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Saber system suggestions


JRHockney*

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What's the motivation to not just spam attack then? If you're going to be gaining MP for blocking, it seems to me that there's really no need to attempt to block unless the player is really good at parrying.

 

Parrying makes your meter still go down 3 points where not parrying only costs you 1 at high dp, 2 and medium, and 3 at low. My code changes only make the mishapregentime 1500 so its your still mostly reliant on parrying for lowering mishap.

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That still means that you gotta be parry at least 1/3 of the time just to stay even. For comparison purposes, that's as often as the bots parry.

 

1/3? No problemo. If a player cant parry at least that many, they'll get schooled by any seasoned OJP player. Heck, half the reason why fights last so long between us vets is because we parry probably 60% or more of all hits.

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Yeah, but the system should feel usable for all players, not just the experts. :)

 

It would be plenty usable for beginners. If a beginner can only block/parry 1/3 of all hits they'll be a match for the bots (which isnt hard since all you have to do is move backward and you parry about 1/3 of their swings or close :p) and for other beginner players. If a beginner was a match for a vet, this system would be random and suck because getting better wouldn't really mean much now would it. A much better parrier should probably win 75% of the time and the 25% only being when the worse parrier stratigizes their attack better.

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My point is that if you're not good enough at the parrying to break even, parrying would seem completely useless. Parrying is really supposed to be for lowering your MP. If that's too difficult for players to do, I'm just worried that people will think that attack spamming will be the only way to fight.

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My point is that if you're not good enough at the parrying to break even, parrying would seem completely useless. Parrying is really supposed to be for lowering your MP. If that's too difficult for players to do, I'm just worried that people will think that attack spamming will be the only way to fight.

 

Heh, newbies already think that. This change wont make any difference as far as thats concerned since they wont even know their causing mishap damage. Besides, the way I have it set up, they will still get knocked on their a** if they swingspam against a good parrier just like they will in the current system.

 

Sorry about leaving the code server early. My webservice crashed and was down for about 15mins. Anyways, I still think that idea about the attackparrying an attackfake to cause heavybounce I had is still a very good one and will give a place for the heavybounce conversion (disarm) in light of the new changes to the mishap code (it will make it the only option if their low on mp). Its one of the coolest moves we have and EITHER WAY WE LOOK AT IT, it will rarely be used or seen in the new system (well.. not that it was seen much before :p). On top of that, it will allow use to demonstrate what a heavybounce looks like to newbs (relative to the normal slowbounce) without having to go through the " getting the mishap meter just right" hassle. If thats not a good reason, I dont know what is!..um..aside from those other reasons I mentioned.

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I just noticed that the attackparries are now really hard to do with the new "pre-block" code that starts the blocking animation before you hit. The attackparry code says you have to be in a startfake to do an attackparry but the preblocks seem to prevent the startfake animation from happening when your opponent is swinging at you. I think we need to make some kind of override or exception for the startfakes so the attackparries can still be done proficiently. *coughs*anddontforgetmylastposthere*coughs* ehem. Excuse me, I have a bad cough. xp

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We have a bit of a design issue. Since the experience system now allows for varying amounts of maximum DP, how do we handle the DP critical and it's sideeffects? Should critical DP be an absolute value or a relative percentage of the player's maximum DP?

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We have a bit of a design issue. Since the experience system now allows for varying amounts of maximum DP, how do we handle the DP critical and it's sideeffects? Should critical DP be an absolute value or a relative percentage of the player's maximum DP?

 

Maybe *.3 of whatever your max DP is?

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How wide of a range of maximum DP are we talking about, anyway?

 

The problem with NOT using absolute value is that it means that lower-skilled saberists will be harder to get into critical range and will get out of it sooner than high-skill saberists. That runs counter to intuition, which tells me that less skill makes you more likely to get into critical range and that you would have a harder time getting out.

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I believe the current setting is 35 DP or below.

 

On the other hand, this means that all of the lower level players will ALWAYS be in DP critical, which means...

1. They move at 80% normal speed.

2. Can't block rear lightning attacks.

3. Can't block rear push/pull attacks.

4. Can't block Saberlock Super breaks.

 

The largest issue seems to be the 80% movement speed. As for the super breaks, I suppose we could enforce a specific saber attack skill level requirement for that move. However, even then, this could be abused by high level players to easily kill low level players.

 

That's why I'm suggesting the limit be relative. That way, even thou low level players enter/leave critical DP quickly, it's due to them having a very low amount of DP to start with. :)

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I believe the current setting is 35 DP or below.

 

On the other hand, this means that all of the lower level players will ALWAYS be in DP critical, which means...

1. They move at 80% normal speed.

2. Can't block rear lightning attacks.

3. Can't block rear push/pull attacks.

4. Can't block Saberlock Super breaks.

 

The largest issue seems to be the 80% movement speed. As for the super breaks, I suppose we could enforce a specific saber attack skill level requirement for that move. However, even then, this could be abused by high level players to easily kill low level players.

 

That's why I'm suggesting the limit be relative. That way, even thou low level players enter/leave critical DP quickly, it's due to them having a very low amount of DP to start with. :)

 

Saber Attack 1 = 70% Dp damage, no benefits. Only Yellow.

Saber Attack 2 = 100% Dp Damage. 1 new style you can choose.

Saber Attack 3 = At SBA3 you get to use power slashes, the previous 2 do not have them. One extra style to choose from.

 

So with all 3 you end up having the same power and damage you have now, but with 2 less styles. When you get the specialisation skills in it'll be a blast playing with your own custom warrior that only has the styles he actually trained in and likes. No more "all jedi have all styles" crap.

 

Saber defense 1: 30% more DP damage taken. No deflection skill.

Saber Defense 2: 10% more DP damage taken. Every fifth shot and shots that are hit by a saberslash should be deflected.

Saber Defense 3: Regular DP damage, every third shot is deflected.

In combination with Saberattack 3, if you walk and slash your saber around, you automatically deflect shots that hit you. But only if you walk and slash, if you run you only deflect the ones that you hit with your saber while you slash.

 

Jump 1 (gunners): Access to a shortburst "Launching" jetpack that flings you

away just enough to dodge a saber slash.

Jump 2 (gunners): An advanced version of jump (jetpack 1) 1, you have a 2 second burst which you can steer slightly left or right. You're launched again in one direction and you more horizontal space then actual vertical space unless you aim upwards ofcourse.

Jump 3 (gunners): Either access to a 3 second burst jetpack that covers even more distance, or a better more maneuverable base jetpack.

 

How this would work:

To launch yourself into a direction you would press and hold Jump like a jedi, your character would jump in the air and be flung towards the direction he'd been walking in. With the jetpack draining fuel (which could be bought back with another skill) in a number that we would define later, and with a type of cooldown for it so it couldn't be spammed vs Jedi (I think it's gonna be hard to use either way, with our Force powers, that's why I want the more novel-realistic SWBF2 type of jetpack). Jump + use would result in a quick launch upwards.

 

JUmp 1: Jump height of the current jump 2.

Jump 2: Jump height of 3 and access to all acrobatics + Jumping DFA's like the red and Purple DFA.

Jump 3: A higher jump (if the jump right now is 12, how about you double it? Or make it like JK1 and have it be one of those things you gotta charge, and when you let go it flings you upwards.) jump that gives you access to all the regular DFA's.

 

Adrenal implants/stimulants (speed for gunners) it would work the exact way the Jedi speed system works currently.

 

Jedi Sprint (Jedi SPeed) 1: You can sprint for 15 FP a second.

Jedi Sprint (Jedi Speed) 2: You can sprint for 10 FP a second.

Jedi Sprint (Jedi Speed) 3: You can sprint for 5 fp a second.

Sprinting at level 1 or 2 would make one vulnerable to Push and Pull powers at any level. Sprinting at level 3 only makes them vulnerable to Grip and lightning. If you sprint you should have 50-70% MORE dp drain as to balance this being spammed against gunners.

 

Sprint would work like BF2 sprint does. We would have to hold and keep our Speed button pressed in order to Sprint. As soon as we let it go, we stop sprinting! This could be a promising feature and surely a feature that would turn some heads.

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Everything sounds good. I like the ideas, I think if the customisation is made more user-friendly and informative, it makes playing the game more fun. This is why even text-based RPGs are fun, especially if they have good character customisation

 

However, I'm not sure about the sprinting part. Sounds troublesome. I would rather have a Force Speed toggle, instead of having to hold it down. It adds work and minuses the fun

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What happens if they take Force Jump and Jetpack at the same time?

Would that even be possible? I say one or the other. If you absolutely have to though , I'd say leave the jump key as it is and give jump + use teh same burst effect. Gonna be difficult to do though.

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I'd hate to have that be the only restriction on skill useage. Besides, it sounds like we're going to be having jetpacks and Force Jump having different purposes anyway.

 

Anyway, while this discussion is great, this probably belongs in one of the other threads rather in this thread.

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I'd hate to have that be the only restriction on skill useage. Besides, it sounds like we're going to be having jetpacks and Force Jump having different purposes anyway.

 

Anyway, while this discussion is great, this probably belongs in one of the other threads rather in this thread.

Which one do you suggest?

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I think there needs to be an added melee move to get people off of you, especially those who try to spam you, i.e. bots. Bots currently just spam you with slashes over, and over, and over, and over, and over again. They use no strategy whatsoever. They just go in swinging, I've even tricked a bot into wasting all his force power by slashing at me while I was ontop of a box.

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