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Posts posted by Wytchking
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It might also be a good idea to mention bug tickets somewhere and what they are, if not in the documentation then on the website as until recently I had no clue what bug tickets were. I only found out after Razorace linked to one in his thread about the OJP file icon.
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Would it be possible to turn this into a seperate gametype from FFA? Then we could turn this into a hunt the leader style game and still allow those who want to play a normal FFA play a normal FFA or perhaps make this toggleable as I like the idea but would personally not like it to be active all the time.
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I was just wondering if someone could make it so bots used their skill points as at the moment bots never use force powers or guns. It would also be nice to have an upgrade to the cleverness of the bots but I know this is never going to be a particularly high priority compared with Hybrid balancing etc.
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I personally agree with tanqexe and think it may really help with hybrid balancing. I do, however, wonder about how long this ould take to implement.
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It doesn't seem to download for me?
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Do people really want the technical names for the weapons instead of their generic names? It really doesn't matter to me but I figured that the generic terms are simplier for people to understand.
I personally think we should keep it generic for things like weapon mods.
As for skills etc. what about having two seperate skill trees. One would be general skills, say offense, and stats eg. strength. This would gain extra points by killing and capturing flags. In this section would be:
Saber Offense
Saber Defense
Strength (Adds extra DP damage for lightsabers, allows access to all grapples in melee, adds extra melee damage, makes you have a chance to win saber locks when initiated by opponent opposed to the opponent always winning saber locks if he has initiated it as Razorace suggested)
Acrobatics (Allows you to roll, allows all acrobatic jedi moves, allows ledge grab)
Reflexes (Increases chance of deflecting bolts, reduces cost of dodging)
Sight (Increases accuracy, reduces chance of mind trick successes (mainly useful for plain gunners))
Then we would have weapon and precise skills with points given for use of the weapon/gadget. I’ve not included skills which involve reloading or cool downs apart from in the rockets and special shots though I’m in favor of reloading for all weapons. Skills would include:
Pistol skills except dual pistol wielding should not cost much to make the pistol more useful
Dual Pistol Wielding: No explanation needed. Gives you dual pistols and with each level increases accuracy till it is better than the original
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Accuracy: Makes shots more accurate (accuracy should be slightly reduced for newer pistol wielders from base)
Increased Speed: Increases speed of pistol shots and to draw weapon.
Rifle
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Accuracy: Makes shots more accurate (accuracy should be slightly reduced for newer wielders from base)
Increased Speed: Increases speed of shots and to draw weapon
Burst: Allows access to secondary burst fire, same as default except only limited shots. Increased accuracy with burst every level
Stun: (Could make it so you only choose burst or stun or to add a tertiary fire) Causes knockdowns on characters who are running facing the opposite direction from the wielder and slow bounces on saber wielders. If you are facing the shooter then it’s dodge able but it causes hurt animation if not running. Uses lots of ammo. Short delay before use which is decreased by levels and range of the shot is increased.
Disruptor
Scope: Adds the secondary sniper fire
Charge: Allows shots to be charged in or out of scope mode with longer and faster charges per level
Snipers eye: Automatically aims at nearest target to crosshair when entering scope mode with the nearness to the character increasing per level
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Speed: Increases speed of shots and to draw weapon.
Wookie Bowcaster
Scope: Adds a secondary sniper fire
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Speed: Increases speed of shots and to draw weapon.
Knockback: Knocks a person backwards who is hit by shot. If the person is running towards or away from you they are knocked down if not they go into pain/slowbounce animations
Multi Shot: Adds extra shots to each attack but decrease the accuracy sacrificing accuracy for force. The shots are in close formation. Each level adds an extra shot
Repeater
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Speed: Increases speed of shots and to draw weapon.
Increased Damage: Makes it harder to block and causes more damage when hits.
Concussion shot: Adds the concussion shot which acts like OJP’s current one except with a cool down before being able to use it again. Separate ammo of 3-5 (If possible). Reduces cool down time for each level.
Demp
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Speed: Increases speed of shots and to draw weapon.
Shocker: Secondary close range shot, Chain lightning between people nearby. Continuous ammo drain. Each level increases range of first fire and chain. (I don’t know if this is possible)
Shockwave: Tertiary fire, like usual but with each level increasing wave range
Flechette
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Speed: Increases speed of shots and to draw weapon.
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Range: Increases shot range (base range will need to be smaller)
Increased Spread: Increases spread of shots increasing DP damage
Increased Ammo: Increases ammo from low eg. a few rounds
No Secondary Fire as the flechette's Secondary Fire is overpowered in my view (Can’t be blocked, dodge causes knockdown)
Missile Launcher
Homing Rockets: Gives homing rockets and increases there speed and lock on time.
Decreased Cool Down: Decreased cool down/reload of rockets
Bigger blast: The effects of the blast are felt further
Increased ammo: Increases ammo from 2-3
Concussion Rifle
Increased Damage: Makes it harder to block and causes more damage when hits.
Increased Speed: Increases speed of shots and to draw weapon
Charge: Allows you to charge up shots to increase blast radius and damage
Overload: Secondary fire, delay then a colossal blast using nearly all of the ammo but causing lots of damage and disintegrating those hit directly. Decreases charge time with levels
Flame Thrower
Increased Range: Increases the range of the Flamethrower
Increased Damage: Increases Flamethrower damage
Fuel Link: Links the fuel for the Jetpack and Flamethrower (If both are bought) increasing the fuel overall for both
Increased Fuel: Increases fuel for longer flaming
Jetpack
Fuel Link: Same as Flamethrower Fuel Link
Increased Height: Increases the height the jetpack can go
Increased Fuel: Increases Jetpack duration
Flight Basics: Allows you first to fly like base rather than jumping then giving you faster turns
Rocket: Gives one rocket on jetpack
Binoculars
Thermal Vision: Allows Merc to see all heat sources with range increasing each level
Anomaly Detection: Focuses in on snipers in view or Jedi using mind trick who are of a lower level
Night Vision: Rids shadows, shows hidden trip wires and counters mind trick of lower or the same level
Increase Zoom: Increases zoom range
Thermal Detonator creates expanding sphere of damage like Movie battles
Increased Blast Radius: Increases blast radius (Duh…)
Impact Grenade: Secondary fire which explodes on impact
Increased Damage: Increases damage dealt
Trip Mines
Mine Link: Tertiary fire which links mines or detpacks together so they explode at the same time
Invisible Trips: Trip wires are invisible to anyone not on your team
Increased Damage: Increases the damage
Detpack
Mine Link: Same as Trip Mines
Decreased Reaction Time: Decreases the delay before the explosion
Increased Damage: Increases the damage
Cloaking like the saboteurs
Increased Level: Increases the level of the shader to make you harder to see
Increased Length: Increases the length of time that it works
E-Web
Decreased Set Up Time: Decreases the time to set up
Portable Shield creates shield for crouching behind (not very big)
Increased Shield Health: Increases the health before the shield collapses
Increased Duration: Increases the length of time the shield stays up
Now an iffy or impossible gadget
Grapple hooks onto enemies and brings them down if they move. May be reeled in or out. Can be shot or cut. Not meant for climbing or for swinging.
Increased Range: Increases the range of the hook
Increased Speed: Increases the speed of the hook
Increased Health: Makes the grapple take more shots to detach
Any other random things others can come up with
This idea should force people to specialize even without knowing it and should provide a lot of customization and balance (I hope).
I’ll leave the force to everyone else as I have no real new ideas how to work it except
Mind Trick
1: Invisible when standing still not in crosshair to those with level 1 sense who are not using it
2: Invisible when standing still to those with level <=2 sense with level 2 not using it
3: Invisible when walking to those with level <=3 sense with level 3 not using it
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Force Drain -----> Shroud of the Dark Side (Tier 3)
The Dark Side clouds everything. A big theme in the Prequel Movies. The Jedi constantly complain of their connection to the Force being somewhat clouded, or even weakened. A user of the Shroud weakens their targets connection to the Force, causing a draining effect against the opponent, and reducing the effectiveness of their attacks temporarily.
Use:
A spell cast just like Drain. This can either be a cone like "shot", or we could modify it to act like a passive field that quickly shoots out. Field or shot lasts one second. Drain user cannot reinitiate the cloud until after a 60 second cooldown (no constant shroud barrages). Opponents attack level is also temporarily drained for a few seconds (5 seconds max). Gunners find their aiming skewed and weapon damage decreased. Can be countered by target's Force Sense level (having it turned on during casting). Other counters include Battle Meditation (since it would reincrease DP damage per swing).
Effect:
The Shroud user loses a sizeable FP chunk (50-30-20). Upon use, the target's Mishap Meter shoots up towards critical levels, allowing for an early disarm, heavy bounce from a parry, knockdown, or the like. DPs are also somewhat drained (10-20-25 pts).
(Lord Sidious quickly surprises and coup de graces several Jedi Masters that were considered master-swordsman. Perhaps they're senses were clouded by the quick surprised attack)
I personally don't like the sound of shroud of the darkside. What about something more along the lines of DF2's force throw as used by Darth Vader? It would require you to add more throwable objects to maps (random placing?) but it could work like this:
Level 1: A delay before the object moves
Level 2: No delay
Level 3: Faster object movement/Multiple objects
Perhaps put a red glow around the object so the opponent knows it's coming and make it pushable. If it does hit it could do some damage and knock them into a parry or you could make it so they dodge it.
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0.9n seems to not work for me. Whenever I load one of the default ffa maps I get the following error BG_canitembegrabbed index out of range. Any ideas?
NPC Idea Thread
in Open Jedi Project (OJP)
Posted
Perhaps make them work better in squads or teams with proper formations