01Chrono Posted April 9, 2002 Share Posted April 9, 2002 As I see it there are a few things that could be changed to create a more realistic game, realism being based on the Star Wars universe. First off, and I speak of this one first because it upsets me the most, to become proficient at using the light saber you must first allocate points to saber. This means that a person who only uses guns will have more points to add to force powers. This does not seem right to me. To have a character become a master with a gun he should have to spend points as well. I'm not suggesting that you must put points into a specific gun to be able to use it, but I think you should have to spend points to become proficient at a type of weapon. Maybe there could be 3 classes of weapons, 2 weapons in each class<note: I excluded baton and bryar pistol in this class, they should not require you to allocate points to use efficiently, and I am just using the weapons from the weapon page as an example>. The point system for guns could be something like this: 0 points in a weapon class: extreme decrease in speed when equiped, extreme decrease in accuracy of gun, no crosshairs, inability to use secondary functions of any guns. 1 point in a weapon class: decrease in speed when equipped, decrease in weapons accuracy. 2 points in a weapon class: small decrease in speed when equipped, decrease in weapon accuracy. 3 points: Master of weapon class, no disadvantages when using. The ammount of speed and accuracy decreased would, of course, have to play tested to be tweaked to make it work. The number of weapon mastery classes and the weapons that go in each class would also have to be tested. Also, I believe that the speed of an individual should depend on the weapon they have equipped, much like counter-strike. The saber and baton would be the lightest, therefore quickest weapons, and then it would go down the list to the heaviest weapon. This decrease in speed would always be there, even with mastery of weapon class<note: With mastery of weapon class you just don't get any more penalties in speed. Also, the amount of speed decreased because of fewer points should be greater for heavier weapons. E.G. A golden arm has a base speed of, say, 75% of a saber's speed, with 0 points into its weapon class mastery it decreases by another 25%, giving a total of 50% of a saber's speed, and a bowcaster, which is much lighter, has a base speed of 90%, with 0 points into its weapon class mastery it decreases by another 10%, giving 80% speed> These two things would create another level to the game, IMHO. It would level the force playing field and create a more realistic version of the StarWars universe, you cannot run as fast when when you have something large and cumbersome as you can when you are uninhibited and free and no one can just pick up a gun and shoot like a marksmen. Questions?, Comments? Please give your opinions of these ideas and how the could be changed/improved. 01Chrono Link to comment Share on other sites More sharing options...
hughJ Posted April 9, 2002 Share Posted April 9, 2002 the MP portion of this game is already extremely imprecise due to how the saber functions, force powers, etc... adding weapon inaccuracy on top of the fact that all the weapons are majorly delayed would only further hurt gameplay... the fact that you actually have to allocate points to be a an effective user of the light saber (rather than experience, practice, and skill that tend to go along with longer learning curves) doesn't say much for extended play.. counter strike needs those inaccuracies due to the damage modeling being much more realistic, HL netcode being the way it is, as well as all the weapons being hitscan.. the disrupter(?) is the only hitscan weapon in JK2 (I've noticed that the shot registers prior to the fire animation reaching the target).. Link to comment Share on other sites More sharing options...
digl Posted April 9, 2002 Share Posted April 9, 2002 Moved to feedback. Link to comment Share on other sites More sharing options...
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