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Mizore

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Everything posted by Mizore

  1. Which of the Force powers I suggest are too complicated? If it is Force sense and telekinesis, I do not find any sense in which the Jedi can affect with telekinesis something that they see, but not to something that they perceive through Force sense. And it is true that Force sense is used in JA puzzles, but they are few and far too easy. All JA powers are useful for combat and movement, including Force sense, which is useful for dodging rifle disruptor shots. But I am considering a game of action and adventure, so that the main thing would still be combat, but there would also be puzzles, platforms and infiltration.
  2. Although it seems to me that you can not pilot the X-Wing in Jedi Outcast. Although in Jedi Academy:
  3. It is true, although the assassin droid deactivates the shield for shoot and you cannot attack its with the saber when the shield is active without damage.
  4. One type of enemy of Jedi Academy of the mission to capture the crime lord is the assassin droid, that has a shield and shoots when the shield is deactivated. One problem is that the shield is impenetrable and it damages you very quickly if you touch it, so why deactivate it, if it would be better to use the assassin droid as unit for pure melee? It could be said that the shield can not be continuously active, but in a world as technically advanced as SW that the idea is not credible. My idea is that the assassin droid would have the shield continuously active and would launch at the Jedi, but the Jedi could have imbued armor, an lightsaber with a extendable blade to cut the assassin without touching the shield and EMP to deactivate the shield.
  5. It can be. But I consider that a game can be linear and have multiple paths to go to the same place.
  6. Yes I know. I just wanted to share concrete ideas about this topic. And Jedi Academy is not that difficult especially, although it does not have to be a bad thing.
  7. Not necessarily. Slow motion is in Jedi Academy and it is quite good in Force speed, although it when to kill a enemy is not practical. How to implement the Jedi super reflexes? With slow motion, because you appear to have more reflexes when you have more time to react. A QTE abuse is terrible because it simplifies the gameplay, but a very specific use of QTE to dodge attacks from a particular weapon seems to me correct.
  8. Modern engines can emulate everything special about Jedi Academy.
  9. There are already many shooter games for put aside the melee combat and Force powers of Jedi Academy, do not you think? Regarding the combat with firearms in a current Jedi Knight, it is probable that what you say happens. For me, the gunplay would be as good as in Gears of War, but considering that we are a Jedi and that lightsaber + Force powers is a more efficient combo in general than gun + Force powers, why the developers were going to spend so much time in improve gunplay. And on multiplayer, I'm already noticing that today it's better to focus on singleplayer or multiplayer to make good games because of its greater complexity.
  10. Imagine that you could make a modern Jedi Knight game. How could it be? My ideas would be the next ones. 1) Title: Jedi Master, because staying in knight is limiting uselessly, since there is a higher rank, which can lead to a more durable game and more powerful Force powers, and also the missions would rank according to their difficulty from padawan to great master, although there could always have unforeseen facts. 2) A game of action-adventure with role elements oriented to the singleplayer, because the games of today are usually too complex to stand out both in singleplayer and multiplayer. 3) Lightsaber combat system as we see in Jedi Academy, but with a button for manual block. 4) The evolution of defense against blasters would not deal with the probability of being hit, but would consist of the number of shots you can deflect at once. 5) Projectiles as missiles that can not be deflected by the lightsaber but can be rejected by Force push would lead to a slowing down of the time when the projectile is close to the character as implementation of super reflexes. 6) Projectiles as disruptor shots that can not be deflected by the lightsaber or rejected by Force push could be dodged by a QTE as implementation of battle precognition. 7) Several ways to reach the same destination, similar to Deus Ex, Dishonored and Hitman. 8) Always control your character, even between missions, have to ride on the ship, etc. 9) A fixed character, because except Shepard, most of the popular characters in the games are not customizable, but include personalization of the gear: lightsaber and suits. 10) New Force powers: radar, dash, blind, new types of telekinesis: telekinesis to grab inert objects and living beings without doing harm, telekinesis to destroy inert objects and living beings, telekinetic field for deactivate (light) or detonate (dark) any explosive that penetrates it, autorregenerative health and two variant of mind trick: indetectability and adopt the appearance of others. 11) Modify Force powers: you can activate Force push and Force pull as fast as you press the buttons, Force jump can be activated without be leaning on the ground to nullify falling damage and be able to leave areas with water, Force protection nullify any non Force damage while it is not broken, but its duration is less, Force rage could only be activated after killing several enemies, to be able to guide the lightsaber once thrown out in a slow motion, Force sense works as night vision and allows you in a combo with the telekinesis to locate an enemy and affect her or him regardless of material obstacles, lightning could possess sniper weapon range. 12) No Force pool common for Force powers: there would be independent cooldowns for groups of allied Force powers, for example: dash, Force speed and Force jump would share cooldown for being movement abilities, but Force push and Force pull would have their independent cooldown, similar to Mass Effect. 13) To be able to increase maximum health permanently and to be able to reduce the cooldown of the Force powers to gain experience. 14) Inventary: to be able to carry first aid kits and treat weapons like other objects. 15) New equipment: Force stone, imbued armor, cable hook, lightshield, lightwhip. 16) Numerous puzzles and not too simple that require use of Force powers like Force sense, telekinesis, radar and mind trick among others. 17) Animation to draw and sheathe weapons. 18) To be able to cling to the edge of a platform. 19) To be able to pick up lightsabers of enemies. 20) Non-hostile people for speak, buy, sell, etc. 21) Better hostile behaviour: gunners that are covered and try to flank you, enemy Force users could activate dash or Force speed without you have activated it before. 22) Creative enemies, for example: invisible enemies only detectable with Force sense, enemies that tend activate Force speed when they see you, force you to activate Force speed if you do not want to be stomped, enemies that leave you blind, force you to activate Force sense for perceive the situation, enemies with the appearance of allies that to be unmasked with Force sense, enemies that discover your position when you activate Force Sense, then either you discover their position but several would go for you, or you do not know where they are but you can attack them one by one, invisible traps that are only detected for causing slight disturbances in the radar. 23) Mod support. 24) To be able to carry two lightsabers and join them in a lightstaff: the first is recommendable against gunners, the second against several enemies with melee attacks and the single is efficient against a single saberist. 25) All material would be susceptible of being cut by the lightsaber, as Metal Gear Rising. 26) Damage caused by lightsaber in the environment does not disappear. 27) Increase the speed of moving of lightsaber. 28) Destructible cover. 29) No bottomless pits, because you could always escape jumping and using the cable hook. 30) Indicators for holding underwater and the duration of Force absorb, protection, rage and speed. 31) Be able to grab enemies and climb giant enemies as in Dragon's Dogma. 32) If you keep pressing the block button, you only block the blaster shots, but if you press the button just before the shot approaches, then you deflect the shot. I have no ideas about the story, but not because I do not think it's important, but because I'm more imaginative about gameplay. What do you think?
  11. Look here: http://www.moddb.com/mods/escape-yavin-iv A mod with a campaign comparable to original JA, more difficult than JA, cutscenes, exotic lightsabers and the ability of pick up enemy's lightsabers.
  12. In Jedi Academy it is different, because the stormtroopers usually stay in the place where they have seen you and are not look cover or try to flank you. However, if you are in front of a single hostile gunner, you may be hit even if you do not attack, because the defense system of JA is based on the probabilities of deflecting shots, and they are never equal to one hundred percent. I would prefer a system based on the number of gunners or presence of quick firing weapons instead of that for evolve the defense against shots.
  13. A stamina bar? That may be okay, but if there is only one shooter firing, a Jedi could deflect him / her shots indefinitely. In addition, in Jedi Outcast does not need to aim to deflect blaster shots, because if you have enemies in front, you deflect all their shots even though there are many enemies firing simultaneously. That is why Jedi Academy seems to me an improvement on this topic, although the progression in deflecting blaster shots is still improvable.
  14. In Jedi Academy as your defenses increase, you are more probable to deflect the frontal blaster shots. But there is one thing I do not like about this system: even with a single shooter in front, it is possible to be hit by the blasters shots, which does not seem appropriate, although it is an improvement if we compare it to Jedi Outcast. My system of progression in defenses would not be based on the odds of not being hit by frontal shots, but on the number of shooters who shoot you at the same time and the rate of fire of their weapons. Thus level one would allow you to deflect only the frontal shots of a shooter, level two would allow you to deflect the shots of two shooters or shots of a weapon of great cadence of fire of a shooter, and so on. What do you think?
  15. You could use the numerical keys next to W, but yes, I agree with you.
  16. Because they go against the evidence of the movies -the lightside is the good thing and if there is decadence, boredom, etc., is no longer as lightside- and against common sense -even if some conflict is good, it should always be at a minimum and not equal with non-conflicting aspect-.
  17. But there is a contradiction: there is no absolute good, but the balance of the Force is the absolute good. I still believe that the balance of the Force interpreted as equality between Light and Dark, "right" and "wrong", good and evil is as absurd as to consider that a poisoned pizza is good because it is a balance between pizza and poison, when it is so bad as poison. Reference to The Simpsons
  18. The Jedi - mainly after Luke - are open to someone to correct them. Rather it is their mortal enemies who normally believe that they are always right.
  19. Well I think the genre of JA and JO is more popular than ever, it's not called action and adventure, but ARPG: Assassin's Creed, Dark Souls, Mass Effect and The Witcher are examples of third-person action games which could be used to pose a new Jedi Knight. There are great AAA game sagas that are not boring, like some I mentioned above. And the game does not have to be SW, but pick up the combat system of JA and JO.
  20. I agree. It is an argument against cultural relativism: a relativist can affirm that there is no right and wrong as a mean to avoid one culture imposing itself on another (relativism vs. ethnocentrism), but if there is no right and wrong, then we can not justify why a culture should not be imposed on another.
  21. Not necessarily, because in some cases yes, but not in others. The Jedi aspire to be wise, and therefore to know what is best for the all people. The Jedi have no problem mixing with a culture to understand it. The Jedi are not against tradition, on the contrary, but something is not necessarily good because it is traditional. It will have to be seen. And indeed, the Jedi do it from their perspective, like all people, but they are open to other perspectives as long as the red line of radical evil is not crossed.
  22. Ping was ahead of me: losing the identity can be a good thing if the previous one was pitiful. The conflict can make you strong, but only in small quantity, because the horse of War is Ruin, and for that to be feasible, there are the Jedi.
  23. But the potential for conflict is ineradicable, so the Jedi do the right by pretending to end all conflict, even if some conflict is good in some sense.
  24. It is not part of the Jedi philosophy to force others to follow it. The Jedi code is not about what there is, but about what should be. It is an ideal that marks a route, although the goal is unattainable.
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