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Hell Raiser
Site Developer
Post 07-Mar-2006 00:41        

Yes, all of that sounds particularly yummy. I was thinking of having 'bounty hunters' as the gunner type class, with abilities similar to Jango and Boba Fett.

I would also like to incorporate General Grevious, with 4 sabers. No force, so manip and Sith/Jedi power buttons could be the attack buttons for his other two sabers. His weak point woulld be the fact that you could chop off/disable his upper two arms at any time.

The system I'm working up, allows for damage on specific meshes on the torso. (Legs I'm leaving up to JKs animation system) I can easily detect when a certian mesh get's hit by a saber, and amputate it off the spot. That'd suck for bounty hunters. Razz I'd like for it to be as real as possible, with as much control as possible. So using a single saber in your right hand, you could draw a blaster out and fire it, but maybe your opponent would use force block, and block it with their hand. Force push would also affect lasers and projectiles. JO was uber sweet because of that. No more death by conc/explosions when you're the bad [censored] Jedi with a saber. Razz I'm not saying it'd be easy to do some of this stuff. Alot depends on how well you play the button + button + button game, and remember the stuff for everything. It'd be as logical as possible, using as few keys as possible.
Hell Raiser
Site Developer
Post 07-Mar-2006 01:10        

Quote:

Will saber types play a major roll in the power of attacks?


Saber types: Single, Dual, Staff; will vary in range of motion, strength/positioning of swing, availability of counter swing points.

There are several factors that go into calculating how much damage a swing will cause:

-Distance between the Starting Point of the swing and collision/end point of the swing.

-How much strength and agility your Jedi/Sith has

-How fast you moved the mouse from point to point

-Whether or not you have force boost on

Not only that, there are several factors which affect your range of motion:

-Torso placement for stances

-Movement key modifiers

-Single, Dual, Staff have different range of motions for each hand.

We also have to keep in mind, what our hands/feet are doing:

-If we're going to punch with a hand or swing with it

-Are we going to use both hands to punch with nuckles then slice with both sabers?

-Feet are controled with the movement keys. If you press backwards, your Jedi/Sith will go into a defensive type stance, forward is offensive, forward/strafe is offensive and offset to the left/right, backward/strafe is defensive offset to the left/right.

-Feet can also be used for melee attacks, midswing or whenever. I suppose a melee key is in order?

Quote:

Will you have saber spinning between button clicks?


When you hold down Fire 1/2, swing from 1 point to the next, and let go, you'll do a spin. If you hold down from point 1 to the next and swing again, you'll swing your saber around in that direction in a nice arc, instead of spinning it around.

If you just rapidly press Fire 1/2 when you have any point other than the center point selected, you'll do some flashy spinning. If you're on the center point, you'll do a generic alternating left/right forward swing/jab deal.

Quote:

What about blasters? I'd LOVE to see blasters suddenly be a little more useful against a saber.


Then take out your Modified Bryar Pistol, aim that puppy at that Scum's saber, and disable his [censored]. Razz

Quote:

Maybe even blaster-related-force. Being able to guide a projectile, maybe?


Deflect bolts and stuff is a go. Guiding a projectile? I dunno, maybe some kind of auto aim factor. (which would explain why Kyle is a badass )

Quote:
Furthermore, I'd love to see this system done so well that the saber is a dignified one hit kill. Rather than a fatality, you literally fight in a way that incorporates the fatality.


Well, seeings how you could just simply grab the Jedi/Sith's Saber hand, and give 'em a good boot to the jaw, I'd say Sabers have their work cut out for them.

If you manage to meander past a persons defenses, then specific position damage can be detected. If you stab someone in the chest with a saber, omg, they're dead! The defensiveness of the saber is incorporated with the offensiveness. They're one in the same.

Quote:
Alternative crazy saber-weapons would be my next suggestion. Saber-shields, pikes, axes, force-controlled-saber-remotes, saber claws, saber maces or any combination of the above. I don't know, I'm feeling zealous.


Now you're just thinking crazy. Razz
Hell Raiser
Site Developer
Post 07-Mar-2006 01:25        

Why am I replying backwards?

Quote:

OK, it seems you're doing 2 versions. If you are, the RPG version should have options for armor, and penalties for particular armor types.


Two versions.... hmmm. Maybe. I'd like to get the saber and force system down pat, branch out to adding in bounty hunters/mercenaries, and go from there.

Quote:

Also, I suggest that the RPG mode have a morality system that makes you a light or dark jedi depending on your "fatality" decisions. You start out as a light or dark jedi depending upon your saber color. The more good/bad things you do, your force morality is placed. IF you do LOTS of bad things, you have higher force potential [A higher mana bank] and use sith force powers. At a certain level, if you've managed to become completely nuetral, you'd be able to somehow use both light and dark on a lower/mid level.


I like that, maybe have some kind of single player experiance that incorporates this factor.

Quote:

Your force should have a max force level, but then a higher level capacity, say 20 more that can only be reached through saberless meditation. Reward us Palpatine/Yoda-types and let saberless force wielding reign supreme.


Well, I'd like to be able to have Yoda/Palpatinve type characters flipping around, dueling it out, and fighting it out with force and slinging objects at each other. A point based system, that you fill up powers with points, like JO/JA, but alot more intracate. There'd be different levels, like Padawan, Apprentice, Journey Man, Jedi Knight/Sith Lord, Jedi/Sith Master, Grand Jedi/Sith Master, and each one would have a certian ammount of points to distribute to skills.

[quote]
Also, JA's acrobatics were horribly overused. Make the physical stuff level up so that brand spanking new jedi can't jump off the ceiling.
[quote]

There'd be certian limits to how you can interact with your environment. You'd have a grip stamina type factor, where your grip on a wall or something would go down after a time. The lower the level, the lower the time you can spend just holding on to a wall or running up it.

Quote:

Or maybe make a tug-of-war system between different types of force. Attack force and acrobatic force cannot both be powerful. That way you don't have palpatine-like force users suddenly spin-flipping all over the place.


Well, the melee/acrobatics aspects are seperate from force and saber. They can all be incorporated into 'combos' like hold down fire 1, swing swing, kick punch flip, swing, let go of fire1. Depending on how many points you have between the three things (Force/Melee-Acro/Saber) will determine where your strengths and weakness lie for that character.


I suppose all of this screams for some kind of MMORPG aspect, or even a single player type campaign. I am open to both ideas, so long as it's fun and enjoyable.
Post 07-Mar-2006 02:31        

Is this mod intended as primarily an RPG mod, or more of a real combat mod, like SBX?

I remember Galactic Civil War, great mod, for RPG. But the combat system, however well animated, was too sluggish for real interesting MP combat.

Last edited by ORJ_JoS on 07-Mar-2006 08:04; edited 1 time in total
Hell Raiser
Site Developer
Post 07-Mar-2006 02:38        

The main focus is the saber/force/melee combat aspects I have listed above. RPG aspects don't mean it'll be MMORPG, just that building a character to use borrows some RPG aspects.
Hell Raiser
Site Developer
Post 15-Mar-2006 09:57        

After reviewing this thread, and spending a few days with it off of my mind, I've decided that:

A) I'll release beta's as quickly as possible. I want this to evolve with as much community feedback as possible, whether good or bad, suggestion or flame, I'm all ears.

B) Beta 1 will take some time. Don't get me wrong, there's times where I don't update the project, because, well, not much is going on. I haven't edited a cog, been working on things in VB, or life itself, me and the Mrs having a night out, whatever. JK Editing is my hobby, and this saber system is my brainchild. You level editors and modelers have visions in your head of what you want to create and BAM! There it is!

Well, I've got the same thing going on in my head. I've played so many video games in my years, old to new, and damnit, I've had this idea for a year (off and on) and now it can finally come to fruitation.
[/rant]

C) For you JKTA fans out there (SM_Adjunction? >_<!!), uh, be happy, because the First Person Shooter aspect is based on Live by the Force. We can't have Jedi's flying Jedi Starfighters, and not be able to fight like one when they land on Griveous's command ship, can we? I swear, somewhere between the fuss and muss of JK and life that I am, I'll get a X-Wing vs. TIE Fighter kinda demo sorta thing out. MP Friendly too. Love/Heart Sige.
Post 07-Apr-2006 19:35        

Sounds great! I can't wait.
Hell Raiser
Site Developer
Post 07-Apr-2006 20:32        



At this point in time I am isolating the resource limit, so we can increase it. Anything I do always has a higher purpose, not just for other's benifit (Shred and Ruthven) but for my own as well. JKTA will have BOATLOADS of models, so I need to nip this in the bud.
Hell Raiser
Site Developer
Post 11-Apr-2006 16:17        

As you can probably tell, my efforts have been transfered back to LbtF. I got wall-walking pretty much nailed down. My efforts with the JK.exe hacking haven't been in vain, but I couldn't wrap my head around the resource limit.

Sige said he'd try to help out with it later on. Maybe in a few days or so.
Post 20-Mar-2007 03:23        

im sure this has already been asked, but is this going to be used with jk enhanced?
Post 20-Mar-2007 10:56        

lol..

Look at the screenshots... that's the JKE model....
Post 20-Mar-2007 17:14        

oh yeah...
Hell Raiser
Site Developer
Post 21-Mar-2007 22:06        

Hehe. In another thread, I've mentioned that JKE will be totally compatable with LbtF. You can play with stock JK, but then it'd be pretty sabers and clunky 1997 models. Lauging
Post 22-Mar-2007 01:30        

Lol! no big
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