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what powers would you like to have in JA?


Rockstar

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ok ok, i know they've already finalized the powers, but say if they were to make an expansion, which powers would YOU like to see added to the force arsenal.

 

plz post your ideas :)

 

my favs are

 

- force destruction: this would have to be changed to not have a very big radius (probably about that of 2nd repeater fire) and would use up most of your force pool.

 

- force blinding: this power would be cool, however i must agree that it would be seldom used...

 

- reflect: i really like this power :D. while using this power no other powers may be used (no absorb no heal no nothin). The jedi raises his hand and creates a 180* arc infront of him where any dark energy is sent back in the direction of the caster. the more directly the jedi faces the sith, the more accurate the reflection is. also the more points on the skill the more accurate the reflection is.

 

obviously, to make this power fair even when maxed and directly facing the enemy the reflection is not always 100% accurate and probably not as powerful. i will give a silly model to demonstrate how in "force terms" it could be fair. just say full force pool = 5. and lightning = 1 per sec, and absorb = 1.5 or 2 per sec.

this way it is not possible for reflect to outshine lightning.

 

also, using reflect over absorb means that the jedi uses force at the expense of gaining it

 

tell me what you think of my ideas and let me see yours :) plz

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Originally posted by Luc Solar

Did you just say Force Telekinesis, Prime? That's what it sounded like to me anyways... :D

 

Ability to control objects in a grip-like fashion = kikazz.

I'd like to see something like that :) I would just like to see some force powers havemore applicable uses...
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Telekinesis = throw = a cool dark power.

 

Sense - I am very hopeful that this will be like the Sense I've always wanted :)

 

Other than that, it is like I said in the other thread - give me the ability to use 'lower rank' powers, so you could have a 'light grip', for instance.

 

Mike

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force destruction: this would have to be changed to not have a very big radius (probably about that of 2nd repeater fire) and would use up most of your force pool.

 

whoah whoah, that would be a complete waste, In JK you could use 2 force destructs with a big blast radius on each. If it was in it should probably be toned down a bit but not that much and not so much mana :p

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I checked the faq real quick, but didn't see any description of Sense. What does this power do - are you able to see bad guys through walls at certain distances, so you know what's around the corner (there's something like that in MP isn't there?)? Do you just sense that a threat is near? Would is allow you to dodge sniper fire? Is it something that you turn on or something that you cast? Does anyone even know yet?

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Originally posted by Rockstar

i agree with prime that force telekinises would be a cool new NEUTRAL power. it'd be funky

 

It would be very interesting if powers could evolve in a new way, Neutral at first, then light/dark later. Grip, for instance. Also Telekinesis - move/float stuff at level one, then it becomes light/dark, with dark moving to 'throw', and light being block/move bigger stuff. I know it starts to get a bit RPG-ish, but it gets at the whole light/dark thing in a new way.

 

Mike

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i've made my views clear on a lot of these threads before, but i would say:

 

in: destruction, reflect, sever, THROW (most important)

 

changed: speed and heal in SP so they don't make the game foolishly easy

 

tweaked: Light Side powers to make them more dynamic and focused in their defensive capabilities and less "press the button every few minutes"

 

Saber throw to make it less all encompassing

 

Important: Making the levels with force powers in mind (things to be pulled/pushed, levers, crates, walkways and chandeliers to be dropped on enemies and so on (rather than one or two OBVIOUS and out of place "puzzles" where they happen to work, but didn't before)

 

See Agent under fire for great examples of optional ways to get enemies (explodig barrels, remote control dropable crates, gas canisters, steam valves etc...)

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Originally posted by toms

Important: Making the levels with force powers in mind (things to be pulled/pushed, levers, crates, walkways and chandeliers to be dropped on enemies and so on (rather than one or two OBVIOUS and out of place "puzzles" where they happen to work, but didn't before)

 

That's the challenge for gamemakers, now isn't it ... ?

 

I agree that there needs to be more consistency - not just in JA, but in FPS in general. Too many unopenable doors, some times you can break things down, but other times not (and they look the same). Really, if you make it so you can saber-throw to collapse a walkway (like Vader in RotJ), and then make it consistent so it can be done to ANY walkway, you need to make sure the player can keep things moving if they collapse ALL walkways across a chasm, for instance (perhaps have them say ... maybe I shouldn't have done that ... now I'll have to take the long way around, and HAVE a long-way around)

 

But it is quite a challenge - personally I'd like that challenge, as it adds strategy and replayability, but it also adds complexity, significant testing time, lengthens load times, and so on ...

 

Mike

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I agree that heal in SP seemed something of a cheat. I guess it's an FPS though, so it doesn't need to be any different than being able to swallow some bacta while at the same time slicing up bad guys.

 

I would often use the cheat to set the heal back to level 1 just because it seemed to make more sense. I'd like to see a heal that maybe at level three you can move around and heal a very little bit or stop and heal more quickly using less mana than at level 1.

 

Regarding saber throw - I'd almost like it to be real enough that you're screwed if you collapse the wrong walkway and have to go back to a previous save. Make you think twice before slicing up the scenery for no reason. I also it would be good to have another way around as well some times though.

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Originally posted by Reprehence

I would often use the cheat to set the heal back to level 1 just because it seemed to make more sense. I'd like to see a heal that maybe at level three you can move around and heal a very little bit or stop and heal more quickly using less mana than at level 1.

 

I'd like to see that formalized - I liked having to meditate. The GBA game 'New Droid Army' has Anakin fall to the floor to meditate to restore his health ... very nice how the droids keep attacking ;) I'd also like to see Bacta require you to 'holster' all weapons, and give health back slowly - again making you vulnerable. Much more difficult that way ...

 

Mike

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i think that once you got the lightsaber you should lose bacta tanks, honestly i didn't know about them and still passed it on jedi knight first time through (coz i played the demo and the low diffs seemed boring) and the second time on JM, and it was still SO easy coz of heal...

 

but i must say i liked the power, i never used it mid battle even on level 3. and i think that you should NOT take it away from mp as the lightside would be utterly useless without its trademark power. i think that instead of nerking heal they should create lightsaber battles that are hard to SURVIVE so that even if you had full health before the battle, you would struggle to be the victor...

 

oh and toms, GREAT post above ;) i agree 100% with that :cool:

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Originally posted by Emon

And wait, they finalized the Force powers? I know they announced some of them, I wasn't aware that was offically all of them.

 

I think the assumption is that by now they have made final decisions about at least the powers if not also the levels of powers.

 

Mike

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Originally posted by Emon

And wait, they finalized the Force powers? I know they announced some of them, I wasn't aware that was offically all of them.

 

ummm mate look at the introduction post which bases the topic of conversation first ;). cya man :)

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Originally posted by Emon

Yeah, I saw what you wrote, I ask because you are far from the most credible source. Not your fault, of course. Link me to where LEC or Raven has said this, and I'll believe it.

 

umm man, i honestly don't know what you mean? i've made no claims or statements of any sort??

 

my original statement was saying that raven are closed for suggestions and have probably already finalized the force powers anyway, meaning that anything we discuss in here are just ideas we think are cool that we'd like to see implemented in the game, or put in an expansion if raven decided to bring out. i've made no claims at all?? my thread was hypothetical discussion?

 

sorry if i conflicted before with you :)

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OK, guys.

 

I think that this is a simple misunderstanding. The title of the thread conflicts with the actual topic from the first post.

 

The title implied what you wanted in the game (i.e. based on JK/MotS/JO experience), whereas the topic post stated that JA was essentially 'closed', so what more would you want if you could have an expansion or whatever.

 

I think it is a fair assumption that the main force power decisions are long since done, but Raven is likely still tweaking (at least in MP) to balance things out. There wasn't a definitive statement made, just an assumption.

 

[ON TOPIC] What does everyone think about level design based on an assumption of force powers? Does it make things more interesting? Is it a cop-out? Or does it depend on the level;)

 

Mike

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i'm not that keen on the way they upgraded certain powers in JO, JUST as you might need them to get through a certain puzzle. It came off as forced (no pun intended :D )

 

I'd much rather that, in general, the force powers were used for optional "cool" moves and ways of interacting with the environment to dispose of enemies...:D rather than your force push getting upgraded JUST as you happen to run into a crate that needs pushing. :mad:

 

However, if necessary they could have one or two forced upgrades of basic powers like jump and push and pull, just like they did in JK/MotS.

 

I wouldn't think it would be a good idea to have force destructible walkways that actuall PREVENT YOU FINISHING THE LEVEL. However making you take a long way round would be a good idea. JB:AUF had areas where you could take out barrels which would bring down the walkways that the baddies were standing on... this then meant you had to take the long way around.

 

My favorite bit was when you could use a remote gadget to set off a jet engine and literally blow away a group of bad guys... that is the sort of thing that should be ALL OVER a game with the force in it. Pull levers to drop crates, push switches to drop gates on people, throw the saber to drop chandeliers on people, pull a lever to fire an x-wing's engines at people, throw the saber to cut power cables and disable security turrets, loads of doors you can open with switches through windows... and so on...

 

-----------

 

HEALING: if force heal is in the SP game then i would also make you have to be stationary to use it. wish i had known about that cheat.

 

On the other hand, IF they do make force heal a stationary power then im fine with bacta, as it would be more useful than Force heal as you could use it anyway... but more limited in availability. If force heal is like it was in JO then there is no point to bacta at all... :(

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