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Old 10-02-2002, 08:31 AM   #60
ArtifeX's Avatar
Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Originally posted by MrCrusher

Some more questions.

Does this also mean that the power segment of the swing (ver 1.03, 1.04) directly correlates with the CSC aim at high value?.... been trying to explain this mod to others and some gripe that you shouldn't have to aim a saber to hit. I usually explain to them, on pure assumption, that the basic version of the game already has a sweet spot on the swing and that the CSC correlates to this. But I'm only assuming this to be the case. I also assume that the CSC has to achieve good aim at the moment of contact during a saber attack and not during the entire swing, thus you can initiate the attack facing any direction ( the risk of poor defense value).

This is exactly correct. I've tried to explain to people that the CSC is only reinforcing what they should have been doing all along. There should be nearly no learning curve if they were fighting well before.


I've been playing a bit now and its my opinion that the damage values are spot on. 1-1.5 clean hit with red stance, 2-3 clean hits with yellow-stance, and a few more for blue-stance. These are clean hits; with the excellent defense system an engagement lasts far longer than just a few saber swings.

Defense is almost perfect. One thing that I'm not certain about is when two players swing almost simultaneously (and sabers do not come in contact with each other); player1 hits first then player2's swing continues thru to hit. Maybe the CSC values could do a check in this situation and if player1 has the appropriate value then a block or "jammed" attack occurs. Currently the player with the stronger attack but not the first attack wins the engagement. Its the evolution of broadsword to rapier issue, the broadsword has the power but during the broadsword wind-up the rapier was penetrating gaps in armor, piercing vital organs and cutting arteries. Basically adding a provision where you could "beat some one to the punch" with a quick successful attack.

Right now, if two players swing at each other at roughly the same time, without clashing sabers, then both players will score a hit, as neither player is able to interrupt their attack to block.

I see what you're talking about, but being able to interrupt their attack, or "hit them before they hit you" and take the wind out of their swing would give a huge advantage to the faster styles. You'd be able to rush any slower stance swing and get in a quick nick or two before they could complete their swing, and interrupt it. That would lead to a lot of people not using the Red stance, which is slightly underpowered at this point anyway.

Am I correctly reading what you're suggesting here?


Something else to consider may be to add a knock-down from a perfect redstance hit that is just barely blocked.

Has the backstab aiming arc been changed? They seem harder to execute. Adding a small arch of rotation to DFA and backstab would discourage script users from using the Blender-Backsweep but also allow a degree of aiming to occur. Currently Backsweeps/stabs aren't viable attacks.

Anyway, great work so far...

I'm already considering the role of swing inertia with the heavier swings. I'll just have to see what I can do with it.

The backstab CSC aiming point is inverted, so a "perfect" aim would be directly behind you. This makes the backstabs really hard to do; maybe too hard. I'm not going to make them spinnable, because the animations have their feet planted firmly on the ground, but I am considering giving the moves a bonus that'll increase their usefulness without making them too powerful.

Artifex *ASC*
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