D.L. Posted October 2, 2002 Posted October 2, 2002 Here's the way I would have the Force Powers. Push - Only works at level 3 Pull - Only works at level 3 Seeing - Doesn't work Speed - Normal Choke - Works only from level 2 up. Doesn't lift up the Vong. Lightning - Normal Absorb - No need for it. Protect - Normal. Jump - Normal Dark Rage - Normal Team Heal - Boost it but at the cost of, if possible, 50 health and all force of the user. Mind Trick - Doesn't Work. Heal - Normal. Maybe boost it to 75 per full force bar as the Vong will have high defenses. As for saber damage Blue - 10pts per strike max. Yellow - 25 pts per strike max. Red - 50 pts per strike max. The Venom, as all it will be is a modified blaster bolt, and therefore blockable should take off about 50, and if possible use that "dazed" effect the probe droid gives you. Amphistaff should do same damage as the saber. Gameplay. Jedi should start with only 100 shield. Vong with maybe 200. Maybe regenerating but can't use shield pickups? Same could apply to ammo. Regenerates and can't use pickups.
razorace Posted October 2, 2002 Posted October 2, 2002 Quote Originally posted by Pnut_Master Yes, i agree with Syrup's idea...very simple to do, not as hard as screwing around with even more coding.. If you choose to be a fight of the light..you'll have like 1-2 points for each darkside power. If you're a warrior of the darkness you'll get like 1-2 points for each lightside power. Yeah, that is a good alternative to an actual experience system.
Tchouky Posted October 2, 2002 Author Posted October 2, 2002 Quote You could limit how high of a level someone had on the opposite side, i.e. a Light and Dark Sided Jedi could only have up to Level 2 of any side-specific powers. yes , it could be a solution but i m afraid that players will just take all light sides good force powers (heal, protect) and just take lightning and spam the move over and over again... Quote Here's the way I would have the Force Powers. Push - Only works at level 3 Pull - Only works at level 3 Seeing - Doesn't work Speed - Normal Choke - Works only from level 2 up. Doesn't lift up the Vong. Lightning - Normal Absorb - No need for it. Protect - Normal. Jump - Normal Dark Rage - Normal Team Heal - Boost it but at the cost of, if possible, 50 health and all force of the user. Mind Trick - Doesn't Work. Heal - Normal. Maybe boost it to 75 per full force bar as the Vong will have high defenses. yeah , i like this system.... but i don't think we should overpower the force powers ... Team heal : no cause the players will team heal each others and have infinite healt and force points.. seeing, will stay available cause it can show you were your friends are and that's usefull. push and pull : only effective at level 3 and have the effects of a power 1 or 2 on the vong the other powers are fine. Quote As for saber damage Blue - 10pts per strike max. Yellow - 25 pts per strike max. Red - 50 pts per strike max. The Venom, as all it will be is a modified blaster bolt, and therefore blockable should take off about 50, and if possible use that "dazed" effect the probe droid gives you. i think your sabers dammage are way too low. especially if everybody starts with full shileds... saber should stay a deadly weapon... amphistaff shoot : already what you describe, it is a modified blaster bolt, with a homing function, already blockable (i still have to remove the bouce settings), and for the dazed effects, i really want to implement it... i ll work on it soon. Quote Gameplay. Jedi should start with only 100 shield. Vong with maybe 200. Maybe regenerating but can't use shield pickups? Same could apply to ammo. Regenerates and can't use pickups. that's too much shields... regenerates no they will have all kinds of implants... check the 1st page ... for the pickups, i plan on removing most of them... and if they are some lefts (or new ones) then they will be yuuzhan vong or jedi specifics. any comments ?
razorace Posted October 2, 2002 Posted October 2, 2002 So does that mean you're going for a strict Jedi/Vong game then? No mercs/bounty hunters/etc?
Tchouky Posted October 3, 2002 Author Posted October 3, 2002 yeah that's the plan . it's the concept of the mod in fact.
D.L. Posted October 3, 2002 Posted October 3, 2002 Quote Originally posted by Tchouky Team heal : no cause the players will team heal each others and have infinite healt and force points.. Never thought of that. Quote seeing, will stay available cause it can show you were your friends are and that's usefull. Is it possible to even do that? Have you tried it? As far as I can remember, seeing only showed up enemies, but I rarely used it in MP Quote push and pull : only effective at level 3 and have the effects of a power 1 or 2 on the vong I'd say Level 1 going by the books. Quote i think your sabers dammage are way too low. especially if everybody starts with full shileds... saber should stay a deadly weapon... Not really. It's per strike. The blue saber can get off 2 strikes per second and when linked it kicks ass. It also doesn't make red too powerful and will give a better sense of the strategic battles in the books. Quote amphistaff shoot : already what you describe, it is a modified blaster bolt, with a homing function, already blockable (i still have to remove the bouce settings), and for the dazed effects, i really want to implement it... Homing? Cool. How does that work? Similar to the Homing torpedos? Quote that's too much shields... regenerates no they will have all kinds of implants... check the 1st page ... I was working along the lines of the Vong being organic and self healing, and since they won't have the Force (i.e. heal) it'd make sense that their organic armour heals. Quote for the pickups, i plan on removing most of them... and if they are some lefts (or new ones) then they will be yuuzhan vong or jedi specifics. any comments ? [/b] Once again, can this be done with the code?
Tchouky Posted October 3, 2002 Author Posted October 3, 2002 seeing : didn't try it would be really easy to add sabers : we'll test these damage values. for the homing bugs actually when it's flying it's going to aim the closer enemy... but i m going to add a little random (cause they always aim for the center of the player.) and i m going to have a kinf of lock system so the bug don't alter his trajectory in the last second. YV armor heal , i misunderstood the first time i think. the regenerating armor could be a good thing yes. i thought you wanted the YV to regenerate their health . for the pickups , yeah i can do that with the code.
Tchouky Posted October 3, 2002 Author Posted October 3, 2002 yeah razor_ace will beta test everything off course you wil test the mod
Pnut_Man Posted October 5, 2002 Posted October 5, 2002 Hmm..i like the ideas expressed above..very cool... Even though lightsabers should do a respectible amount of damage to vong....i think everyone else but vong should die once hit/touched by a lightsaber (give a more realistic effect, almost like stormies dying in like 2 hits, that kinda thing). (btw..same thing with guns..guns do respectible amount of damage to vong..but like 2/1 shots to any non-vong and they die)
razorace Posted October 5, 2002 Posted October 5, 2002 That sounds like a general damage levels issue. If you boost all the damage level, how would you balance it out so people don't just die instantly?
Pnut_Man Posted October 5, 2002 Posted October 5, 2002 Well dying instantly is kinda what you want for realism.. Look at it this way: In any of the movies if a stormtrooper is shot once by a blaster..they die. Han Solo fires at greedo once in the cantina..greedo gets fried. Obi Wan and Maul fight for like 5 minutes not touching eachother, once obi wan gets the chance he kills maul instantly (takes saber one swipe). I just feel that if we want to make this NJO mod kick ass..we should make it have more suspense (you might die really easily), and if people start abusing the damage levels then you just say "kick x"
razorace Posted October 5, 2002 Posted October 5, 2002 Oh, I'm not debating that. You just gotta make it so it's fun. If you just boost the damage levels without changing the system, you'd actually be reducing realism. You can't just dodge out of the way of the blade on reflex in the game. Or have Jedi reflexes for that matter.
Pnut_Man Posted October 5, 2002 Posted October 5, 2002 ya well i'd like to experiment with damage factors like that
Jo Posted October 6, 2002 Posted October 6, 2002 here is a lengthened version...now i need to scale it down..and have someone put it ingame...i suck at that http://masterjossaberfactory.freeservers.com/photo.html
kenad Posted October 6, 2002 Posted October 6, 2002 askkkkkkk(etc) That is the most annoying pop up ever!
Jo Posted October 6, 2002 Posted October 6, 2002 what popup Edit: check the site, i reskined it. the worst part though is i only have 11 days on the milkshape demo...and i dont have the 20 bucks to buy it now..and ideas there would be greatful :edit: EDIT2: ooohhhh, that popup...sry i cant help that :EDIT
Pnut_Man Posted October 7, 2002 Posted October 7, 2002 That amphistaff looks so awesome! Great semblence to descriptions from the NJO Books... Im really really looking forward to seeing it mod cap with Jedi Plus
Jo Posted October 7, 2002 Posted October 7, 2002 well if any of you want to put it ingame ill send the mds3 and the textures with it.....could someone send an email with the hint to keep milkshape a bit longer..i dont wanna start somethin here...
Tchouky Posted October 8, 2002 Author Posted October 8, 2002 ok send me the files : textures, milshape file, .... and i ll make the amphistaff to be ingame. btw do you think you could make an otherversion, where the staff is not bent ? cause the vong will be able too choose between the amphistaffs xactly the same way as sabers , so an other skin or 2 could be handy too ...
Jo Posted October 8, 2002 Posted October 8, 2002 ill get on it...later. i dont have all the time in the world with home, school and homework.
Pnut_Man Posted October 8, 2002 Posted October 8, 2002 Ah now the amphistaff is so close to release! TIS GREATNESS!
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