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razorace
07-10-2006, 07:02 PM
I've created this thread to make suggestions for what different type of skills should be in Enhanced's skill system.

Here's the sort of things that I'm Considering:

- Each skill would have 5 levels: None, Novice, Intermediate, Advanced, Elite
- Balancing (like between Jedi and Sith) would be done thru point costs and score modifers. For example, gunners would have a lot of leftover skill points because most of their skills cost less. As such, if a gunner is able to down a Jedi, they'd get more points vs the Jedi slicing down the gunner.

Force Powers:
- Lightning
- Grip
- Push
- Pull

Saber Combat:
- vs Saber
- vs Gunner (affects bolt saber block ability)
- Saber Throw

Gunner Stuff:
- Pistol
- Rifle

Gadgets/Items/Weapons:
(pay skill points to spawn with given items/weapons, Additional points give you more ammo)
- Blaster Pistol
- Blaster Rifle
- Sniper Rifle
- Rocket Launcher
- Bakta Pack
- Shield Generator
- Jetpack
- Seeker Droid

crail227
07-10-2006, 11:38 PM
would these skills be incorperated into classes, and certain weapons are given to certain classes, or will they be customizable?

razorace
07-11-2006, 12:38 AM
I'm thinking completely customizable. I don't think there's a need for classes when the gameplay and playermodels are so diverse anyway. :)

JRHockney*
07-11-2006, 01:38 AM
Here just a quick idea I had for this. It pretty straight forward and simple, so let me know if you think it might be unbalanced or not:

How about if default total points is 20 points for usage when players start a game (this might be different with a differen game mode though).

It will cost 10 points to use a saber and each force power, block skill and throw level will cost 2 points.

for guns, it will cost 2 points for every skill level of weapon accuracy (for light guns and heavy guns) and most guns or items will cost 2points initally and then 1 point for more ammo or ability. The guns may vary in point cost depending on its power.

This way gunners will be able to get alot of stuff while jedi can only get a few things at first. And this is also following the idea that gunners killing jedis will get two points a kill. Kill points will be used as currency to buy new things. Any kills on people of 10 points or more ahead of you will be worth more point per 10 points ahead.

Ok, thats it for now.

razorace
07-11-2006, 02:17 AM
That would be a good start, but I suspect that it's going to require a lot more tweaking on the point values.

As for the score adjustor, my current theory is to base it on the number points the player has allocated. As such, a player could technically "nerf" their player by not using all their given points, and therefore get a massive score adjustor vs other players.

UDM
07-11-2006, 06:18 AM
Sounds good. I'm for the idea, it'll make for very nice jedi vs merc battles :)

Greiver
07-11-2006, 10:29 AM
fatigue stuff
mental conditioning - force powers cost less
endurance - physical based thing use less fatigue

saber training
strength - makes you physcaly stronger and more able to break a block
speed - puts you on your toes so to speek or a faster walking speed
constitution - able to take a bigger beating/ makes blocks able to withstand heavyer attacks

merc stuff
trip wire
boobie trap - makes a pickupable item detrimental to the person who tries to pick it up
darts - slows target
flame thrower

gunner skills
dive shot - allows you to shot while doing a roll
multy tasking - allow you to dual weild

UDM
07-11-2006, 12:49 PM
I've got something to raise about the "lousier players get more points" suggestion. I don't think it could work out very well. There are a few reasons for this: backstabbing eg. camping, exploitation of the current system and more. Also, players get a kick out of killing others. Punishing players who use up more of their points by giving them less score per frag would really turn off many. I think we should make the system more streamlined, like what MB2 did, but instead of copying them, here's what I had in mind (in other words, I am not really for the idea of point allocation affecting score)

Gunners can be more powerful, with shots that bypass Jedis. I like the suggestions given above, including Greiver's. Think of it this way: players choose to be gunners, but do gunners have to be like gay stormtroopers? Aren't Jango and Boba Fett gunners too? After all, in Knights of the Old Republic, you could get owned by mercenaries too. You have bounty hunters like Sherruk and Calo Nord who can take you down in the blink of an eye (speaking of which, Sherruk was f---ing hard)

I propose that we make gunners match up to Jedi standards not by nerfing the Jedi, but by giving the gunners more flexibility. Greiver made some interesting suggestions such as diving and such. Then we could also implement the jet pack, and this would make for interesting fights, especially if gunners can be force pulled down from the air *evil grin*. In fact, duels would be MUCH more interesting then. Lightsaber duels are becoming so much of a yawn affair. Imagine the many possibilities to take down mercs in a duel. Why the hell do I need force push and pull in a duel, if they're practically useless against Jedi?

Maybe we can have a "Feats" system similar to KOTOR amidst the other skills like Blaster Rifle and Pistol, but it's a 1-slot allocation, meaning you have to spend large amount of points if you want to use it. We can have things like:

- Blind Shot (pistol): increases your chance of bypassing saber deflection for pistol only
- Blind Shot (rifle): doubles your rate of fire for blaster rifles
- Pro. Grenadier: thermal dets cannot be force pushed back, but take longer to explode
- Medic: you can double the amount of hp you normally get for every medpack picked up
- Hidden Assassin: When holding the pistol, you're somewhat invisible (think of shadowtroopers)
- Focus: your shots are much more accurate when running (very useful for repeater rifles and blasters)
- Swordfighter: you're given a vibroblade, but there's really no need to improve your skills on it, since technically, vibroblades are supposed to be heavier and harder to wield than lightsabers. Therefore, you're only given the yellow stance, and it does not give you any additional DP points. It's just a weapon on its own, but its useful for those desperate situations eg. when the Jedi gets too close and you need a sort of defence

On the sidenote, I've posted some suggestions regarding saber combat in the thread Changes that I'd like to see made to Enhanced 0.1.0, especially about parrying

crail227
07-11-2006, 03:01 PM
I'm thinking completely customizable. I don't think there's a need for classes when the gameplay and playermodels are so diverse anyway. :)


what about bots? would we be able to customize their attributes too?

Greiver
07-11-2006, 03:05 PM
you'd have to set up the bots like yo do now or have them ramdom which could lead to some not so useful combinations

razorace
07-11-2006, 03:44 PM
UDM, the problem I see is that Jedi are inherently better than mercs in 1 on 1. The Jango, supposedly one of the best mercs in the galaxy, is completely ripped a new one by Mace.

Sushi_CW
07-11-2006, 04:11 PM
I'm mostly indifferent about this, but if we're going to allow players to purchase skills/weapons based on points, I think those points should be fixed. No "earning" points by making kills, and no punishing successful players/rewarding weaker ones by adjusting their points.

razorace
07-11-2006, 05:36 PM
The experience system would be optional. I'm not sure how we could get around the score adjuster thou.

Sushi_CW
07-11-2006, 06:26 PM
Sorry, I meant adjusting the points they have to spend, not the points that show up in the score.

ZerooftheFour
07-11-2006, 06:31 PM
if a point system becomes avaible and u gain points as u make kills and such, it will be like mb2 b16, but yet b16 was the bomb build anyways, so i think ill be for the point system, only proplem i see with this is, is *if* OJP gets really really really popular, you will have people camping in there servers so that they can be up in points and just own any noob that comes by... but sence we are so small of a group i dont think it will be an proplem just yet.

but is there going to be a max point limit? or can one person slay noobs for one hour and be able to have every abilty?

razorace
07-11-2006, 06:36 PM
It would reset between maps so it wouldn't result in treadmilling. :)

UDM
07-11-2006, 07:53 PM
UDM, the problem I see is that Jedi are inherently better than mercs in 1 on 1. The Jango, supposedly one of the best mercs in the galaxy, is completely ripped a new one by Mace.
Ah but the sweetness about this is that Jango owned MOST Jedi. Windu was considered one of the best in his form. Though I've never watched EP2, I heard that even Windu had a hard time taking down Jango too

The trick here is to not make guns seem overpowered, which as a result will totally nerf Jedi and just ruin the whole "Jedi are the best in the galaxy" idea; yet we don't want the Jedi to slice through a merc like a knife through butter. I think we could use some visual tricks to trick the Jedi players into thinking that "mercs are easy, but somehow I have to be on my toes"

Again, greiver has some good ideas. While Jedi has dodge, the mercs can probably say...have some sort of rolling ability. It's usage is more limited than dodge ie. can't withstand being under attack for even a short period, but it prevents them from being sliced up in one hit. There are also other tactics such as jet packs and grappling hooks that can aid mercs too. And of course, I really like the idea of stealth attacking and using tricks to kill the Jedi. In an all out face-off between Merc and Jedi, I think the Merc should have very little chance to kill the Jedi, but should at least weaken him significantly eg. placing tripmines, traps, using skill to cut down the Jedi's DP etc. It's all about being a little scumbag and running all over the place, but not to the extent of overdoing it ie. you don't have unlimited jet fuel. And Jedi? Don't forget, they can have force, which will really make for interesting combat situations eg. "come back here scum *pulls down the flying merc*"

ZerooftheFour
07-11-2006, 08:28 PM
Though I've never watched EP2,


wtf... i thought that anyone that played jedi academy has at the very least watched all the movies...

ZerooftheFour
07-11-2006, 08:35 PM
It would reset between maps so it wouldn't result in treadmilling. :)
sorry if im saying alot of what ifs... but what if someone wanted a RPG where maps dont switch? but yet they can gain alot of skills, and have a dynamic RPG world...

also as a side note, i think Razor Ace should get in contact with the JKA Galaxys team and see what there plans are, heard Sith J Cull and a few other great modders are Making a galaxy like mod. and Latly there has been alot and alot of Kotor and Galaxys ideas on this forum, im sure if Razor was to get in contact with the coders of JKA Galaxys that there could be a small exchange of source code and would make both mods better.

May sound crazy but maybe a small merge between the mods? even though i havnt been to the JKA galaxys forums latly, it seems that OJP and JKA Galaxys might have simular goals

Vruki Salet
07-11-2006, 08:37 PM
I heard that even Windu had a hard time taking down Jango

That wasn't the same Ep2 I saw. Jango didn't stand a chance and Mace didn't look too troubled.

razorace
07-11-2006, 09:29 PM
also as a side note, i think Razor Ace should get in contact with the JKA Galaxys team and see what there plans are, heard Sith J Cull and a few other great modders are Making a galaxy like mod.
Galaxies is much more complicated than the sort of thing that I'm considering. In my opinion, OJP isn't a RPG. :)

UDM
07-12-2006, 04:01 AM
That wasn't the same Ep2 I saw. Jango didn't stand a chance and Mace didn't look too troubled.
O well...still I think that the suggestions listed above can help bring about better gunner vs Jedi, without other considerations

Vruki Salet
07-12-2006, 12:55 PM
Sure, I didn't mean to say anything against your ideas.

JRHockney*
07-12-2006, 01:18 PM
O well...still I think that the suggestions listed above can help bring about better gunner vs Jedi, without other considerations

I agree, as long as jedis still have the advantage, its still plenty movie realistic. But if the the advantage they have is an insanely powerful one like it is now, gunner vs jedi won't be nearly as much fun.

UDM
07-12-2006, 01:48 PM
Yeah the key is to have the advantage in different areas, in order to balance them out. The Jedi, for example, are skilled in all out confrontation, but they can be weakened through guerilla tactics or really skilful gunners. The mercs, on the other hand, will die easily if in an all out confrontation (unless you get some insane dude who's really handy with the vibroblade), therefore have to rely on run n gun or stealth attacks, but not to the extent that they become a major annoyance to Jedi

What I like about having mercs being as important to gameplay as Jedi, is that they help to balance out the whole issue of force. As it is, because of honor players, force powers are undermined. Few will use them in moderation, and even then, will get criticised by honor players. The way OJP works right now is that Jedi aren't really affected by force. Therefore, for force to have any use at all, it has to be used on the mercs. The mercs, however, will have tricks up their sleeves. And thus, this is where the gameplay naturally balances out

Lathain Valtiel
07-12-2006, 03:21 PM
The solution to this is actually very simple conceptually.

Step 1: Make any direct saber strike kill somebody with a gun, no questions asked. Glancing shots take off albout 120 points or so.

Step 2: Heavily nerf or remove outright the reduction in damage the player gets for firing an explosive weapon in which they are in the blast radius (even the best gunners choked on this often: if you pull a rocket launcher without the sef-damage reduction on a fast-approaching Jedi, chances are you will smoke yourself in the process. This shouldn't include the DEMP-2, since its radius is way too huge).

Step 3: Eliminate autopush. Do it yourselves now that gunners take huge damage from their own weaponry. If they're too close they'll likely kill themselves anyway along with you, no point in you getting away scot free.

Step 4: Strip gunners of all force if they attempt to acquire superior gun skills with damage and firing speed much greater than what JA guns already offer. Grant them some Force only if they choose to have subpar gun skills. Grant them full level Force if they swear off guns completely.

Step 5: Give gunners who investr properly an appropriate substitute for the Jump power (Jetpack) and Seeing (some kind of goggles?).

razorace
07-12-2006, 04:05 PM
That seems reasonable to me. Also, I'm pretty sure that step 2 has already been done.

Vruki Salet
07-12-2006, 05:00 PM
Those ideas sound good to me too.

Lathain Valtiel
07-12-2006, 05:11 PM
I just outlined exactly what Promod did. Hehehehe.

razorace
07-12-2006, 05:16 PM
I never really had much of a problem with Promod, I just didn't like the concepts of lag-based percision and rock-paper-scissors styles.

Anyway, on second glance, I'm not so sure about restricting the gun/force skills as outlined in your post. I'd personally rather make it be based on the amount of points required for the higher levels of either. IE, I like the ability to have "hybrid" players with mixed Force and Gunner skills, just where they're not great at either. :)

Lathain Valtiel
07-12-2006, 08:19 PM
That's eaxctly what the system does. It locks out high levels of gun mastery if you take a high level of Force Mastery, even iif in theory you'd have the points for it.

You'd be locked into either selecting badass gun skills, badass Force skills, or somewhat badass skills in both. The reason for this is so that nobody for example takes the 'omg ultimate rocket skill' and then goes on to take force up the wazoo.

UDM
07-13-2006, 03:56 AM
In other words, what everyone else above suggested ;)

razorace
07-13-2006, 07:55 PM
I don't think I was clear. I believe that the player should be able to take both gun skills and force skills to high levels IF they have the skill points. Such a restriction is an unnessicary, arbitrary move in my opinion.

Lathain Valtiel
07-14-2006, 08:15 AM
If you split up gun skills into seperate categories, such as 'Light, Medium, Heavy', or into one skill per gun, then you'll simply encourage heavy weapon camping since unless you are quite good many of the small projectile weapons are fairly useless in terms of killing speed.

Heck, "I'd" do that, take max rocket launcher or repeater skill and then proceed to dump points into nice Force skills. This would negate the danger of close range heavy gunning since you could employ Protect or Jump, the latter of which tends to be faster but has less range than Jetpacks, and speed is better. Half the reason gunners are superior to Jedi in general IS BECAUSE THEY CAN FORCE JUMP ON DEMAND.

Take it from me, who probably knows the base JA saber the best out of anyone currently in this subforum and has nothing at all against putting a repeater orb into you. Appropriate Force jumping sends the potency of a lightsaber against you to its knees. Meanwhile, while the Jedi is missing you you plug them full of holes. This is how I successfully annihilate 99% of people with sabers using guns.

If you want gunner vs. Jedi balance you CAN NOT allow otherwise dedicated gunners access to the swiftness of Force Jump (or for that matter Force Speed), and you cannot take any of its power away from Jedi without virtually knocking out their dodging ability against the gunners. You must give the gunners a slower-to-start-up substitute with its own advantage (greater range). The answer is the Jetpack, and nothing like FM3's Jetpack because that thing has way too much range. I implore you to take an example from Promod's jetpack on how such a thing should function ingame and be highly balanced.

UDM
07-14-2006, 09:04 AM
It's either gunner or Jedi then?

Sounds feasible to me. Though in addition, I still think it'd be cool to grant the gunners bonuses mentioned above, like KOTOR's Feats...

Else, why not grant Jedi access to smaller arms? Or allow gunners to have lower tiered neutral force? The purpose is to allow for mix-and-match, but at the same time it doesn't detract from the intention of having skills. For example, I can have force jump level 1 and force sight level 1. However, doing so will remove a large chunk of spare points in my character, so I have to weigh the pros and cons (is it worth it?)

Have you guys played System Shock 2? It's a great FPS-RPG, you can get the demo off download.com if you haven't played it. Basically, you are specialised into one of 3 classes at first: Marine (combat), Navy (stealth) and Psi Ops (psionic powers). All 3 have their advantages, but later in the game, as you aquire more cybernetic modules (which are used for upgrading), you can invest in the other 2 classes. For example, if I choose marine with all skills invested in firearms, then later on I can choose to learn stuff from the Navy class such as hacking. Very cool, and there are equal pros and cons, whether you choose to specialise or multi-task

Let me give you another example of why it's impossible to be a master of all trades

System Shock 2 does it in such a way, that let's say you are of Marine class, and you want to acquir new Psi powers. However, you cannot just directly unlock new Psi powers, for one main reason: you have to first unlock the tier itself, then unlock new psi powers. Thus, if you want to get the cool telekinesis power, first you have to spend 10 points in Tier 1 spells ie. unlock the ability to uh...unlock the spells, then you spend another 8 points on Telekinesis. I think we could implement something like this, if we want a mix-and-match system. Example: players need to spend 10 points to unlock the neutral force powers. So, that's already 10 points wasted. If you want to be a Jedi, then it's a good investment. If you want to be a gunner, then technically, you have wasted 10 points that you could have actually spent on that rifle skill

Alright let's assume you've got Force Jump level 2 and Force Speed level 2 already. But what then? You've only got 5 points left! That's only enough for you to get a pistol level 2 and a rifle level 1! You fire so inaccurately, that all your bolts either miss, or get deflected! So you're basically a jack of all trades, but a master of none!

Btw I hope this class system can be in a separate game mode ie. a modified Siege. I really enjoy CTF as it is right now, and I'm not eager to see classes and stuff for the default game modes

Greiver
07-14-2006, 11:44 AM
jedi
blade jedi/jedi gardian - like samual.L only really has access to body enhanceing forcepowers along with saber skills

combo jedi/jedi sentinal - like obi-wan uses force powers and blade skills but neither can be maxed

force jedi/jedi conular - young yoda style jedi lots of force powers but little or no saber skills

mercs
assassin - stealth is there weapon

bounty hunter - think jango

trapper - mines electrofied items

Solder
Commander - gets lil npc buds to help him

shock trooper - lots of armor high rate of fire weapons for mowing down troops

scout - a gadget to see traps, jump pack faster move speed

Lathain Valtiel
07-14-2006, 03:48 PM
No, this system would allow hybrids, the catch is that your skills in either class won't be as high. Jedi can take up guns, the catch is that they're weak as hell because they presumably took high Force.

razorace
07-14-2006, 07:36 PM
UDM has a good point, perhaps Force Sensitiveness in general should require a large up front point cost.

As for Force Jump and gunners, I beleive the issue of the jumping needs to be worked on in general, since the same evasion tactics can work in saber-on-saber battles as well.

I've already made it so that DP and FP don't regen while in mid-jump. Beyond that, I suspect that we need to make ALL jumping have an FP cost. Logically, jumping is a very tiring activity.

Finally, I think we have two options for balancing DP/FP between different skill sets.

1. DP and FP cost are constant, it's the amount of total DP/FP that changes. Personally, I like this strategy because it makes DP/FP drains consistant for players.
2. Make DP/FP cost scalable based on the number of points invested in Force skills.

UDM
07-14-2006, 08:01 PM
You'd have to mix the 2 strategies up then. For example, one player may have Force Jump 3 and only Force Speed 1, but another may have Force Jump 1 and Force Speed 1. In that case, you'll have to use Strategy 2

Why not have an option for them to invest points in the amount of DP/FP too? Eg. choosing the kind of class that they want, like in the "Create Game" options. So if they want Level 1 FP/DP, then they allocate 10 points into Level 1 FP/DP. If they want level 2, they allocate another 10 points. It could be helpful in limiting mercs' abilities too, since you need tons of force points to jump high

Then maybe you could combine the 2 options. DP/FP cost scalable, in combination with total DP/FP changeable

-edit-

On the sidenote, I just woke up, and I'm supposed to be studying, but I'm tempted to go play OJP again. With bots. I need help...

razorace
07-16-2006, 02:56 AM
Hmmm, thats an interesting idea (doing both ideas), but it sounds like it would be difficult to impliment.

The DP/FP investment is probably a good idea, but my idea was just to commit the DP/FP levels based on player's total skill point investment in force powers (and possibly other skills to a lesser degree).

UDM
07-16-2006, 06:10 AM
Hmm I like that too. Anything's fine with me, actually, as long as we don't see gunners who spam speed or jump, and get away with everything. Something that strikes a good balance, without making the game too overly complex

Keeping my eyes peeled for any decision you might be making!

Darth Cariss
07-16-2006, 07:19 AM
Let them get both if you like, but there should be some sort of a bonus for gunners who get no Force Powers or Jedi skillz. Just pure gunners.

Also, it'd be cool if you added in gadgits as well as just guns. And by gadgits I mean things like Flame Throwers, Jetpacks, Grapple Hooks, Bactas, Nightvision/Thermal Vision (Works like Force Seeing?), E-Web (hopefully made to actually be worth using), Cloaking devices, maybe some poisen darts (like MB), etc. Stuff like that. People love options. Or I do anyway.

Maxstate
07-16-2006, 08:07 AM
Let them get both if you like, but there should be some sort of a bonus for gunners who get no Force Powers or Jedi skillz. Just pure gunners.

Also, it'd be cool if you added in gadgits as well as just guns. And by gadgits I mean things like Flame Throwers, Jetpacks, Grapple Hooks, Bactas, Nightvision/Thermal Vision (Works like Force Seeing?), E-Web (hopefully made to actually be worth using), Cloaking devices, maybe some poisen darts (like MB), etc. Stuff like that. People love options. Or I do anyway.

And smoke thermals :D

UDM
07-16-2006, 09:30 AM
Gadgets would be tons of fun. We could make use of current JKA materials, and simulate more choices. For example, you can get different choices of turrets if you invest more points in Turrets. Or Bactas that boost more health as you invest more

If there are cloaking devices, I'd be the happiest gunner alive. Muahaha, it'd be so cool to cloak and follow a Jedi around, then when he's not suspecting anything.. *BANG* +1 frag

MisterM
07-19-2006, 06:10 AM
And dont forget sentries and seekers XD

Darth Cariss
07-20-2006, 09:16 PM
It would be neat to have 3 levels of Cloaking even, or 3 Levels for all the gadgits. L1 Cloak could be like the base JA Cloaking, makes you invisable, doesn't stop sound, and is seeable like a Predator.

L2 could be like L1, except it prevents the character from making any sound, or making footprints on sand or snow (if possible).

L3 could be totally invisable? Might be overpowered, but it would be cool. It'd have to be pretty darn expensive though. Totally invisable + disruptor could be an evil combination.

Lathain Valtiel
07-20-2006, 10:03 PM
And smoke thermals :D

Bad idea for two reasons:

1: You can mod the effect so the smoke doesn't appear, I'm fairly certain you can't stop that. Effects are usually clientside.

2: It'll likely make it virtually unplayable for older comps. Eh.

JRHockney*
07-20-2006, 10:23 PM
Bad idea for two reasons:

1: You can mod the effect so the smoke doesn't appear, I'm fairly certain you can't stop that. Effects are usually clientside.

2: It'll likely make it virtually unplayable for older comps. Eh.

true. Hmm, what about flashbang thermals? It just make the screen white for the client side and gradually fade to vision. It would do that when explosion goes off close to them or if they are looking at it within a certain distance.

razorace
07-21-2006, 01:04 AM
It would be neat to have 3 levels of Cloaking even, or 3 Levels for all the gadgits. L1 Cloak could be like the base JA Cloaking, makes you invisable, doesn't stop sound, and is seeable like a Predator.

L2 could be like L1, except it prevents the character from making any sound, or making footprints on sand or snow (if possible).

L3 could be totally invisable? Might be overpowered, but it would be cool. It'd have to be pretty darn expensive though. Totally invisable + disruptor could be an evil combination.
Cloaking would be fun, but is there really a EU precenent for such equipment? My impression has been that cloaking devices are too complicated to be small enough to fit on a person.

UDM
07-21-2006, 05:22 AM
It was present in KOTOR, a stealth field generator, small enough to fit in the pocket. Would be cool

Maxstate
07-21-2006, 05:54 AM
Bad idea for two reasons:

1: You can mod the effect so the smoke doesn't appear, I'm fairly certain you can't stop that. Effects are usually clientside.

2: It'll likely make it virtually unplayable for older comps. Eh.

1: A maybe, when thinking it through, OJP doesnt have that many players. It isn't competetive enough to warrant things like that lawl.

2: There's extremely low-res smoke in some games, it even moves with you and best thing yet; it doesnt do jack-**** for FPS.

Though I just said smoke thermals as a kind of joke ;)

razorace
07-21-2006, 03:26 PM
It was present in KOTOR, a stealth field generator, small enough to fit in the pocket. Would be cool
Well, I guess there was the shadowtroopers in JKO.

Darth Cariss
07-21-2006, 09:21 PM
Yeah, JO had Shadowtroopers, and JA had those Imperial guys in the black suits who had cloaking devices.

Maxstate
07-21-2006, 09:22 PM
Yeah, JO had Shadowtroopers, and JA had those Imperial guys in the black suits who had cloaking devices.
Saboteurs!

Darth Cariss
07-21-2006, 09:23 PM
Yeah. Those guys. Thanks. :D

Maxstate
07-22-2006, 09:14 AM
I dont know where this should go but there's a number of things I think would make OJP more fun and strategic if it were implemented. Most of it comes from MBII (yes I know, stfu :(). For example, settings walking and running speed a bit lower should help out gunners and provide players a game with more control.

The current running speed together with the jumping speed reminds me of pinball :)

Next, shots should only be deflected towards a Jedi's crosshairs if he's walking, this would promote a gunner friendly enviroment as well.

Third, I think jump height needs to be increased for Jump 3 but needs to be slowed down. Why? Dunno, seems more realistic. If we ever get to adding those Form feats picking Ataru as a specialisation would enable you to jump much quicker or higher too.

Fourth, jump FLIPS should make you travel a longer vertical distance while LEAPS should make you go further horizontally.

Just a few simple ideas for the mod's general gameplay.

Since noone is replying, I will add to the effect of this post with emergency explanatory images:

http://i2.photobucket.com/albums/y30/Maxstate/lolspeedofwalking.jpg
I think if the speed-button and the changes in running and walking are going to be implemented, sabers should be turned off while speed is on to avoid it being overused on gunners. That option could also be left open as a feat if one would choose a specialisation.