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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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Okay, I've noticed that we've mainly been concentrating on the MP aspect of this mod, tc - whatever it's called :p

 

So here's some of my first thoughts for SP action:

 

There should be some way to mod the single player to put in neutral people (NPC's) to make communal areas seem more lived in, such as Nar Shadda, Bespin, Coruscant, etc... They would react to the action taking place and perhaps interact more with the player himself in a more dynamic way.

 

A way to implement MANY MORE NPC's (I mean to really populate a map) without it lagging... you could possibly implement NPCs depending on range to the player. NPCs nearest to the player have full details (texture and model) and with increasing range the details drop. Is that possible. I don't know if this is just a stupid thought, but NPCs far far away could be represented by a very very low detailed mesh (perhaps just a square) with an animation of a character projected to it (maybe... it depends)

 

A few rather simple and basic ideas that have been discussed before which shuould most likely be added:

 

Moving, Running backwards = Slower than normal

 

Using guns = disables force use

 

Absorb - 'diffuses' surrounding opponents force rather stealing the mana

 

Rolling = takes force

 

Please note, some of these ideas were looked over in other threads (and posts in this one) based on complaints/suggestions on the gameplay of Jk2, I'm sorry if I cannot remember who to compliment for some of these ideas.

 

Cheers ;)

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Alright everyone, I've finally bought http://www.nrgteam.com and hosting :D The domain won't be ready for another day or so because they have to register it, etc...

 

The sites that will be hosted on nrgteam.com are:

 

Clone Trooper Federation - New Gaming team

 

The Archangel Brotherhood - Clan from 1998

 

LotR TC - Modding group for the Lord of the Rings TC

 

That's all, right now I'm just in the stages of getting the site up and figuring out FTP access.

 

If there are any talented PHP/Database people that would like to take the time to setup a new database that's php enhanced we'd be very greatful. (I'm not very coder savvy, so em... Databasing and PHP scripting = same talent area right? :eek: )

 

Cheers ;)

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I don't know if you're still taking suggestions / comments, but since I think this is a really good idea, I thought I'd throw in my two republic credits' worth, even this late in the day.

 

BTW, is it possible to ask for an updated recap of what's in store in this mod?

 

1. guns == disables force use

 

Not a good idea, imo, even if only because I don't see why a player should be forced to use the light saber if he thinks he can do better with something else. Scenario-specific limitations, as in the Jedi Master game, are acceptable, but I think blanket prohibition is not a good thing.

 

2. Multiple saber styles

 

I am all in favor of multiple saber styles, but I don't think a character should be able to start with a non-standard saber or more than one, if it's a single-player game. Make him earn it, either by picking up a defeated enemy's saber, or in the case of a double-bladed saber, besting someone who has one.

 

 

3. saber throwing

 

I am of the opinion that the saber throw force power is overdone. We only ever saw Vader throw his saber once, and there's no canon proof that it came back to him. Keeping to a 3-level system, I would suggest the following changes:

 

level 1: saber flies out to maximum range, and then deactivates and drops to ground, as if you had pressed disable weapons at the apex. Saber can be recovered by Pull or by character manually recovering it.

 

level 2: saber flies out to maximum range, and then deactivates and drops to ground. Player can retrieve saber by pressing attack button.

 

level 3: saber flies out to maximum range and drops to ground, still ignited. Player can retrieve saber by pressing attack button, or have it return to his hand by Pulling the saber back to him before it drops. Once saber drops to ground, it can be retrieved as with level 2.

 

I don't think this detracts too much from the character's fighting ability, and it forces the player to watch out as to when he can safely throw his saber. If it goes over a long drop, say goodbye to the saber. Let's see you kill a saber-wielder with your guns.

 

Also, it eliminates _some_ of the computer players' fighting ability, which can be grossly unfair to human players unless they rely on speed to slow down the game.

 

This also eliminates the level 3 seeking saber power, which I absolutely detested, for several reasons.

 

4. light saber defense

 

I'm not sure if it's workable, but I would suggest that the player be more prone to block a strike in the area where his cursor is centered. This elevates defense from simply hoping that the skill kicks in to active defense. I'd let the player still block saber strikes that came from other angles, but it should be easier to block those you were actively trying to position your saber against.

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1) The reason that we are putting a blanket restriction is because:

 

a) Jedi don't use guns. THAT is canon.

b) It would invite too many spammers, who would find a loophole through one of our force powers that only works in combination with guns.

c) The guns we include will ALL be of high fire rate, most likely energy weapons. I hope to be able to work in Akimbo blasters and the like, to make blasters a more effective weapon in their base form against Jedi. Someone who knows how to use a gun should not need force powers to kill someone who has them. That was a Jedi Council Member that Jango Fett pulled a "Gunsmoke" on, so force powers will not give you a ridiculous advantage over your opponent.

 

2) I agree with you on one of your points, two lightsabers will not be allowed from beginning, you will have to pick up a slain comrade's weapon. Double-bladed, however, can be learned and started with. Will just take more skill to wield effectively.

 

3) I absolutely agree with your saber throw critiques, it is broken wide open and completely not following with the movies as it presently is. Darth Vader, arguably the "most powerful Jedi ever", could not make it come back to him IGNITED, so why should Kyle Katarn? Or any of the people in the servers, for that matter?

 

4) I'm sure that is workable in some way shape or form. We will be doing extensive work with the saber combat system as a whole, so this will likely recieve quite a bit of programming team attention.

 

BTW

 

When Tchoucky comes back online in August or something, I have assurances that he will be helping this team out. Now, whether or not it will be exclusive remains to be seen. I'd like to have him as lead programmer, but if someone else out there impresses Legion and I sufficiently, we may be able to work something out, in the interests of CEASING to TALK about this, and beginning to DO.

 

Seth

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I've just started reading this thread, so forgive me if this has already been mentioned.. but with number 3 about saber throwing, if you throw it at someone and it drops to the ground, wouldn't that mean someone could just run up (number 2, two sabers) and grab it before you can get it back?

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