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Jedi Fortress!!


Lord Nodata

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Originally posted by mythren

 

Ok then, I'm still confused about the whole Jedi and Jedi Masters type thing.

 

Example: If there was a game, and, say, 4 people chose to play Jedi (Not Sith, Jedi)...and Luke Skywalker was supposed to be in that campaign, what would determine WHICH of those 4 got to play Luke?

 

Good question, and though I can't answer with 100% certainty right NOW as to what's going to happen, I CAN tell you what I planned. Probably the first person or so that WANTED the Luke "look" would have it. After that, you'd have to pick to look like a different Jedi. This is all to keep players within the Star Wars universe...there was only ONE Luke.

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Originally posted by AB_Legion

This thread belongs in General Editing...

 

no yoink yet :p

 

 

 

 

methinks we can fix this...

 

this really DOES belong in GE...

 

(btw, fun times on your JvMvS server today:D you might remember me as the merc that wouldnt die...:D )

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Originally posted by Lord Nodata

As far as players "rushing to get the sith spot," perhaps you all misunderstood me. See there will be any number of Sith players at one time, however, only 2 of them will be able to obtain any actual power. In order for a Sith that is not one of those 2 to obtain any amount of power, he must challenge and defeat one of the ones IN power. If he loses, he loses skill points and/or credits. If he wins, he gains skill points and the ability to advance as a Sith. The previous Master, will be dethroned and pushed back to lower level. Such is the price one pays for following the darkside. A quick and easy path to power (simply defeat those above you) but you also MUST defend your title.

 

Jedi will have it a bit easier, though will probably advance slower.

 

Does that make it a little clearer?

 

I love the idea, but I didn't see it as possible till I read this last passage.

 

A good idea I think, would to have everyone start of as a stormtrooper/rebel trooper, or a variant of a trooper (like engineer troopers). Now, as they progress (more kills, objectives beaten, etc) These people will "Advance" or be promoted, and they willl become other characters in the SW Universe, like a bounty hunter for the imperials, or a scoundrel for the rebels. From there on,they could become Jedi, OR if we want to keep it fair, a random person or two become Jedi/Sith. Once they die, the title can go to another random player (or good player, but random player would be fairer) untill they die, etc.

This way the game would look like a real battle (with the majority of players running around as troopers and Rebel's... just like the movie) with a few variations of smugglers (on the rebels side) and bounty hunters (for the imps) and Jedi/Sith. This way, you will also cut down the number of classes.

 

And if you really wanted to make it hard for the Jedi/Sith, you could make them have to bind a button to block incoming blaster shots. (they could hold it down, but in hindsight they cannot move, or cannot move very well.)

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Hello, back again

 

Just a few ideas for some more ideas after reading your FAQ.

 

I really like the idea of different players/models for different places, Like the Gungan/Droid Idea.... but wouldn't you need more weapons?

 

Perhaps a Episode 2, Clones vs Droids battle would be a better idea... You could easily include the bounty hunter and scoundrel classes, and it would make more sense than the Episode 1 Gungan/droid idea. Plus, Jedi wouldn't be out of place either.

 

Another sweet idea, would be something similar to the opening of Star wars, where the troopers invade Princess Leia's ship. As an objective based round... you could make it like Counterstrike, with a Princess Leia as the VIP, who has to get to the escape pods, whilst the rebels/Jedi have to protect her. The imperials (troopers/Vader/bounty hunters), would have to hunt her down and kill her. (an actual random player plays the VIP, like in Counterstrike)

You'd have to make the ship a bit bigger though, with a few more wide open spaces, but you don't really need to be true to the movie anyway.

 

Plus, if your stumped for movie based ideas, you could easily create some of your own battles.

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  • 2 weeks later...
Originally posted by raziel_spawn69

that mod on da web of the page looks l337 and i WAAAANNT IT but hey, i gatta wait...

 

P.S. will the yoda model actualy be hard to hit? imagine how much it would rule 4 yoda and suxxors for everyone else if u could only hit him looking down?

 

Thanks! and to answer your question:

 

Yoda WILL be a smaller character and harder to hit. But he will be balanced either by moving slower or something else. Keep in mind that not EVERYONE will be able to attain the level of Jedi Master...

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3 deep breaths ..... prepare for rant+rambling

 

 

 

PLEASE GUYS HELP ME OUT TRY TO MELD THESE IDEAS TOGETHER !!! EVEN IF ITS NOT 4 THIS MOD!!!!

 

 

1st is my biggest point, please consider it.... it is open to suggestion

 

have blue stance be aprox 75 damage each hit, yellow do aprox 90 and red be an instant kill..... the reason for changing stances should not be for damage but for knock down ability and blocking...... red stance will easily knocking down/stun/penetrate blue and have a 80% chance of

knocking down/stun/penetrate yellow and 50% chance of it on red

special moves shuld not be so much for damage as the ability to get past defenses/confuse enemy

 

 

 

 

the new blocking system does not have to change too much but I think that it would be awesome...... here are sum ideas collected and created

 

1. a button... maybe middle mouse or something, that can be pressed and if timed correctly has a 100% chance of block... if you hold it it goes down to 75%

 

2. just a smaller arc

 

3. have a properly timed ATTACK cause a block

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Not trying to be critical here, but I believe it needs to be said. Do you guys have an actual design document hammered out for this this yet? You have to remember that this project is very ambitious and is probably take at least a year to do. As such, you're going to NEED to get your game concept and details hammered down first as you're probably going to have to mold the game around your key features. Overextending yourselves is only going to get the project canceled or turned into something sucky/buggy.

 

In addition, balance is going to be a big deal as you're attempting to encourage non-jedi classes. EVERYONE, by default, WILL be jedi unless you make the other classes fun and balanced to play. Heck, if you simply balance the classes by point values (Jedi score less points against weaker classes and visa versa) you could make the other classes fun to play even if Jedi whip their butts.

 

On specific design ideas, I have a suggestion. Having a R2 unit tailing the flag carrier is tricky and hard to code as AI following routines haven't been perfected yet. If it doesn't work out OR if you want to add a little variety you could go with race specific flag items. A ESB "backpack" C3PO for the rebels or a Drone Controller Unit for the Trade Feds would make excellent non AI-based flags.

 

Best of luck to you.

 

Razor Ace

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Originally posted by razorace

Do you guys have an actual design document hammered out for this this yet? You have to remember that this project is very ambitious and is probably take at least a year to do. As such, you're going to NEED to get your game concept and details hammered down first as you're probably going to have to mold the game around your key features. Overextending yourselves is only going to get the project canceled or turned into something sucky/buggy.

 

I agree, and YES we do have a working design. We know what our limits are and what we want to accomplish.

 

 

In addition, balance is going to be a big deal as you're attempting to encourage non-jedi classes. EVERYONE, by default, WILL be jedi unless you make the other classes fun and balanced to play. Heck, if you simply balance the classes by point values (Jedi score less points against weaker classes and visa versa) you could make the other classes fun to play even if Jedi whip their butts.

 

We're shooting for fun. EACH class will have it's benefits and drawbacks, and EACH class will be a valuable asset to the team. While I agree that it will be difficult to draw people away from the fascination of the Jedi classes, rest assured that they will in NO way be overpowering.

 

On specific design ideas, I have a suggestion. Having a R2 unit tailing the flag carrier is tricky and hard to code as AI following routines haven't been perfected yet. If it doesn't work out OR if you want to add a little variety you could go with race specific flag items. A ESB "backpack" C3PO for the rebels or a Drone Controller Unit for the Trade Feds would make excellent non AI-based flags.

 

Good ideas! All noted. :)

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