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KP will be back for 0.1.0 + major saber system suggestions


Tokakeke

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Server's quieted down a bit, so KP will probably be back up for Enhanced 0.1.0 when it's out.

 

Also, I was stuck on a train today and was thinking of a way to enhance saber realism. I was thinking there could be four types of swings, the two existing fakes + attack fakes, a "tap" that would replace the current trigger for fakes, and a "swing" that would work like the normal swinging. Basically, taps would serve as swings that would be aimed to wear down an opponent, much like the Fast style. Swings would be aimed to kill an opponent. A difference = look at the start of Episode 3 where Anakin and Obi-wan fight Dooku. At the start the swings against hold very little power and are meant to bounce off and transition into combos. They are not held to initiate saber locks or push the opponent out of the way. After Dooku does his little speech about "You have hate, you have anger..." Anakin starts really pushing Dooku, aiming his swings to press harder and break through to kill or disarm Dooku. This is how I invision these to work.

 

Taps would cost about 10fp to start and would work the current way fakes do. The animation would be sped up so the player could return their saber to their idle stance rather quickly. Combos would be easy to start and would do little dp drain to an opponent. However, once an opponent starts swinging into combos, the cost in fp and dp for both players starts to rise. Then. as an opponent nears 50% dp, taps start doing less dp drain to then until they have no effect. Swings would be the opposite. By holding down the attack key (as in the current iteration), a full, relatively slow attack would start. The player moves at reduced speed while in the swing. Of course, a player cannot swing while already in one. I imagine the speed for swings between red and yellow for most styles. Swings would start doing more DP drain for an opponent and more FP drain for the swinger as the opponent goes to 0. Swings would drain more FP to use if the opponent is over 50% dp to prevent someone from using them exclusively.

 

 

I feel this is a good representation of the movies. It avoids the Movie Battles syndrome of "block..sit around block.." and the BaseJKA "swing spam" by rewarding both in different situations but only for a small period of time. A player would use taps to drain up to 50% dp from the opponent, then start swinging and laying it on them.

 

Obviously fakes would still factor in - you'd just need a new button to trigger them.

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Thats pretty complex there. I'm still trying to visualizing it. It kind of reminds me of my old primer swing idea a bit, but with different concepts. The 10 FP requirement is too much for any move though unless the FP gain is set higher. I'm not sure what I think about it yet or if it will work with the current direction we're going. What does everyone think?

 

And well be very happy to have your server available for the next build. Ever since we released 0.0.9b on JK2files, there have been alot of downloads, good comments, and new players on our existing servers, and they all cant wait for the next build after seeing the trailers. There may actually be clans in OJP soon!

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I don't think it'd work either. A lot of balancing would be needed. As it is now, we haven't yet come to a consensus on the issue of balancing the mishap system. The current system is already pretty complex on its own, and I already had a hard enough time teaching newbies on Meatgrinder

 

Yea more servers would be cool. Too bad Asians don't dig the idea of playing Star Wars 1st/third person shooters online. I blame crappy Asian grinding MMORPGs and Warcraft 3

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hmmm, well, the tapping idea is pretty similar. However, it made me think of something. What if the player does something similar to an attack parry, except in reverse? Maybe it should automatically cause more DP on the next strike and automatically go into the next swing of a combo.

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hmmm, well, the tapping idea is pretty similar. However, it made me think of something. What if the player does something similar to an attack parry, except in reverse? Maybe it should automatically cause more DP on the next strike and automatically go into the next swing of a combo.

 

Hmm, interesting idea there. I wouldnt mind a cool little feature like that. Although it does kind of mirror the attack fake in a different way, it does kind of bring about another type of power swing. But wait a minute, if that happened automaitcally, what if a person succuessfully did an attack parry? would he stilll go into a swing? What if he really wanted to kick instead? Maybe there should be a canceling button or maybe the second swing doesnt happen if you successfully do an attack parry?

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