razorace Posted February 4, 2015 Share Posted February 4, 2015 Let's talk lightsaber combat styles. I feel like the various forms need to be revisited now that we've removed MP from the game. Here is what I've gleaned from the code so far.... Base Attack Block Cost - Base cost to block an attack from this saber style. Form: Soresu (Blue) SS_FAST UI Description: Parry defense bonuses; blaster defense bonuses. OJP 1.2: Base Attack Block Cost: 12 DP -1 DP cost to block gun bolts. %25 less DP cost for parries. Form: Shii-Cho (Yellow) SS_MEDIUM UI Description: Lightsaber training; faster mishap regeneration. OJP 1.2: Base Attack Block Cost: 15 DP %25 faster MP regen speed. -1 DP cost to block gun bolts, when at Saber Offense 3. (what?) Form: Djem So (Red) SS_STRONG UI Description: Destructive combination attacks; fatigue-inducing strikes if not parried. OJP 1.2: Base Attack Block Cost: 17 DP 10% more DP damage when an attack fake isn't parried. Unparried attacks from this style cost the defender 2 FP. Form: Makashi (Green) SS_TAVION UI Description: Power attacks damage mishap if unparried; opponent vulnerable to Force and melee attacks. OJP 1.2: Base Attack Block Cost: 14 DP Unparried attacks from this style cost the defender 2 MP. Attacking a defender's saber while in a slow bounce causes a disarm. Form: Juyo (Purple) SS_DESANN UI Description: Attacks do mishap damage if unparried; easier disarming. OJP 1.2: Base Attack Block Cost: 16 DP Unparried attack fakes from this style cost the defender 2 FP. Unaffected by force powers when at MISHAPLEVEL_HEAVY. Defenders below MISHAPLEVEL_LIGHT can't counter force powers from this style. Defenders below MISHAPLEVEL_LIGHT can't dodge kicks from this style. Defenders below MISHAPLEVEL_LIGHT suffer knockdowns from kicks from this style (normal kicks cause knockdown at MISHAPLEVEL_HEAVY). Form: Ataru (Dual Sabers) SS_DUAL UI Description: Triple damage for run attacks; low Force cost for acrobatics. OJP 1.2: Base Attack Block Cost: 13 DP Cartwheels cost -1 FP (vs 1 FP normally). Backflips cost -1 FP (vs 1 FP normally). Standard attacks cost 2x FP. No additional FP cost for attack fakes. Running attacks from this style cost 3x DP to block (vs 1.5x DP). mid-air blocks cost .5x DP. Form: Niman (Staff Saber) SS_STAFF UI Description: Upgraded damage potential; faster Force regeneration. OJP 1.2: Base Attack Block Cost: 13 DP Standard attacks cost 2x FP. FP regen ticks 100ms faster than normal. No penalty for blocking attacks from the rear when at saber defense 3. Player suffers slow bounce (vs knockdown) from kicks when at MISHAPLEVEL_HEAVY or DODGE_CRITICALLEVEL. Link to comment Share on other sites More sharing options...
jrhockney Posted February 5, 2015 Share Posted February 5, 2015 Ah yes, the mighty 1.2 proven, battle-tested balance!...with a few exceptions. Honestly, I think its a bad idea to remove balance/mishap and my first set of suggestions will be to improve what is already here...though I suppose you could just replace MISHAPLEVEL_LIGHT and HEAVY with DODGE_LEVEL_LIGHT and HEAVY or whatever its called in the code and it would still work...Ok here's some suggestions: -add a second and perhaps third skill point level to all styles. Maybe level two adds their perks and level 3 adds damage or exaggerates the style perks or something...this will modernize the customization a bit with earnable action RPG like features. -All styles should get "Attacking a defender's saber while in a slow bounce causes a disarm" back because it just looks too cool to be rare. The only difference is with Makashi the slow bounces should happen at "below MISHAPLEVEL_LIGHT" so they happen more often but perhaps they shouldn't be able to be kicked over or force vulnerable until "below MISHAPLEVEL_HEAVY".. -Ataru's run hit damage should be scaled back to x2 (x2.5 at most if we tried a style leveling system as mentioned in the first suggestion) -Users who have more points AND full skill in the same saber style an attacker is using should be immune to that styles perks. -Parries of Soresu do slightly more balacne/mishap damage to attacker -If we keep the back hand attack, I'd like it to do a tiny bit of balance/mishap damage at any level and cause a stumble if the opponent is doing a fake in order to do a reposit. This will create a risky but effective way to break through a reposit spammer. -Mishap (if kept) renamed "Balance" and dodge renamed "Defense." Anyways, these suggestions include Mishap/balance in the format. If you have your heart set on removing it (eventhough it was your idea to begin with remember? lol) I'll start hypothesizing. Link to comment Share on other sites More sharing options...
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