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Go Back   GameBanshee Forums > Forum Categories > RPGs > Star Wars: Knights of the Old Republic III

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  #46 (permalink)  
Old 02-19-2008, 09:47 AM
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If you can use the Force pull the lightsaber from the hands of one who is holding it tightly, then using the Force to toggle the lightsaber's on/off button shouldn't be difficult.
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  #47 (permalink)  
Old 02-19-2008, 11:05 AM
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I have 2 ideas for KOTOR III (I mentioned one before but it didn't get much responce):

1) Ammo - Why not have ammo for blasters? You could also be able to choose between different ammo types to make your blaster more effective.

2) Force Areas - Areas which are strong in the light side or dark side of the force. In the light side areas light side powers cost less, are more powerfull and LS users gain FP faster and dark side powers cost more, are less powerfull and DS users gain FP slower. Vice versa for dark side areas.
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  #48 (permalink)  
Old 02-20-2008, 01:51 AM
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Quote:
Originally Posted by Smiley:) View Post
I have 2 ideas for KOTOR III (I mentioned one before but it didn't get much responce):

1) Ammo - Why not have ammo for blasters? You could also be able to choose between different ammo types to make your blaster more effective.

2) Force Areas - Areas which are strong in the light side or dark side of the force. In the light side areas light side powers cost less, are more powerfull and LS users gain FP faster and dark side powers cost more, are less powerfull and DS users gain FP slower. Vice versa for dark side areas.
Ammo sounds good, the force areas sound good too except the idea kinda coinsides with my idea of force planets that are restricted to opposite users of the force.
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  #49 (permalink)  
Old 02-20-2008, 05:31 AM
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Ammo isn't such a bad idea. Personally, I rarely play either K1 or K2 as using ranged attacks (barring force powers) - they always seem inferior to melee. Obviously, this could be because I don't train up on those skills, but still... it would be good to have a blaster being more powerful than they were in the last games, but introduce ammo as a levelling factor.
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  #50 (permalink)  
Old 02-21-2008, 07:45 PM
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Originally Posted by bigredpanda View Post
Ammo isn't such a bad idea. Personally, I rarely play either K1 or K2 as using ranged attacks (barring force powers) - they always seem inferior to melee. Obviously, this could be because I don't train up on those skills, but still... it would be good to have a blaster being more powerful than they were in the last games, but introduce ammo as a levelling factor.
i agree with you on the melee over ranged part. i try to throw in Force attacks in K1 for some attack variety, so that i'm not alternating between Master attacks to avoid repitition in combat movements. but the problem is that it really slows the killing. i've brought down one of those groups of 3 dark jedi with Revan, Bastila, and Jolee in no more than about 5 seconds using only lightsaber techniques. using Force attacks and blasters? i'm looking at 15+
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  #51 (permalink)  
Old 02-22-2008, 12:43 AM
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Quote:
Originally Posted by Darth Valthri View Post
i agree with you on the melee over ranged part. i try to throw in Force attacks in K1 for some attack variety, so that i'm not alternating between Master attacks to avoid repitition in combat movements. but the problem is that it really slows the killing. i've brought down one of those groups of 3 dark jedi with Revan, Bastila, and Jolee in no more than about 5 seconds using only lightsaber techniques. using Force attacks and blasters? i'm looking at 15+
Oh yeah? In K1 I managed to get baragwin rifles and gear and fully upgrade them (without cheats). The amount of power was unbelievable! And in K2 I made Mira's blasters so powerfull and her ranged skill so great (without cheats) that she could slaughter her way through an entire batalion of sith troopers and dark jedi faster than any melee user could!

Btw, they should give back baragwin weapons and gear in K3.
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  #52 (permalink)  
Old 02-22-2008, 08:55 AM
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i want the new kotor to have a better combat system like in kotor 2 when i switch to a different sword form nothing happen it was the same i mean to me there was really no ponit for the game designer to put that in they just wasted disc space and they could of added a better ending to the story, but i hope when i switch to a another sword form that he change his previous sword stance to another that have a different combination of moves and blocks.
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  #53 (permalink)  
Old 02-22-2008, 03:14 PM
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I would like to know what happened to Revan and The Exile. And maybe play them again. New races, new lightsaber-hilts and colours and i think that the main enemy should be a true Sith this time. And of course Hk-47 he is a must!
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  #54 (permalink)  
Old 02-23-2008, 06:48 PM
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Originally Posted by KnightofJESUS#1 View Post
i mean to me there was really no ponit for the game designer to put that in
Actually, there was a point. If you set a character to ranged behavior, s/he will automatically switch to a melee weapon in case an enemy gets close, so s/he won't have his/her *** kicked.

And I loved slaughtering groups of enemies using a double-bladed red lightsaber then switching to a one-hilt blue lightsaber to duel a dark jedi.

Weapons' switch should definitely be kept for KotOR III, in my opinion.
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  #55 (permalink)  
Old 03-15-2008, 05:55 AM
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I didn't feel like reading the previous thread so exuse me if i'm repeating.

I think they should update the combat system, give more skills to the gamer himself, I suggest for melee a system like prince of persia and for ranged a system like GTA.

The idea of disarming enemies is cool, but cuttig of hands?!? That would mean the enemy is defenceless after the action and if it happens to you you're disabled for the rest of the game! + If you're able to pick of the weapon of every oponent you disarm you will have an endless stock of weapons in notime. What I think would be better is if you can destroy your enemies weapons, blast it to pieces, cut it in half etc.
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  #56 (permalink)  
Old 03-15-2008, 07:11 AM
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An other thing: in kotor 2 I had a lot of useless lightsabers and at he end I saw Kreia let 3 float, how about that as a new force power? Letting an X amount (depending on your skills/force points) of lightsabers float and attack enemies

Way it could work: You turn of your lightsaber(s) and go into meditation stance, a cross appears through your character icon, you get X new partymembers which are all the lightsaber you control, to stop it you click on your character icon and make any move.
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Last edited by greensaber; 03-15-2008 at 07:17 AM.
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  #57 (permalink)  
Old 03-15-2008, 07:27 AM
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What I want in Kotor III is more Selkath for some reason I just like them maybe one of them in your party?
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Last edited by Jedi Guardian; 03-15-2008 at 07:33 AM.
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  #58 (permalink)  
Old 03-15-2008, 08:15 AM
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In KOTOR 3 i want the main character from KOTOR 1(Revan),Bastila,The exile from KOTOR 2 and HK-47,more missions,new saber crystals,new force powers,new feats and the Ebon Hawk.
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  #59 (permalink)  
Old 03-15-2008, 09:46 AM
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I know that some one already opened a thread with this suggestion but that was back in 2005. The thread was about being able to download savegames from kotor I and II into III to maintain: inventory, level, influence etc. I think this is one of the best ideas so far
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  #60 (permalink)  
Old 03-15-2008, 11:06 AM
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I want Malak to return as a surpise and trains you in the force

(Revan saving him at the end)
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