DeathBoLT
07-06-2001, 07:17 PM
There has been many topics focusing on various aspects of gameplay.. this is more on how I think they should interact with each other.
I'm hoping the Double-swing shall be thrown out, as its purpose was sort of botched up in the sense that the gamespeed was too fast and as a result, double-swinging hardly left you open at all, thus limiting Single-fire's use in Multiplayer to very few situations.
I'd like to see the lack of double-swing in Jk2 and the single-fire's damage boosted up to that of the doubleswing(nearly killing them, or killing them depending on where you hit.)
I also hope to see more horizontal type swings and acrobatic-related saber attacks.
Force powers should augment these fights but not take over. So that Force Jump eats through your mana.. thus limiting how frequently you use it. Force Speed should also should be one of those powers that consume large ammounts of mana. Unless classes like Jedi Knight, Mercenary, etc. are featured, Grip should be easily counterable, as it just doesn't seem right that a Jedi could just wring another Jedi's neck like Vader would do with his officers that failed and be as helpless as U could do in JK. Most JK FF 'l33ts' will grip you and then stand off at a distance leaving u unable to fight back while 80(which a full grip will do) of your health is being drained.
What I think should happen is that certain force powers should choose what type of style you use. If you put a lot of points into say Force Agility, your main weapon would become your saber, your regular run and regular leap would become faster and higher, and many advanced acrobatics, kicks, etc. would be avaliable to you. Depending on how many points you put into 'Force Agility' would dictate on how fast, frequently and strong you would be able to pull the physical attacks(kicks, punches, biting ears, whatever) and acrobatics off. However if U allocate your points into more Force Based powers(i.e. lighting, etc. etc.) and only put a few points into Force Agility would mean you would be more Emperor Palpatine like, not really doing more than lifting a finger for a devastating attack.
Make sure the powers are balanced so that people going for really strong Force Based powers(lighting, etc.) would have an equal chance against people capable of moving quicker and able to dance circles around each other.
Auto-blocking should work as protection agaisnt blaster bolts and act like the shield does in RUNE(you strafe to one side so that ppl attacking you will first probably end up desrtoying your shield b4 they get to you- only you won't have to strafe side to show your shield arm to your opponent since the saber is a two handed weapon). Long parentheses hehe. To prevent the people that would just sit there and block everything, have each saber hit be able to bat the blocker's saber around after each swing. The ability to block should be replenished when not blocking. Amount of 'Blocking reserve' should be improved by strong Force Agility powers(as the art of saber fighting will be the main focus of anyone strongly routed in force agility.)
Note: Saberthrow should be blockable.
As for guns, I'd like:
- The Stormtrooper Rifle to have the power of the sniper rifle in UT(as in 2 shots will do a unshielded person in).
- The Bryar shoulda had the Scope, as I'd like every weapon to have a use. The Bryar practically has no function beyond as the weapon u'd start with b4 U recover ur lightsaber, if such a scenario would be covered. The stormtrooper rifle was fast firing but inacurate. It was the Byrar's function to pick ppl off at a distance. Now that that role is being given to the Stormtrooper Rifle, the Bryar has lost its usefulness. If u're starting with the Lightsaber in multi-player or single-player, who would use the Bryar?
- Thermals: Make 'em more explosive. Their current explosive capacity leaves them only useful in certain situations in CTF Nar. If they're extremely explosive, they will have a real room clearing value.
- Stun baton: If u have a sneak Function like DS9: The Fallen had so that U could silently come up behind troopers without them noticing and hit them with a power 1-kill attack. I'm not quite sure what this weapon's use is beyond that..
- Bowcastor: It'd be nice if you could deal out some splash damage like UT's Ripper's secondary fire does..
I'm kinda glad that the concussion rifle will probably not be making an apearance in Jk2. It would kill any form of saber fighting beyond what JK had as you would have two jedis having an elaborate duel, both weakened in health and mana and BAM you take them both out.
Guns are important, but they should take the back seat when it comes to Jedi Outcast: Jedi Knight 2. It ain't Doom: Jedi Knight 2, Quake: Jedi Knight 2 or even Dark Forces 3: Jedi Knight 2. Katarn is a Jedi Knight, not a Mercenary, as he was in the Dark Forces and Dark Forces 2: Jedi Knight. Ergo, Sabers and the Force should be the focus in Jedi Outcast: JediKnight 2.
Either way, don't forget DF2: Jedi Knight but don't make a repeat of it with fancy graphics. Make a new game with new gameplay with the need to develop new strategies and new skills. I don't think I'm the only one thats utterly sick of JK's current gameplay and strategies.
:eek: a bit long, thanks for bothering to read all ofthis even if it is a bit unfocused and a tad poorly written..
hehe :p
I'm hoping the Double-swing shall be thrown out, as its purpose was sort of botched up in the sense that the gamespeed was too fast and as a result, double-swinging hardly left you open at all, thus limiting Single-fire's use in Multiplayer to very few situations.
I'd like to see the lack of double-swing in Jk2 and the single-fire's damage boosted up to that of the doubleswing(nearly killing them, or killing them depending on where you hit.)
I also hope to see more horizontal type swings and acrobatic-related saber attacks.
Force powers should augment these fights but not take over. So that Force Jump eats through your mana.. thus limiting how frequently you use it. Force Speed should also should be one of those powers that consume large ammounts of mana. Unless classes like Jedi Knight, Mercenary, etc. are featured, Grip should be easily counterable, as it just doesn't seem right that a Jedi could just wring another Jedi's neck like Vader would do with his officers that failed and be as helpless as U could do in JK. Most JK FF 'l33ts' will grip you and then stand off at a distance leaving u unable to fight back while 80(which a full grip will do) of your health is being drained.
What I think should happen is that certain force powers should choose what type of style you use. If you put a lot of points into say Force Agility, your main weapon would become your saber, your regular run and regular leap would become faster and higher, and many advanced acrobatics, kicks, etc. would be avaliable to you. Depending on how many points you put into 'Force Agility' would dictate on how fast, frequently and strong you would be able to pull the physical attacks(kicks, punches, biting ears, whatever) and acrobatics off. However if U allocate your points into more Force Based powers(i.e. lighting, etc. etc.) and only put a few points into Force Agility would mean you would be more Emperor Palpatine like, not really doing more than lifting a finger for a devastating attack.
Make sure the powers are balanced so that people going for really strong Force Based powers(lighting, etc.) would have an equal chance against people capable of moving quicker and able to dance circles around each other.
Auto-blocking should work as protection agaisnt blaster bolts and act like the shield does in RUNE(you strafe to one side so that ppl attacking you will first probably end up desrtoying your shield b4 they get to you- only you won't have to strafe side to show your shield arm to your opponent since the saber is a two handed weapon). Long parentheses hehe. To prevent the people that would just sit there and block everything, have each saber hit be able to bat the blocker's saber around after each swing. The ability to block should be replenished when not blocking. Amount of 'Blocking reserve' should be improved by strong Force Agility powers(as the art of saber fighting will be the main focus of anyone strongly routed in force agility.)
Note: Saberthrow should be blockable.
As for guns, I'd like:
- The Stormtrooper Rifle to have the power of the sniper rifle in UT(as in 2 shots will do a unshielded person in).
- The Bryar shoulda had the Scope, as I'd like every weapon to have a use. The Bryar practically has no function beyond as the weapon u'd start with b4 U recover ur lightsaber, if such a scenario would be covered. The stormtrooper rifle was fast firing but inacurate. It was the Byrar's function to pick ppl off at a distance. Now that that role is being given to the Stormtrooper Rifle, the Bryar has lost its usefulness. If u're starting with the Lightsaber in multi-player or single-player, who would use the Bryar?
- Thermals: Make 'em more explosive. Their current explosive capacity leaves them only useful in certain situations in CTF Nar. If they're extremely explosive, they will have a real room clearing value.
- Stun baton: If u have a sneak Function like DS9: The Fallen had so that U could silently come up behind troopers without them noticing and hit them with a power 1-kill attack. I'm not quite sure what this weapon's use is beyond that..
- Bowcastor: It'd be nice if you could deal out some splash damage like UT's Ripper's secondary fire does..
I'm kinda glad that the concussion rifle will probably not be making an apearance in Jk2. It would kill any form of saber fighting beyond what JK had as you would have two jedis having an elaborate duel, both weakened in health and mana and BAM you take them both out.
Guns are important, but they should take the back seat when it comes to Jedi Outcast: Jedi Knight 2. It ain't Doom: Jedi Knight 2, Quake: Jedi Knight 2 or even Dark Forces 3: Jedi Knight 2. Katarn is a Jedi Knight, not a Mercenary, as he was in the Dark Forces and Dark Forces 2: Jedi Knight. Ergo, Sabers and the Force should be the focus in Jedi Outcast: JediKnight 2.
Either way, don't forget DF2: Jedi Knight but don't make a repeat of it with fancy graphics. Make a new game with new gameplay with the need to develop new strategies and new skills. I don't think I'm the only one thats utterly sick of JK's current gameplay and strategies.
:eek: a bit long, thanks for bothering to read all ofthis even if it is a bit unfocused and a tad poorly written..
hehe :p