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The Jedi of the Old Republic MOD (poll)


Rajess MoDuron

Is this MOD idea...  

194 members have voted

  1. 1. Is this MOD idea...

    • Too extensive to try at ANY point in time...
      11
    • Revolutionary, but your prose sucks, I'd really like to see someone who can write tell us what you mean...
      18
    • Idiotic...what are you THINKING?
      14
    • Exactly what we always wanted...thank you you beautiful sonofagun!
      151


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Oraghan, that seems a bit overly complicated, and I think too many RPG elements would just not work. Some of the stuff you guys are saying makes it sound like you want to make a real-time MMORPG with lightsaber combat, which just couldn't be done. Keep in mind that this is an action game, with games lasting an hour or less, and being completely independent of eachother. Plus, you can't really make people's actions in a game change their light/dark side rating. I mean, it's just a fight, you kill your enemies, no moral decisions or anything to be made. Also, I think some of your calculations in that example were off.

 

As for guns, I just want you guys to keep in mind that making this a sabers only mod would take some of the depth out of ctf games, not to mention completely remove the Jedi Master gametype. Not that anyone plays that. If you are going to make this mod strictly about jedi vs jedi saber combat, you should make some new game types. I have always wished there was a team duel game type, in which 2 teams of jedi, in a sabers only game, face off, no respawns, and last team standing wins. Also, maybe have a custom duel gametype in which each map has a different fight setup. For instance, each map, in addition to determining the actual map that you fight in, also determines how many people fight, and what powers they have. A fight could be 1 on 1, 2 on 2, 2 on 1, or whatever, but not too many people, cause you dont want to have too few people. Like in duels, winner stays playing, people who die go back in line. And, rather than choosing your force powers, they are set up as part of the map. For instance, in one map, it would be Qui-Gon and Obi-Wan vs Darth Maul. Maul is a sith with a lightstaff, Qui-Gon is a Jedi with a saber and slightly less power than maul, and Obi-Wan is a jedi with a saber, and moderately less power than Qui-Gon. If Maul wins, 2 new players play as Obiwan and Quigon. If they win, then QuiGon becomes maul, and the guy playing obiwan becoms quigon, while one observer becomes Obiwan. However, if maul loses but kills one of them, the the one who died also goes back in line, even though his team won. This would be a neat game mode, because you could set up the entire fight, not just the setting, but also the teams and each players powers. You could re-enact scenes from the books or movies.

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I repeat: Weapons other than the saber will be implemented. No arguments, not everyone might want to play nice jedi in this mod ;)

 

Currently I'm researching the SW universe Weapons used and choosing which are practical, still no luck in finding the team for Jk1 that were working on a Real Star Wars Weapons mod :(

 

Oraghan, I like a good number of your points but I'd have to agree with Darth Darth Darth... Darth.... Darth... blah :) that it's not meant to be overly-complicated, yet will involve a good deal of reflexes and focus while playing.

 

Cheers ;)

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I quite liked Ko'or Oragahn suggestion for the 5 classes of jedi, reminds me of the disciple in JK1, and would also allow you to properly play as Kyle Katarn. It is rather complicated though, as said. Again, another long term goal perhaps?

 

As for guns, I wouldn't mind seeing them in. They should be weaker than the saber however - no flechette or rockets. That would spoil it. Also how do you intend to implement weapon damage without a health bar? Remember if you have a gun out and get shot you can't block.

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My suggestions:

 

1. Allow the ability to chose from all 7 stances but only wield 3 or 4 of them at a time. This way you could choose which styles suit you best.

 

2. MANUAL BLOCKING!!!. Replace saber throw (+altattack) with a new blocking system. Move your saber towards where the attack is coming from in a steady motion and it's a block. Move it in a quick jerk and it's a parry. Follow a parry up with a motion to the side and an attack for a counter, but make sure the counter direction is correct:

 

For example, if you parry an attack coming downwards by moving your saber upwards, the possible attacks from this would be downward or sideways.

 

Take for example a completely different game, Black and White. You could cast spells by moving your mouse in certain patterns; you could adopt that system here.

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Yes, I agree that some points may be too much.

 

In fact, there are fuctions that would be used IF a ladder system was intended.

 

If not, there are still numerous ideas that would make the fight look closer to the movie duels.

 

Anyway, I think auto-counter power has to be put in, as the manual blocking (would remind me great fights with Street Fighter ;) ).

 

Well, anyway, it may look a bit overcomplicated, but most of the biggest mods that have been out are fairly more complicated than the original product they were based on.

 

I've done a bit of coding years before, helping me to se how to do this and that, but I couldn't help you now.

 

Sure, this mod would need to its members to spend a lot of time in it; but that's the same for all mods. It's quite rare when a really good mod didn't so much work.

 

Btw, it would be nice if there was a way to have a block stop an animation. I mean everytime that there's a calsh of blades, you see a big flash of light, too much smoke and sparkles, only to hide the fact that even if the bladed are said to be blocked, they go through as the animation isn't stopped.

 

In TPM, when Obi-Wan blocks Maul's attacks, you don't see the lightstaff blade going through Obi-wan without causing damage because the bladed clashed just a second before, no. You see the blade blocked, and the duelers have to try another move from their latest position/stand when their blades were blocked.

 

I know it is possible to pause an animation and forbid it to played to its end, but now, would it be possible to program a way to have attack animations depending on how the bladed were blocked ? I don't know...

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Lol, good point about the animations. It's so hard to tell how much damage you have done when your blade goes thru the enemy whether or not you actually hit him. As for my name, Darth Darth Darth is going to be the even more evil name that I use in the next Jedi Knight game. The problem with manual block is the same problem that has prevented fighting games from being played over the net all along; lag. Lag doesn't seem to be a problem most of the time in JK2 tho. The thing is however, that simply pressing a block button would not really be any more tactical or realistic than autoblocks. What would really make it good would be to have players swing their own saber towards the enemy saber, not merely pressing a block button, but aiming the block in the right direction. However, this might be too hard, and is not feasible in the current system; yet another reason a mouse-dragging system would have been better.

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The problem with the drag system is that it's not very precise.

Plus, we would have to avoid the head of the player moving while executing dragged mouse moves, otherwise I think that after three combos I'd be pretty sick. The attack button should then block the view ON the nearest enemy, activating btw the autolock function.

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Ok this is just an idea but would it be possible to make light saber effects more realistic in the sence that if you were to slice through the waist of an enemy that they would actually split in two at the place where you sliced them? I think this would add a lot to the feeling of the game. I appologize if this is a ridiculous question.

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Yeah, we had the joystick idea, and that would be a great option to incorporate. Down the road. And if I get online there is this German dude who will irritate me with his horrendously broken english. Get AIM or ICQ.

 

I like the idea of bodies falling apart realistically and not completeing the animations they were doing before. Nothing looks more retarded than when you cut the hand off a guy, then cut his head off or waist off, and he continues to stare...at the hand.

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Originally posted by AB_Legion

-_-_-_-_-_*ANNOUNCEMENT!!*_-_-_-_-_-

 

- NRG will soon be opened to all who are interested and our .plans will be released to the public. So stand tight!! :D

 

This pleases me. Can I sit tight instead of standing?

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Ok this is just an idea but would it be possible to make light saber effects more realistic in the sence that if you were to slice through the waist of an enemy that they would actually split in two at the place where you sliced them? I think this would add a lot to the feeling of the game. I appologize if this is a ridiculous question.

 

I wish Raven had used the SOF2 dismemberment system. It's very very pushed, and it would have enabled more precise cuts, even the possibility to just cut a piece of a head, or cut a guy in two from the top of the head to his balls. :D

 

To incorporate such a system to Jedi Outcast, there would be a need as near as complete of redoing all he models, plus heavy recoding. It would be quickier to make a Star Wars mod from SOF2 you know, but unfortunately, there's the license problem.

 

Hey ! You know what ? We may ask to Raven ot release a BIG partch, the biggest patch ever.

 

You know, I have only a 56K, but even this patch would be 100 Mo, I would download it just to have the SOF2 dismemberment system.

 

Wel, anyway, one of the most urgent bug they also have to correct by the way is the problem of blades going into the models without causing any damage. Seems like the game misses a collision test step.

 

Anyway, I'm still rewriting the Force Power text, it may come soon.

Its goal will be to tie both the movies and the EU, and certainly not stick to the rule imposed by the games.

 

Without spoilering, in the NJO, there are two GOOD Jedi who use lightning against the Vongs, so does Kyle in some kind of way.

 

Well, a lot of changes in perspective...

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I agree with you, how awesome would that be?

 

I'd really love it, personally speaking, if someone at Raven saw this post, took some of the ideas (or all of them) and gypped me by doing it first. It would be awesome, and by awesome I mean totally sweet.

 

But I guess we're going to have to team together on this one as a community. Once again, I put a call out there to programmers and scripters, we need your help!!

 

Join us!

 

Seth

 

(contact info...somewhere else in this thread...lol)

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I have often wanted to see the force interact better with the environment. How many times have you been in a fight and you take a lot of damage, run to a door, and get killed from behind as you try to open it? How many times have you wanted to be able to throw things at poeple.

 

It would be great to be able to:

 

1. Open doors

2. Throw switches

3. Pick up weapons or push them to a team mate?

4. Break open walls (push?)

5. Throw objects

6. Pull a lightsaber from somone?

7. INVENT more force powers.

8. Use the force on the stationary guns and laser mines

 

Stuff like that. If we want a realistic feel to the game/mod, we need the force to be able to interact better with the environment. This would help the use of the force be even more strategic and promote its use for defense.

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What about making the game kind of like Ultima online in the sense that each CHARACTER lives a certain life style and interacts with the universe in that regard. For example, there would be jedi's, bounty hunters, smugglers, rebels, imperialists, etc.

 

Bounty hunters would be paid to hunt down certain players (*player types?) and kill them and collect a bounty. Jedi's would be the defenders of (something/someone?) or they could be given assignments by the server to fulfill. Upon fulfilling them they get stronger in the force?

Smugglers woudl try to smuggle weapons and other things to other locations without getting cuaght.

There would be rebels or imperial police to hunt them down..

 

Anyway, you get the picture. There would be this universe where the player would get to pick their life style by the character he/she chooses. Somehow there would be a way to progress in that chosen destiny (jedis getting stronger in the force for example, and bounty hunters getting better at killing/hunting/finding skills). Also, players could interact to sabatoge other players missions and just make it realistic. This would be great for clans..

 

Whadda you guys think?

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I like your first post, the second one is wayyyyyy too out there - it'd almost be impossible to implement.

 

Also "inventing force powers" is not based on the "realistic" so to speak way of a Jedi, you don't make up forces and you wont be able to iether. There will be set forces and yes they should be able to affect your surroundings more, also like force pull should be able to 'pull' guns or pickup-items off from the ground.

 

Cheers ;)

 

P.S. so what... no one likes my logo? :(

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