razorace Posted July 10, 2006 Share Posted July 10, 2006 I've created this thread to make suggestions for what different type of skills should be in Enhanced's skill system. Here's the sort of things that I'm Considering: - Each skill would have 5 levels: None, Novice, Intermediate, Advanced, Elite - Balancing (like between Jedi and Sith) would be done thru point costs and score modifers. For example, gunners would have a lot of leftover skill points because most of their skills cost less. As such, if a gunner is able to down a Jedi, they'd get more points vs the Jedi slicing down the gunner. Force Powers: - Lightning - Grip - Push - Pull Saber Combat: - vs Saber - vs Gunner (affects bolt saber block ability) - Saber Throw Gunner Stuff: - Pistol - Rifle Gadgets/Items/Weapons: (pay skill points to spawn with given items/weapons, Additional points give you more ammo) - Blaster Pistol - Blaster Rifle - Sniper Rifle - Rocket Launcher - Bakta Pack - Shield Generator - Jetpack - Seeker Droid Link to comment Share on other sites More sharing options...
crail227 Posted July 11, 2006 Share Posted July 11, 2006 would these skills be incorperated into classes, and certain weapons are given to certain classes, or will they be customizable? Link to comment Share on other sites More sharing options...
razorace Posted July 11, 2006 Author Share Posted July 11, 2006 I'm thinking completely customizable. I don't think there's a need for classes when the gameplay and playermodels are so diverse anyway. Link to comment Share on other sites More sharing options...
JRHockney* Posted July 11, 2006 Share Posted July 11, 2006 Here just a quick idea I had for this. It pretty straight forward and simple, so let me know if you think it might be unbalanced or not: How about if default total points is 20 points for usage when players start a game (this might be different with a differen game mode though). It will cost 10 points to use a saber and each force power, block skill and throw level will cost 2 points. for guns, it will cost 2 points for every skill level of weapon accuracy (for light guns and heavy guns) and most guns or items will cost 2points initally and then 1 point for more ammo or ability. The guns may vary in point cost depending on its power. This way gunners will be able to get alot of stuff while jedi can only get a few things at first. And this is also following the idea that gunners killing jedis will get two points a kill. Kill points will be used as currency to buy new things. Any kills on people of 10 points or more ahead of you will be worth more point per 10 points ahead. Ok, thats it for now. Link to comment Share on other sites More sharing options...
razorace Posted July 11, 2006 Author Share Posted July 11, 2006 That would be a good start, but I suspect that it's going to require a lot more tweaking on the point values. As for the score adjustor, my current theory is to base it on the number points the player has allocated. As such, a player could technically "nerf" their player by not using all their given points, and therefore get a massive score adjustor vs other players. Link to comment Share on other sites More sharing options...
UDM Posted July 11, 2006 Share Posted July 11, 2006 Sounds good. I'm for the idea, it'll make for very nice jedi vs merc battles Link to comment Share on other sites More sharing options...
da_chimp Posted July 11, 2006 Share Posted July 11, 2006 fatigue stuff mental conditioning - force powers cost less endurance - physical based thing use less fatigue saber training strength - makes you physcaly stronger and more able to break a block speed - puts you on your toes so to speek or a faster walking speed constitution - able to take a bigger beating/ makes blocks able to withstand heavyer attacks merc stuff trip wire boobie trap - makes a pickupable item detrimental to the person who tries to pick it up darts - slows target flame thrower gunner skills dive shot - allows you to shot while doing a roll multy tasking - allow you to dual weild Link to comment Share on other sites More sharing options...
UDM Posted July 11, 2006 Share Posted July 11, 2006 I've got something to raise about the "lousier players get more points" suggestion. I don't think it could work out very well. There are a few reasons for this: backstabbing eg. camping, exploitation of the current system and more. Also, players get a kick out of killing others. Punishing players who use up more of their points by giving them less score per frag would really turn off many. I think we should make the system more streamlined, like what MB2 did, but instead of copying them, here's what I had in mind (in other words, I am not really for the idea of point allocation affecting score) Gunners can be more powerful, with shots that bypass Jedis. I like the suggestions given above, including Greiver's. Think of it this way: players choose to be gunners, but do gunners have to be like gay stormtroopers? Aren't Jango and Boba Fett gunners too? After all, in Knights of the Old Republic, you could get owned by mercenaries too. You have bounty hunters like Sherruk and Calo Nord who can take you down in the blink of an eye (speaking of which, Sherruk was f---ing hard) I propose that we make gunners match up to Jedi standards not by nerfing the Jedi, but by giving the gunners more flexibility. Greiver made some interesting suggestions such as diving and such. Then we could also implement the jet pack, and this would make for interesting fights, especially if gunners can be force pulled down from the air *evil grin*. In fact, duels would be MUCH more interesting then. Lightsaber duels are becoming so much of a yawn affair. Imagine the many possibilities to take down mercs in a duel. Why the hell do I need force push and pull in a duel, if they're practically useless against Jedi? Maybe we can have a "Feats" system similar to KOTOR amidst the other skills like Blaster Rifle and Pistol, but it's a 1-slot allocation, meaning you have to spend large amount of points if you want to use it. We can have things like: - Blind Shot (pistol): increases your chance of bypassing saber deflection for pistol only - Blind Shot (rifle): doubles your rate of fire for blaster rifles - Pro. Grenadier: thermal dets cannot be force pushed back, but take longer to explode - Medic: you can double the amount of hp you normally get for every medpack picked up - Hidden Assassin: When holding the pistol, you're somewhat invisible (think of shadowtroopers) - Focus: your shots are much more accurate when running (very useful for repeater rifles and blasters) - Swordfighter: you're given a vibroblade, but there's really no need to improve your skills on it, since technically, vibroblades are supposed to be heavier and harder to wield than lightsabers. Therefore, you're only given the yellow stance, and it does not give you any additional DP points. It's just a weapon on its own, but its useful for those desperate situations eg. when the Jedi gets too close and you need a sort of defence On the sidenote, I've posted some suggestions regarding saber combat in the thread Changes that I'd like to see made to Enhanced 0.1.0, especially about parrying Link to comment Share on other sites More sharing options...
crail227 Posted July 11, 2006 Share Posted July 11, 2006 I'm thinking completely customizable. I don't think there's a need for classes when the gameplay and playermodels are so diverse anyway. what about bots? would we be able to customize their attributes too? Link to comment Share on other sites More sharing options...
da_chimp Posted July 11, 2006 Share Posted July 11, 2006 you'd have to set up the bots like yo do now or have them ramdom which could lead to some not so useful combinations Link to comment Share on other sites More sharing options...
razorace Posted July 11, 2006 Author Share Posted July 11, 2006 UDM, the problem I see is that Jedi are inherently better than mercs in 1 on 1. The Jango, supposedly one of the best mercs in the galaxy, is completely ripped a new one by Mace. Link to comment Share on other sites More sharing options...
Sushi_CW Posted July 11, 2006 Share Posted July 11, 2006 I'm mostly indifferent about this, but if we're going to allow players to purchase skills/weapons based on points, I think those points should be fixed. No "earning" points by making kills, and no punishing successful players/rewarding weaker ones by adjusting their points. Link to comment Share on other sites More sharing options...
razorace Posted July 11, 2006 Author Share Posted July 11, 2006 The experience system would be optional. I'm not sure how we could get around the score adjuster thou. Link to comment Share on other sites More sharing options...
Sushi_CW Posted July 11, 2006 Share Posted July 11, 2006 Sorry, I meant adjusting the points they have to spend, not the points that show up in the score. Link to comment Share on other sites More sharing options...
ZerooftheFour Posted July 11, 2006 Share Posted July 11, 2006 if a point system becomes avaible and u gain points as u make kills and such, it will be like mb2 b16, but yet b16 was the bomb build anyways, so i think ill be for the point system, only proplem i see with this is, is *if* OJP gets really really really popular, you will have people camping in there servers so that they can be up in points and just own any noob that comes by... but sence we are so small of a group i dont think it will be an proplem just yet. but is there going to be a max point limit? or can one person slay noobs for one hour and be able to have every abilty? Link to comment Share on other sites More sharing options...
razorace Posted July 11, 2006 Author Share Posted July 11, 2006 It would reset between maps so it wouldn't result in treadmilling. Link to comment Share on other sites More sharing options...
UDM Posted July 11, 2006 Share Posted July 11, 2006 UDM, the problem I see is that Jedi are inherently better than mercs in 1 on 1. The Jango, supposedly one of the best mercs in the galaxy, is completely ripped a new one by Mace. Ah but the sweetness about this is that Jango owned MOST Jedi. Windu was considered one of the best in his form. Though I've never watched EP2, I heard that even Windu had a hard time taking down Jango too The trick here is to not make guns seem overpowered, which as a result will totally nerf Jedi and just ruin the whole "Jedi are the best in the galaxy" idea; yet we don't want the Jedi to slice through a merc like a knife through butter. I think we could use some visual tricks to trick the Jedi players into thinking that "mercs are easy, but somehow I have to be on my toes" Again, greiver has some good ideas. While Jedi has dodge, the mercs can probably say...have some sort of rolling ability. It's usage is more limited than dodge ie. can't withstand being under attack for even a short period, but it prevents them from being sliced up in one hit. There are also other tactics such as jet packs and grappling hooks that can aid mercs too. And of course, I really like the idea of stealth attacking and using tricks to kill the Jedi. In an all out face-off between Merc and Jedi, I think the Merc should have very little chance to kill the Jedi, but should at least weaken him significantly eg. placing tripmines, traps, using skill to cut down the Jedi's DP etc. It's all about being a little scumbag and running all over the place, but not to the extent of overdoing it ie. you don't have unlimited jet fuel. And Jedi? Don't forget, they can have force, which will really make for interesting combat situations eg. "come back here scum *pulls down the flying merc*" Link to comment Share on other sites More sharing options...
ZerooftheFour Posted July 11, 2006 Share Posted July 11, 2006 Though I've never watched EP2, wtf... i thought that anyone that played jedi academy has at the very least watched all the movies... Link to comment Share on other sites More sharing options...
ZerooftheFour Posted July 11, 2006 Share Posted July 11, 2006 It would reset between maps so it wouldn't result in treadmilling. sorry if im saying alot of what ifs... but what if someone wanted a RPG where maps dont switch? but yet they can gain alot of skills, and have a dynamic RPG world... also as a side note, i think Razor Ace should get in contact with the JKA Galaxys team and see what there plans are, heard Sith J Cull and a few other great modders are Making a galaxy like mod. and Latly there has been alot and alot of Kotor and Galaxys ideas on this forum, im sure if Razor was to get in contact with the coders of JKA Galaxys that there could be a small exchange of source code and would make both mods better. May sound crazy but maybe a small merge between the mods? even though i havnt been to the JKA galaxys forums latly, it seems that OJP and JKA Galaxys might have simular goals Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 11, 2006 Share Posted July 11, 2006 I heard that even Windu had a hard time taking down Jango That wasn't the same Ep2 I saw. Jango didn't stand a chance and Mace didn't look too troubled. Link to comment Share on other sites More sharing options...
razorace Posted July 12, 2006 Author Share Posted July 12, 2006 also as a side note, i think Razor Ace should get in contact with the JKA Galaxys team and see what there plans are, heard Sith J Cull and a few other great modders are Making a galaxy like mod. Galaxies is much more complicated than the sort of thing that I'm considering. In my opinion, OJP isn't a RPG. Link to comment Share on other sites More sharing options...
UDM Posted July 12, 2006 Share Posted July 12, 2006 That wasn't the same Ep2 I saw. Jango didn't stand a chance and Mace didn't look too troubled. O well...still I think that the suggestions listed above can help bring about better gunner vs Jedi, without other considerations Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 12, 2006 Share Posted July 12, 2006 Sure, I didn't mean to say anything against your ideas. Link to comment Share on other sites More sharing options...
JRHockney* Posted July 12, 2006 Share Posted July 12, 2006 O well...still I think that the suggestions listed above can help bring about better gunner vs Jedi, without other considerations I agree, as long as jedis still have the advantage, its still plenty movie realistic. But if the the advantage they have is an insanely powerful one like it is now, gunner vs jedi won't be nearly as much fun. Link to comment Share on other sites More sharing options...
UDM Posted July 12, 2006 Share Posted July 12, 2006 Yeah the key is to have the advantage in different areas, in order to balance them out. The Jedi, for example, are skilled in all out confrontation, but they can be weakened through guerilla tactics or really skilful gunners. The mercs, on the other hand, will die easily if in an all out confrontation (unless you get some insane dude who's really handy with the vibroblade), therefore have to rely on run n gun or stealth attacks, but not to the extent that they become a major annoyance to Jedi What I like about having mercs being as important to gameplay as Jedi, is that they help to balance out the whole issue of force. As it is, because of honor players, force powers are undermined. Few will use them in moderation, and even then, will get criticised by honor players. The way OJP works right now is that Jedi aren't really affected by force. Therefore, for force to have any use at all, it has to be used on the mercs. The mercs, however, will have tricks up their sleeves. And thus, this is where the gameplay naturally balances out Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.