Maxstate Posted June 20, 2008 Share Posted June 20, 2008 Same idea as the Force thread, only here we use the same format to suggest new skills! ________________ -Add buyable shields- Level 1, 2, 3 =1= Adds 25 shield. =2= Adds 50 shield. =3= Adds 100 shield. =Why?= Because we're ignoring something that plays a big part in OJP gameplay and is reponsible for a lot of Jedi deaths. =Why not?= Worth it? ________________ -Add DE-10 Pistol- Level 1, 2, 3 =1= High mishap, high damage pistol. =2= Faster fire rate. =3= Damages FP 2 per shot =Why?= I have gotten permission to use this pistol for OJP, and it's pretty damned cool. =Why not?= Do we need an extra pistol? http://jediknight3.filefront.com/file/DE10_Blaster_Pistol;38928 ________________ Keep going guys. Link to comment Share on other sites More sharing options...
Viper32 Posted June 20, 2008 Share Posted June 20, 2008 agility Level 1,2,3 Level 1- rolling while running Level 2 - diving a la MB2 Level 3 - roll/dive when force pushed/pulled/lightninged why- gives gunners more survivalbilty against jedi. Link to comment Share on other sites More sharing options...
The Unbeholden Posted June 20, 2008 Share Posted June 20, 2008 I think healing and shields should be bought instead of found around the map. So im very much against having crap around the map that you pick up, cause that isn't realistic. All players that come to a battle field can't rely on a battle field to supply them anything to help them survive. Scavenging off your opponent i think should be very possible, along with scavenging items like a sentry, or force field. not just guns. Shield is very worthy skill, just as worthy as bacta, if not more. thing about force is that you can't scavenge it, lightsaber is useless to someone who isn't trained. Thats the advantage of force skills. Link to comment Share on other sites More sharing options...
Kahn D'halaine Posted June 21, 2008 Share Posted June 21, 2008 -Add buyable shields- Level 1, 2, 3 =1= Adds 25 shield. =2= Adds 50 shield. =3= Adds 100 shield. Maybe rechargeable shields, that slowly recharge to the bougth limit. And another shield thing, level 4 maybe... Reflector! A very powerful shield that reflects bolts, is durable to explosions and maybe even can slowbounce a saber user. The downside to it is that while using it, you're unable to move and fire, plus that it's very expensive. How 'bout that? Link to comment Share on other sites More sharing options...
Tanqexe Posted June 21, 2008 Share Posted June 21, 2008 Maybe rechargeable shields, that slowly recharge to the bougth limit. And another shield thing, level 4 maybe... Reflector! A very powerful shield that reflects bolts, is durable to explosions and maybe even can slowbounce a saber user. The downside to it is that while using it, you're unable to move and fire, plus that it's very expensive. How 'bout that? Lol Reflector. Sounds like a possible upgrade. Hmm, I was thinking, maybe we can have a melee upgrade - like Cortosis Knife or something, where you can basically prevent someone from activating their lightsaber for a couple seconds. Downside being you have to get in close, and it doesn't really do any damage - just a surprise attack long enough for you to pull out your guns and shoot the poor guy. Link to comment Share on other sites More sharing options...
ZerooftheFour Posted June 22, 2008 Share Posted June 22, 2008 How about a pistol with little to no mishap rather then a one that is like the old one with heavy mishap? What was the name of Jangos pistols? Would that be suitable for a low mishap pistol? Link to comment Share on other sites More sharing options...
Tanqexe Posted June 23, 2008 Share Posted June 23, 2008 They're called Westar 34's. They're powerful short range pistols, so they might be the light weapon's user's gun of choice for short range. So maybe Westars can be an upgrade where your twin pistols deal extra damage from the plain duals with slightly lower mishap cost, but at the cost of limited range - seems like a fair tradeoff. But the fact that the alt fire at level 3 is already pretty powerful might make this a little OP....so maybe pistol alt fire should also be a buyable upgrade? Link to comment Share on other sites More sharing options...
Maxstate Posted June 23, 2008 Author Share Posted June 23, 2008 We've got permission for the DE-10, which is a pretty cool pistol. Link to comment Share on other sites More sharing options...
Maxstate Posted July 3, 2008 Author Share Posted July 3, 2008 Anyone have ideas on what we should do with the clone rifle secondary fire? I don't think blob is realistic or even balanced, more less used in the mod. Maybe something to do with FP drain or mishap pumpage, since we know that Jedi got pwned by it. Link to comment Share on other sites More sharing options...
Kahn D'halaine Posted July 3, 2008 Share Posted July 3, 2008 I think that the DC-15A secondary should be just a larger shot, as you dump all energy into one massive explosive blaster bolt. Maybe the same power as a regular turbolaser, and does a whole lotta mishap and dodge damage if you try to block it. Link to comment Share on other sites More sharing options...
Viper32 Posted July 3, 2008 Share Posted July 3, 2008 how about the secondary as a shot gun function. takes a third of you ammo, but a strong burst the spread the farther it gets. it would be a great anti-jedi gun Link to comment Share on other sites More sharing options...
Kahn D'halaine Posted July 3, 2008 Share Posted July 3, 2008 Nay, too much Dark Forces Repeater gun. I think we should add in a new weapon as well - the Trandoshan shotgun from Republic Commando. I could probably make that, if you guys do the coding. Additional idea for the DC-15A secondary blast: You should have that "dump all ammo in one shot" option *always* avalible ('cept when you're competely out of ammo), and then the power of the shot is decided by how much ammo is put in it. Link to comment Share on other sites More sharing options...
TheDestroyer99 Posted July 8, 2008 Share Posted July 8, 2008 Rappel Hook: Provides a way to get down a wall (not up, mind you) without using jetpack fuel. Can also be used to jump through open windows while scaling the wall. How it works: You "hook" the rappel onto a corner with a wall. (Must be 90 degree with the wall being the outer edge, no rappelling off ceilings ) After hooking it in you jump off the wall backwards, tapping jump as you hit a wall to move down and away from the wall. When you want to enter a window you must figure out the distance and slide down with little bounces (crouch) to the point where you can pull a big bounce into the window. If you are just below the window you can grab the edge by swinging yourself at the edge with w and s, using the "use" button to grab on. If you are hanging down directly in front of the opening you can swing in as you would to grab the edge, however you would want to press the "use inventory" button on the rappel hook item to release it and tow it back into its storage case so you don't get dragged back out by the "bungee" effect at the ceiling that prevents you from dropping too fast. You can then hook it to the window ledge and continue down when you want. Cost to get the rappel hook: 10 skill points The fact that your butt might have been saved by it: Priceless Link to comment Share on other sites More sharing options...
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