which can lift up and move droids and allies, as well as inanimate objects, but does no damage. Force Throw could be executed by lifting up something or someone, then using Force Push on it. I'm thinking about making special NPCs that look like map objects, and deal damage to entities when colliding much like NPC vehicles. However, I'm not sure if attaching these objects to the map would be possible. I mean, do you remember when Darth Vader was throwing pipes at Luke? He torn those off the wall. 

  5. Ow, how could I forget all the great Force powers MOTS introduced?

     

    Force Far Sight: The Jedi meditates and exit his body, to allow him to explore unknown or dangerous areas. Higher levels cause a higher duration.

     

    Force Projection: The Jedi creates a hologram of himself that can draw the enemies' attention. Higher levels would make the hologram stay longer.

    Far Sight is quite interesting. I guess it should be much like spectator mode.

  6. Also, if you're talking about pressing W+S at the same time, it isn't possible to detect this since movement control is handled by three variables: fwdmove, rightmove, upmove. In the console versions (and XBOX controls for OJK) these correspond to the analog sticks and analog button pressure (digital in the case of OJK). You can't simultaneously hold an analog stick up and down. Likewise, W and S represent an analog stick being pulled all the way up and down. So, fwdmove in this case would probably resolve to 0 (same as not moving)

    Perhaps another way would be creating a "combo key" or "alt fire key" for force powers? Like,  if it's pressed, then a force is used shortly afterwards, the combo variant would be used.

  7. The idea was something similar to Magicka. When holding down the Block button, executing force powers would allow you to create "force combos". Only a few specific combos worked. For instance, Force Zombie would be Lightning + Heal + Heal. It would resurrect a dead NPC to fight for a limited amount of time (you can recast it over and over on the same dead body after the zombie version dies, but each time, the duration is cut in half)

    Combos would be great, as they would allow more force powers and variety. I'd fancy combos that involve movement keys. Here are some that come to my mind:

    W+S+lvl 3 or better lightining= KotOR style lightning storm attack

    W+S+lvl 3 or better drain= KotOR style "Force Death Field"

    W+S+heal=team heal (so the current team heal can be made into something different)

    W+S+force push lvl 3 or better= force repulse or force wave

    Force speed lvl3+better+W+Jump (so the currently existing dash move)+melee kata=a huge force speed/jump assisted kick, preferably with the knee, that can do serious damage to human sized enemies, as well as knock them over and send them flying a few meters.

    GPChannel likes this
  8. Nice! I'll go ahead and post my ideas as well.

     

    Force Insanity: Dark side power almost identical to Mind Trick, but drives the victim insane. Level 1 would render them inactive, just going insane. Level 2 would be the same as Level 1 but would eventually kill them or maybe force them to jump off a ledge to their death? Level 3 would do as level 3 mind trick does, turns them against their own team, but eventually die instead of turning back to normal.

     

    And I can't remember my other ideas...

     

    @@redsaurus did you write my ideas down? :P

    This is kinda good, I have tought of it too. How it could work is that organic enemies that don't have force sense/sight would be stuck in the "cower in fear" animation, this is what jawas do when you corner them. I guess it would be fair if they could retaliate if you attack them tho. 

     

    I also have another one:

     

    Force Deadly Sight: while active, every NPC and player in front of the Jedi sustains damage. The range and damage of the power is amplified at higher levels. The more entites are caught within the Jedi's field of view, the less damage they take individualy. Can be resisted with Force Absorb.  This would need a new animation for the victims too, they should wiggle around like if they were on fire, and some particle effect like in JK1 would be cool too. When someone dies because of the power, their bodies should be disintegrated.

  9. It'd be great if JKA had some more force powers, and 5 instead of 3 lvls, perhaps JK:E can do it? Here are my ideas:

     

    Force Destruction: the (dark) Jedi launches a powerful blast of Dark Side energy, which manifests itself as a projectile that detonates on impact. Force absorb can protect against the blast completely, but only mitigate the effect of a direct hit.

    Higher levels of this force powers should do more damage, and perhaps at lvl 4-5, the projectile could home on the target a little.

     

    Force Crush: The Jedi uses telekinesis to crush the body of an enemy. I actualy made this once with a script on a lugormod server. The Jedi makes a hand gesture when using the power (I used slowed down force pull animation), unless resisted, the targeted individual will play the lvl1 dark rage animation first (body slightly lifts off the ground, arches back, arms spread), then play his/her "falling to death" sound, -at this point the target starts to receive damage-, and finaly, the "hitting ground hard" sound would be played, (for droids, something else would be ideal), and the target suffers massive damage/dies instantly. The force power could be resisted by using Push/Pull/Absorb. Higher levels of this force power should do more damage, and the whole process of crushing the enemy should take less time.

     

    Force Camoflage: The Jedi renders him/herself invisible with the Force, the effect is the same as using a cloaking generator. Unless the jedi fires a weapon, uses a lightsaber or offensive force powers or gets close to them, non-force sensitive enemies won't notice him/her. Taking damage will disrupt the effect of Force Camoflage, as it requires perfect concentration. While active, FP would be consumed. At higher levels, less FP is consumed by the power, it can be maintained for longer time, the jedi can get closer to enemies without them noticing him/her, and more damage is required to disrupt the camoflage. This would be a Light Side power.

     

    Force Body: Not useful by itself, but while Force Body is active, the Jedi can continue to use force powers even with depleted Force pool, at the expense of health.  Like Dark Rage, this power could not be used if the jedi has less than 10 health. Higher levels would drain the health of the Jedi less. This would be a Light Side power.

    Darth Sion, Circa and McGroose like this
  10. No wonder, it's a boss stance. I never liked boss stances. They always felt very overpowered. The basic ones give the enemy Jedi a fighting chance which drags out the fights, which IMO makes it alot more interesting.

    Strong and staff can still beat it relatively easily, but on the other hand, beating someone who is skilled with a staff saber is borderline impossible with a single saber and even duals. Especialy with all the exploits (blade switching, ground butterfly etc).

    Scorpion likes this
  11. Tavion all the way. Excellent speed, and even better range, damage output is very decent, and hardcoded bonus for parries and disarming enemies. And it's also graceful, it's quite similar to Form II. You get the speed of fast style with the damage of medium and the range of strong, with defense that surpasses even dual sabers'.

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