Jump to content

Home

OJP V1.3 Force Suggestion Thread


Maxstate

Recommended Posts

  • Replies 111
  • Created
  • Last Reply

Sounds a bit drastic. Why don't you let the server admins choose? Put the option in a cfg file. Disable it by default if you want.

 

It would be really cool if you game map designers a way to block grapple on certain surfaces. Noimpact shaders do this, but they aren't applicable for every situation.

Link to comment
Share on other sites

This is true.

 

There still comes a time where we need to think about adding new things to the game, even though it's pretty much become a secondary objective. It's hard to add something without adding in massive amounts of bugs.

 

This is backed up by the fact that we've added a new force power, a new gun and a new skill for gunners, and now we have a bug that tends to crash servers on random.

Link to comment
Share on other sites

If there is gonna be force telekinesis, it would be really cool if a rocket is fired at you that you could stop the rocket in mid-air. Then, the rocket fells on the ground or something.

 

Almost realistic. You would have to be able to fling it in any direction you want and have it explode on impact :D.

Link to comment
Share on other sites

If there is gonna be force telekinesis, it would be really cool if a rocket is fired at you that you could stop the rocket in mid-air. Then, the rocket fells on the ground or something.

 

Or maybe crushing it with Force Choke... The possibilities are endless! Imagine stopping blaster bolts with the Force, like Neo...

Link to comment
Share on other sites

anyone from the team have a general idea of when 1.3 is going to be out?

When itz done.

 

 

 

Don't worry Viper, I got the same answer :p.

 

Anyway, a new thought. When somebody goes the "full force" way, not using a lightsaber or weapons, that person will have an extra option to their force push. Once they get force push to level 3, an option will become available to them: The Force Wave upgrade. This would work by allowing the force user to push all enemies in a medium-sized radius with a huge wave of force power (50 force points), dealing massive physical damage (Somehow get it figured out so the damage is = to how far away whatever they hit is. At a far enough distance the person will just land and take about 5 damage vs. being able to be crushed by something extremely close). This ability won't be mandatory to use. To use this the person would press the "Reload" button and use the "Force Push" power. Why is this an idea to implement? Imagine being a pure force user, being rushed by 4 lightsaber wielding enemies that will cut your DP to 0 in a matter of seconds. Now imagine that with your ability to send them flying with ease. But isn't this overpowered you ask? Well, a cool down time would be required of at least 45 seconds!

 

The specs:

Name: Force Wave

Effectiveness Range: Medium, AoE (Area of Effect, does damage in a sphere around the user)

Damage: Once hit with the wave every second you don't hit something the damage is reduced by 13. After 7.6 seconds, the damage done is 5 and the person hits the floor.

Rate of Movement: The wave makes a person go flying at the speed of a level 3 force push if they are hit by it.

Cool Down Time: 45-60 seconds.

Force Point Cost: 50

Cost to purchase in menu: 20 (on top of all 3 levels of Push)

Power Type: Neutral

Link to comment
Share on other sites

I have some new ideas too:

 

Force Breach/Suppression - removes speed, protect, and "stuns" absorb for a limited time.

 

Force Camouflage - something like cloaking device.

 

Slow/Affliction/Plague - increases mishap, decreases dodge, force or something like that.

Link to comment
Share on other sites

sounds cool kinda like tenqs ideas which i loved and were very reminiscent of kotor with your method of a 45s cool down the 4 saberists will just get up and slice you before you could fire it again.

 

The big thing with that power is: HUGE DAMAGE! Any of them hits a wall when they are close to it they take huge damage. Maybe it should reduce their DP 75% of its max :D.

Link to comment
Share on other sites

Bullet Time

Cost: 10 Points 10 More Points To Upgrade

Effect: Level 1:Slow's Down Time But The Player Act And Moves In Real Time To Dodge Bullets Or Just To Get To Cover. The Players View Is The The Game Slows Down And To Everyone Around The Player it Looks Like The Player Is Going Very Fast.

 

Level 2: When Your Target A Player It Makes There Game Slow Down To Everything Making It Hard For Them To Shoot A Player Or Saber A Player.

 

How Long The Effect Last: Level 1: 10 Seconds Level 2: 20 Seconds

 

Force Power Drain: Level 1: 30 FP Level 2: 50 FP

Link to comment
Share on other sites

Bullet Time

Cost: 10 Points 10 More Points To Upgrade

Effect: Level 1:Slow's Down Time But The Player Act And Moves In Real Time To Dodge Bullets Or Just To Get To Cover. The Players View Is The The Game Slows Down And To Everyone Around The Player it Looks Like The Player Is Going Very Fast.

 

Level 2: When Your Target A Player It Makes There Game Slow Down To Everything Making It Hard For Them To Shoot A Player Or Saber A Player.

 

How Long The Effect Last: Level 1: 10 Seconds Level 2: 20 Seconds

 

Force Power Drain: Level 1: 30 FP Level 2: 50 FP

 

I doubt that will happen for one reason:

1. That would require a look at what the other players are about to do, which is impossible.

 

Btw, you don't have to capitalize each and every word in a sentence you know...

Link to comment
Share on other sites

Agree, t'is a little difficult to read that. Bullet time is too impractical to put in use, but what we can do is to make the timescale command a serverside cvar. That way the server admin can easily change the game to slowmo, if there is really intense combat for example. Wouldn't that be an interesting addition?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...