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Posts posted by razorace

  1. Let's talk lightsaber combat styles. I feel like the various forms need to be revisited now that we've removed MP from the game.


    Here is what I've gleaned from the code so far....


    Base Attack Block Cost - Base cost to block an attack from this saber style.


    Form: Soresu (Blue) SS_FAST

    UI Description: Parry defense bonuses; blaster defense bonuses.

    OJP 1.2:

    Base Attack Block Cost: 12 DP

    -1 DP cost to block gun bolts.

    %25 less DP cost for parries.


    Form: Shii-Cho (Yellow) SS_MEDIUM

    UI Description: Lightsaber training; faster mishap regeneration.

    OJP 1.2:

    Base Attack Block Cost: 15 DP

    %25 faster MP regen speed.

    -1 DP cost to block gun bolts, when at Saber Offense 3. (what?)


    Form: Djem So (Red) SS_STRONG

    UI Description: Destructive combination attacks; fatigue-inducing strikes if not parried.

    OJP 1.2:

    Base Attack Block Cost: 17 DP

    10% more DP damage when an attack fake isn't parried.

    Unparried attacks from this style cost the defender 2 FP.


    Form: Makashi (Green) SS_TAVION

    UI Description: Power attacks damage mishap if unparried; opponent vulnerable to Force and melee attacks.

    OJP 1.2:

    Base Attack Block Cost: 14 DP

    Unparried attacks from this style cost the defender 2 MP.

    Attacking a defender's saber while in a slow bounce causes a disarm.


    Form: Juyo (Purple) SS_DESANN

    UI Description: Attacks do mishap damage if unparried; easier disarming.

    OJP 1.2:

    Base Attack Block Cost: 16 DP

    Unparried attack fakes from this style cost the defender 2 FP.

    Unaffected by force powers when at MISHAPLEVEL_HEAVY.

    Defenders below MISHAPLEVEL_LIGHT can't counter force powers from this style.

    Defenders below MISHAPLEVEL_LIGHT can't dodge kicks from this style.

    Defenders below MISHAPLEVEL_LIGHT suffer knockdowns from kicks from this style (normal kicks cause knockdown at MISHAPLEVEL_HEAVY).


    Form: Ataru (Dual Sabers) SS_DUAL

    UI Description: Triple damage for run attacks; low Force cost for acrobatics.

    OJP 1.2:

    Base Attack Block Cost: 13 DP

    Cartwheels cost -1 FP (vs 1 FP normally).

    Backflips cost -1 FP (vs 1 FP normally).

    Standard attacks cost 2x FP.

    No additional FP cost for attack fakes.

    Running attacks from this style cost 3x DP to block (vs 1.5x DP).

    mid-air blocks cost .5x DP.


    Form: Niman (Staff Saber) SS_STAFF

    UI Description: Upgraded damage potential; faster Force regeneration.

    OJP 1.2:

    Base Attack Block Cost: 13 DP

    Standard attacks cost 2x FP.

    FP regen ticks 100ms faster than normal.

    No penalty for blocking attacks from the rear when at saber defense 3.

    Player suffers slow bounce (vs knockdown) from kicks when at MISHAPLEVEL_HEAVY or DODGE_CRITICALLEVEL.

  2. There is a changelog in the docs folder of your install.


    The more recent builds have removed the balance attribute entirely and linked mishaps to the player's fatigue point level.


    As for over defense, I think the newer combat flow approach should help with that. Several of the guys are very aggressive players who are able to balance parrying with hard attacking.


    Finally, based on our internal playtests, we're going to start OJPA using OJP 1.2 as a base and add in JKE as needed. JKE had too many partially finished systems to be able to figure everything out.

  3. Hey guys, me and a few others really wanted to come back and play OJP. Got the game again mainly to play OJP! Can't find any servers online though. Is this meet up still happening?

    Glad to hear it! We are still doing the weekly play sessions. I have updated the time and place in the original post. If you're interested in joining us, PM me and I can get in contact with you on skype.

  4. That said, saberlocks always struck me as an unfinished mechanic that was often buggy, lead to crashes and didn't really have a clear place in the game other than a bizarre low dp finisher.

    If players like the saberlocks but not the way they can get executed at low DP as an early finisher, we could change it so that saberlocks automatically happen as the finishing blow when a player is hit by a kill move. This would effectively act like an execution move seen in a lot of modern action games.

    ...if it could be coded correctly, It might also be fun if they push eachother at the same time, they both freeze in push position and their mishap/balance shoots up and whose ever balance maxes out first gets pushed to a knockdown. If one person has way more force points, maybe even make their mishap/balance meter go up slower. If they both max out at the same time, they both go flying lol ;P My only concern about this would be how ping would effect it, but breaking a lock before was never an issue. We could also make this feature optional and be set in the server settings.

    Sounds cool, but it might be a hassle to program in the current saberlock system thou.

  5. Hi All, I recently got this change log for OJRP, which is a mod that uses OJP 1.2 as a base for adding additional RP features along with some combat system improvements. Are we interested in pulling some of these features into OJP?


    The goal with all of the lightsaber combat changes was to improve the flow of combat and make it more faster paced, with the likes of slow-bounce being removed from all riposted attacks and saber-locking disabled. Instead, we gave attack fakes a much greater purpose by allowing them to just be chained into normal combos, with each attack fake having a more pronounced effect.


    Likewise, each power attack has a finishing disarm when the opponent is hit at a low level of DP. This is alongside other changes being made, such as the removal of kick-push, or being able to knock down a stunned enemy with lightning. The mod itself still some crashes , and the power attacks bonuses were never fully realised e.g. considering having successful Soresu attack fakes to give a temporary Protection buff.


    The removal of knockdown from kick also promotes the usage of force largely for that disruption (besides knockdowns from parrying), and the stun effect does make combat flow better.


    Damage was also retuned slightly, with the likes of Ataru simply dealing too much if you chained run hits. Djem-so is also another stance that would need to be looked at, as it's possibly doing too much at the moment.


    The (majority of) changes are:




    Chat limit doubled.

    1.3 animations used, alongside JKE running animations for lightsabers and while carrying rifles etc.


    Admin System:


    Dedicated administration system added, with its own console login commands.

    You can select from five levels of admin and set commands accessible to each. (Not all commands function currently)

    Admins can now use the NPC spawn command.

    Admins can use the noclip command.





    An array of emotes have been added, which can be accessed through /help.


    Roll System:


    A new roll system has been implemented, allowing dice rolls starting from 3 to 100. Outputs as an emote.


    New Chat Commands:


    Distance chat has beem implemented, including alterations to how chat appears. The following methods of communication are:


    Say - ordinary speech e.g. Example says: Hello.

    Low - accessed with /low in chat line e.g. Example says (low): Hey.

    Shout - accessed with /shout inchat line e.g. Example shouts: Come back!

    Emote - accessed with /me in chat line e.g. Example walks to the end of the room.

    OOC - accessed with /ooc in chat line e.g. (OOC) Example: Hello

    Comm - accesased with /comm in the chat line


    Teleport function:


    Teleport function without the need of the administration system. Currently allows you to teleport a player to you, or via XYZ coordinates.

    Functionality will be expanded at a later point.


    Lightsaber Combat:


    - 1.3 animations used.

    - Stabdown animation when opponent is on the ground has been disabled.

    - Cap of 120 dodge points introduced, regardless of how many points spent.

    - Kick has been altered. Kicks at any level of mishap force the character to stumble back and be stunned.

    - Ripostes no longer slow bounce parried attacks, only attack fakes (power attacks).

    - Lightsaber damage on Ataru has been reduced to 10, from 13.

    - Lightsaber damage on Djem-so has been reduced to 16, and force point damage per swing to 1, from 2.

    - Ataru run-swing damage multiplier has been reduced to 2.

    - Juyo no longer knocks down opponents at lower mishap levels.

    - Saberlocking is disabled to allow increased power attack functionality, as detailed below.


    Updated Attack Fakes:


    - Attack fakes (power attacks) now deal increased damage (15% across all forms), and have bonus effects on hit dependent on the stance:



    Restores increased mishap on successful hit, and causes less mishap when parried.

    Disarms opponent on 35 DP or lower.



    Deals triple mishap on successful hit.

    Disarms opponent on 35 DP or lower.



    Restores 15 dodge points on successful hit.

    Disarms opponent on 35 DP or lower.



    Increases saber attack speed significantly on successful hit for a short period of time (Rage effect).

    Disarms opponent on 35 DP or lower.



    Deals 4 Force Points damage on successful hit.

    Disarms opponent on 35 DP or lower.



    Restores 15 Force Points on successful hit.

    Disarms opponent on 35 DP or lower.



    Deals mishap and restores 5 Force Points on successful hit.

    Disarms opponent on 35 DP or lower.


    Force Powers:


    - Force points cost of Force Push and Pull increased by 10 at each level.

    - Force lightning will no longer knock down players based on mishap.




    - Gunners altered to be closer to the 1.3 system, including changes in the Jetpack, body dodge etc.

    - All damage values altered to OJP 1.3 levels.

  6. Standard Weapons:


    Melee: Last resort, normally due to dropping your weapon. You're vulnerable, but skilled players should be able to push back an opponent long enough to regain a weapon.

    Pistol: Starting gunner weapon; cheap; hits harder than a blaster but has a lower fire rate.

    Blaster: Standard gunner weapon; higher fire rate; standard damage.

    Bowcaster: Heaviest blaster weapon; slowest fire rate.


    Special Weapons:


    All special weapons should be much more expensive than the "classic" star wars weapons. They should have a specific purpose to justify themselves.


    Repeater: Lowest damage weapon; highest fire rate; expensive.

    Demp2: Maybe this should be repurposed to a Geonosian sonic blaster? Sonic blasters can't be reflected, but have a low ammo amount and







  7. Let's talk about weapon balancing, especially in regards to jedi vs. gunner gameplay.


    I'm thinking that each weapon should be a specific role that feels different and (hopefully) useful compared to the other weapons.


    As for jedi vs. gunner combat, jedi should feel powerful but a skilled, determined gunner should be able to take them down. A gunner needs to use their gadgets, maneuverability, and ranged combat to prevent the jedi from getting close enough to attack and then wear the jedi down.


    Some random ideas...

    • Rocket launcher splash damage should knockdown players and make them drop their equipped weapon.
    • Jedi should excell at blocking energy bolts fired at them from the front. They can also block to the sides or back but the health cost should be higher.
    • Bolt blocking should be cheaper while walking vs. running.
    • Gunners should dodge saber attacks while they still have health remaining.


    For reference, here are all the weapons currently in the game...



















  8. In the current OJPA code, the rocket launcher only fires if the player is crouching. If the player isn't crouching, the weapon firing animation is played; on-screen text says "Hold"; and nothing happens.


    This isn't user friendly. How should we fix this?


    This also brings up a larger issue of how we should handle all the non-jedi weapons in the game. Thoughts?

  9. Hi all,


    We're getting together weekly to playtest the latest build of OJP.


    Time: Wednesdays 8pm EST

    Server IP:


    Drop me a PM if you'd like to participate.

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