Nax Posted April 9, 2002 Share Posted April 9, 2002 I think it's a fine idea, adding hitboxes for weapons. After a certain amount of a certain type of damage, a weapon would explode, dealing some pysical ignore-shields damage to the wielder and knocking em on his keester(sp?). Different weapons would have different tollerances for damage. While most all weapons could be destroyed by the lightsaber, certain more volitile weapons could be made vulnerable to the sniper rifle and, to a lesser extent, the bowcaster. Perhaps the EMP gun could destroy certain energy weapons, as I've yet to find too much of a use for it in multi. The lightsaber would have to be made indestructable in certain multiplayer modes of course (duel, jedi master, single player), but I think it would be fine if the handle of the lightsaber were vulnerable to other lightsabers in other play modes. Any thoughts on the idea? Nax P.S. Would it be possible in the game engine's current state to create dynamic hitboxes for player models when they whip out different weapons? Link to comment Share on other sites More sharing options...
Joruus Posted April 9, 2002 Share Posted April 9, 2002 I think this is a great idea. And yes the Q3A engine is capable of dynamic hitbox areas. You'd figure a level 3 saber defense returning 90 percent of an E-11 blasters fire would chance to hit the gun as much as the target, or at least once or twice, this is an EXCELLENT suggestion to even the grounds a bit. I'd say a hitbox for the saber is good to, but not a destructive hitbox, in SP, you can see Kyle defending against Reborns and will occasionally knock a saber out of their hands.....that would be an excellent hitbox effect for the saber, giving that some balance as well. Link to comment Share on other sites More sharing options...
toolboi Posted April 11, 2002 Share Posted April 11, 2002 nice idea... I really think that your on to something that could be mega-cool. Link to comment Share on other sites More sharing options...
~(\/)iasma-> Posted April 11, 2002 Share Posted April 11, 2002 I like your idea a lot. Mostly for the reason that I almost exclusively use a sabre. The only exception is if I cross paths with the flechette system. I love that gun. I think because the first time I used it in a CTF game I fired it and Force pulled someone that was in front of me into the grenades and that person died. Now that I am getting more comfortable with sabre dueling I like the idea of being able to disarm someone like that. Link to comment Share on other sites More sharing options...
Nax Posted April 12, 2002 Author Share Posted April 12, 2002 Nobody else cares for the idea? Nax P.S. The edit was just to put the word "enhancement" in the subject. Link to comment Share on other sites More sharing options...
stellerwinds Posted April 13, 2002 Share Posted April 13, 2002 I think its a great idea. Either the knock out of hands or the destruction. People get way too attached to collecting weapons to "complete" their character. But this sounds like something a good full mod should have. Link to comment Share on other sites More sharing options...
Hiroyuki Posted April 14, 2002 Share Posted April 14, 2002 Just Fix force pull to the way it was in the orginal Jedi Knights(It really pulled the weapons away from people. It also cost hardly and mana points. It was like 20 points out of the 400 a Jedi Master could be charged with) Link to comment Share on other sites More sharing options...
SPY_jmr1 Posted April 15, 2002 Share Posted April 15, 2002 i know you wont hear anything of it, but i think that jki pull was overdone. howerver jkii's is a bit underdone, not much but a bit. i think that a cross betwen the two would be best imho. ps: perhaps have the jki style gunriping only if you maxout on pull points... seems like that would be harder to work jedi wise.... ideas? Link to comment Share on other sites More sharing options...
Hiroyuki Posted April 15, 2002 Share Posted April 15, 2002 Ok, The level of force pull(in the force selection screen) will determin the max range of force pull(how far close you need to be inorder to affect your target higher the level the farther it will work) When a player presses and holds the force pull button a targeting circle much like the one for the rocket launcher will apper around the target. The longer the target is painted with the circle the "more powerfull" force pull will be. In it's "weak" mode only weapons will be pulled. When the power enters "strong" mode the targeting circle will change colors(to indicate the different strenght modes) and when the person releses the pull button the target will be pulled toward the user of the power. Pulling actual people should require more power then ripping a object from someones hands. Also there should be different costs for each mod of use. Mod 1 should cost about 5 mana points and the stronger mode 2 should stay the same at it's 30 mana points(I'm assuming it's 30 because 3 bars drop when you use force pull and there are 100 mana point of force on a full charge. Also you can only get 3 pulls off a full charge of force) This should be countered by force absorb based on what level Absorb is @. P.S How was Pull overdone in JK and MoTs? All that power did was pull items and weapons toward you and deguned enemies. JK2's pull actualy pulls enemies to you and i think that's gay. Link to comment Share on other sites More sharing options...
SPY_jmr1 Posted April 15, 2002 Share Posted April 15, 2002 JK2's pull actualy pulls enemies to you and i think that's gay. a gun a guy whats the diffrence to the force? i mean yoda lifted a fricking XWING! onweard! the targeting idea is good, but how long are we talking about? i mean for the circle to complete its self. 2secs? 3? Link to comment Share on other sites More sharing options...
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