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Maxstate

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But I must say that adding new skills wouldn't be quite a good idea as it would probably sow more confusion among noobs (and among experts that haven't/don't want to read the code in order to get it). If you ask me, we need to look at the powers we've got and add more depth and simplicity to them.

 

Maybe, but I'm more worried about people wondering why the heck we took out all those force powers to begin with and having them think we sold them short. I just don't see the whole "less is more" philosophy working that well for the JKA community that hasn't tried us yet.

 

Anyways, in other news, I finally got a working server!... I think. I haven't played on it with anyone yet so I don't know how stable it is. But yeah You'll all be able to try out my new code changes there when its up, and I'll try to keep it up whenever possible, but if it crashes, I might not be around to fix it then. At the moment, its called "Jon's Test Server" It should just show up on your server list, but if it doesnt, this is the IP for the moment: 67.176.58.32:29070. If its slow or laggy, thats because its on a laptop and I'm no expert in server efficiency :p

 

EDIT: It might not be up as often as I hoped. It doesnt seem to last for that long when I have more than one other program running.

 

Btw, Razor if you get to read this, why did you close the OJP servers stickied thread again? I can't remember.

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Sense 2: Good feeling

Ability to spot ammo and health packs as well as weapons close to you in Sense mode.

 

The problem with this Max is that almost all maps use areaportals and or some kind of small amount of distance culling which defeats the purpose of having a SP-like force sense. The only way to get around it is SVF_BROADCAST and that is bad because then it always broadcasts the entity to everyone and can also mean cheating with wall-hacking more.

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The problem with this Max is that almost all maps use areaportals and or some kind of small amount of distance culling which defeats the purpose of having a SP-like force sense. The only way to get around it is SVF_BROADCAST and that is bad because then it always broadcasts the entity to everyone and can also mean cheating with wall-hacking more.

 

It actually already works like this, I can see health and ammo packs stashed in places all around Jedi's_home and that's the only reason I buy more sense.

 

Most of my ideas have to do with REWARDING people with certain OJP features that we take too much for granted.

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  • 2 weeks later...
i was just about to ask you guys about this i haven't seen meatgrinder templar or your's JRhockney's in awhile any of you guys having this problem also?

 

Yeah sorry I've been busy trying to code in the repeater and disruptor so I haven't gotten my server up in a while. The meat grinder has issues I think and the templar server wants to use my code, but has had crash issues with my last released version of it. I've had to keep my server on duel because it seems to crash after a few minutes when I have more than two people playing at the same time. I thought it was just my crappy laptop server, but since the templar server and maxstates has had some problems, it may also be my code.

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  • 1 month later...

I noticed last night that the disruptor hardly does any DP damage at all, especially for a charged shot. since its that expensive, it should do more DP damage then the other weapons for normal shots and huge damage for charged shot. its not going to make a very fun sniper rifle if the charge shot doesn't do extreme damage. I think it should do 50% DP damage from the front and fatal from the back if they have a saber, and just plain fatal if they don't.

 

Btw, should back blocks for blaster bolts do a lot more damage?

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Tanq and I agreed that the best solution for the nerfgun aka disruptor right now is to let it hit anything that is moving, with no chance for dodge. If target stops, then he/she can dodge, but if moving, it is a sure hit

 

1) Moving targets are hard to hit, so snipers should be rewarded for hitting them

2) Can you think of a better solution?

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i was testing ruptor much yesterday. only use for it was shooting jetpacking people (sometimes jumping sabersist). charged shot = instakill when in midair.

 

My idea is somehow what UDM said. Remove chance of dodge, so charged shot should be instakill against gunners and jedis who have turned of or lost their saber, also when shot from behind. Jedis should be able to block shots when facing gunner with saber ready. Gunners way to avoid getting sniped could be sense 3(2?).

 

Other thing, clone rifle. I think it is too crazy at the moment. If you got blobbed, you are most likely get killed if enemy is close and can shoot. Jedi still can beat only pure shooting, even though rate of fire is huge. standing still while deflecting should be enough to do the job. I know blobs can be pushed but on close range fights it is way too hard if opponent keeps blasting with normal fire before that (you only see blue lasers everywhere :p).

solutions? maybe delay after blob (this would make it still effective when used with teammate to beat the jedi)? maybe hugely boosted ammo cost for blobs (15 or so atm)? slightly reduce RoF for normal fire (would make it more balanced in gunner vs gunner combat i think)?

 

then one question, do seeker droids have limited amount of ammo? it could be my own mistake that seeker stop shooting though...

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Beware: the gunning system is on it's way to the dark side (MB)

 

I think that we've introduced these two weapons too early now, but it was Hockney's decision.

 

The sniper rifle's shots should not be dodgable, and should take off quite a bit of DP. Not just in a running state but also when just standing or walking or whatever. In comparison to MB Jedi, OJP Jedi have the advantage of a faster run and walk speed which can cause pretty erratic movements to dodge sniper shots already.

 

Deflecting should be more powerful than it is now, but should be tweaked to be more balanced too:

 

-When you shoot a standing jedi that isn't doing anything, not even aiming at you, the bolt should NEVER EVER reflect back towards you.

 

Also, I was thinking of making deflecting towards your crosshair a Manual Deflect only thing. We would still use the same setup for the Saber Defense powers but the system would work like so:

 

You can deflect to random locations while just standing and deflecting regardless of your saber defense level, BUT, if you hold your power attack (both buttons) buttons, you will start using your aggressive REflecting skills and for an extra FP cost, you will reflect the shots back at your mouse's crosshair.

 

Also, Darthdie, could you check out if it would be hard to give higher levels of guns (id est: level 2 and level 3 e-11) higher damages? If it's not too straining for you, I'd like you to try and halve the current damage for e-11 level 1, give level 2 the damage we have now, and give level 3 25% more damage.

 

Okay.. what else did I want to say.. hmm I think that's it.

 

Edit: That sentence sounded a bit too pretentious :p changed.

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hmmm this reminds me of MB2 forums and countless threads of whining :D

Solution: NO BLOB FOR YOU! ;)

 

The sniper rifle's shots should not be dodgable, and should take off quite a bit of DP. Not just in a running state but also when just standing or walking or whatever. In comparison to MB Jedi, OJP Jedi have the advantage of a faster run and walk speed which can cause pretty erratic movements to dodge sniper shots already.

Agreed.

You can deflect to random locations while just standing and deflecting regardless of your saber defense level, BUT, if you hold your power attack (both buttons) buttons, you will start using your aggressive REflecting skills and for an extra FP cost, you will reflect the shots back at your mouse's crosshair.

That's doable. I could just go ahead and remove all "luck" from the system and make the player's saber defense level just determine the max level of deflect/reflect that that player can do.

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Solution: NO BLOB FOR YOU! ;)

 

 

Agreed.

 

That's doable. I could just go ahead and remove all "luck" from the system and make the player's saber defense level just determine the max level of deflect/reflect that that player can do.

 

That would really help, and I'm doing this in favour of both gunner perspective (you are running away from a jedi shooting at them and your bullet gets reflected back at you while the jedi just RAN at you) and the jedi perspective (getting random, lucky reflection kills without doing anything = no achievement level).

 

Shall I bug ticket it?

 

On 009s:

 

I tried it today and I must say, OJP has just reached another level of awesomeness and I didn't think it was possible. Me and Rev did a team FFA vs 4 jedi with the clone rifle today and it was much fun :D

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agree, but I wouldnt get rid of the blob just yet. There are ways of making it balanced, and quite frankly, its not overpowered unless the gunner has absorb because jedi can still just force spam them.

 

We need to find a way to make the pure gunners not get force spammed. I've offered a few ideas in the past (one I coded and it was the 75% DP requirement for using force which made it more of jedi problem then a gunner block, which is more movie realistic) but nothing has become permanent yet.

 

As for overall balancing, I do kind of like Max's old idea of making three classes: jedi, gunner, and hybrid. I think it would be cool to make everything in the hybrid class would cost ALOT more, like every skill costing 8 points or something like that, so that you couldnt reasonably choose hybrid until you are much higher in skill points.

 

I had an interesting idea to bring in the OJP droideka and maybe even remote droids for gunners, although I'm not sure if we have the resources for it or not: If you select you select turn this on, you can control a droideka or maybe regular droid depending on the level you select. While you control it, you are standing in one place and are vulnerable. If you get killed, so does your droid. When your not controlling them, they just act as a sentry gun

 

Also, since sentry guns seem to help gunners so much, it might be a good idea to bring in NPC stormtrooper helpers like in FM3 that fire much faster and follow easy orders. I mean it probably wouldnt be too hard to order them to stay in one place, follow you, or hold there fire. If you have ore than one, it would also be cool to target one of them and him do the order specifically. Also with this, I'm not sure we have the resources, but it would be cool non the less.

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Classes just aren't in the cards I think. Hard to impliment and kind of counter to most of the work we've done.

 

I still think that it's going to come down to a score adjuster for non-force users. Maybe just double their kill score if the player without absorb/offensive Force Power kills a player with absorb/offensive Force Power.

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Hard to impliment and kind of counter to most of the work we've done.

 

 

Hard to implement, maybe. But a cakewalk compared to MB2's or FM3's classes and since it has a hybrid class that is alot more expensive, it balances things without taking too much away from the openness idea we've had going. Its something to earn. If we get more UI savy coders, I dont think this will be a problem.

 

Hey Mantis, do you know anything about the ui code?

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No classes, but no score adjusters either please.

If we add some (or use the ones we have) kind of buyable jedi powers that require certain levels of saber defense, attack and sense to buy, gunners will have no time to really specialise into the Jedi area to get the "good" powers.

 

To counter this, we will have to appoint someone to make that level 2/level 3 gun boost thing though.

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Hard to implement, maybe. But a cakewalk compared to MB2's or FM3's classes and since it has a hybrid class that is alot more expensive, it balances things without taking too much away from the openness idea we've had going. Its something to earn. If we get more UI savy coders, I dont think this will be a problem.

 

Hey Mantis, do you know anything about the ui code?

 

If anyone's interested in helping out with the UI, I could teach you how to do it. Quite simple really

 

But hocks, the classes are done through coding and not UI scripting. You'll need coding savvy uhh...coders to do it, not UI savvy coders ;)

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I like the idea of both remote controlled droids and NPC support.

Remote droids could work somehow like:

Level 1: Battle droid, 3 points. Single and weak droid with level 2 blaster, slight force resistance, 30 hp.

Level 2: Super battle droid, 8 points. Single droid with built-in wrist blaster (level 3 blaster) in right hand, built-in rocket launcher (2 rockets, delay between shots) in left hand, moderate force resistance, 75hp.

Level 3: Droideka, 8 points. Single destroyer droid, Twin cannons (2x level 2 blaster), deflector shield (absorbs large amount of firepower), wheel movement mode (allows quick movement, takes some time to get in and out of mode), good force resistance, 35hp (much shield though)

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If we add some (or use the ones we have) kind of buyable jedi powers that require certain levels of saber defense, attack and sense to buy, gunners will have no time to really specialise into the Jedi area to get the "good" powers.

It's definitely an idea. But I think that might be getting too complicated. I'm already getting questions about "Why is there only Force Seeing?".

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