Jump to content

Home

Wytchking

Members
  • Posts

    86
  • Joined

  • Last visited

Posts posted by Wytchking

  1. 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.

  2. 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.

  3. 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.

  4. 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

  5. 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.

×
×
  • Create New...