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NJOM : New Jedi Order Mod .


Tchouky

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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.

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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. :)

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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...

 

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.

 

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.

 

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 ?

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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. :)

 

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

 

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.

 

 

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.

 

 

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?

 

 

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.

 

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?

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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.

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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)

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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" :p

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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.

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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

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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 ...

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