The Smaller Touches
Forgot to mention something
Forgot to mention that I got this idea from Star Wars: Republic Commando and I also forgot to mention that this idea was ever addressed somewhere in this forum. Sorry.
[QUOTE=RBitG]Heh heh, yeah, i hated fights like the first HK droid on the Mining Station in K2, Kreia would always run forwards, into the mines, and every time i switched to her to make her run back, someone else would run forwards. [/QUOTE]
True. That is really a pain in the butt trying to get them away from the mines while the other stupidly rush forward towards it. I hate babysitting team members
.
Forgot to mention that I got this idea from Star Wars: Republic Commando and I also forgot to mention that this idea was ever addressed somewhere in this forum. Sorry.
[QUOTE=RBitG]Heh heh, yeah, i hated fights like the first HK droid on the Mining Station in K2, Kreia would always run forwards, into the mines, and every time i switched to her to make her run back, someone else would run forwards. [/QUOTE]
True. That is really a pain in the butt trying to get them away from the mines while the other stupidly rush forward towards it. I hate babysitting team members
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
- FighterTundra
- Posts: 139
- Joined: Tue Jan 24, 2006 10:36 am
- Location: Beneath a bag of meat
- Contact:
[QUOTE=FighterTundra]Yes, indeed, it is SOOOOO irritating when they do that. A better Artificial Intelligence(AI) in kotOR III wouldn't be wrong.[/QUOTE]
Agreed. Make the AI of any character, be it friend or enemy, stop when approaching mines and stay put, not run forward to their doom.
Anyway, speaking of which, what about the idea of including some power bar to determine how far you throw your grenade? It might be useful especially hitting targets that don't move or thinning out their ranks. Got this idea from 3rd person shooters like Freedom Fighters and some FPS that use this mechanic.
Agreed. Make the AI of any character, be it friend or enemy, stop when approaching mines and stay put, not run forward to their doom.
Anyway, speaking of which, what about the idea of including some power bar to determine how far you throw your grenade? It might be useful especially hitting targets that don't move or thinning out their ranks. Got this idea from 3rd person shooters like Freedom Fighters and some FPS that use this mechanic.
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
[QUOTE=DesR85]Anyway, speaking of which, what about the idea of including some power bar to determine how far you throw your grenade? It might be useful especially hitting targets that don't move or thinning out their ranks. Got this idea from 3rd person shooters like Freedom Fighters and some FPS that use this mechanic.[/QUOTE]
On that note, what about (And this may already have been mentioned; my apologies if it has) charging force powers? Like in the original Jedi Knight games, you hold down the button, set the timer, or whatever, to however powerful you want your power to be. I certainly hated losing the 'Force Whirlwind' power, in favour of force waves.
Ah, another idea, what about multiple sub-powers? For example, you have Force Push, as a major power, and within that caterogy you could have powers such as force whirlwind, and force wave, each with their own pro's and con's. This would certainly make for some more Jedi-esque combat.
On that note, what about (And this may already have been mentioned; my apologies if it has) charging force powers? Like in the original Jedi Knight games, you hold down the button, set the timer, or whatever, to however powerful you want your power to be. I certainly hated losing the 'Force Whirlwind' power, in favour of force waves.
Ah, another idea, what about multiple sub-powers? For example, you have Force Push, as a major power, and within that caterogy you could have powers such as force whirlwind, and force wave, each with their own pro's and con's. This would certainly make for some more Jedi-esque combat.
Rebel in decibels, against - what? The same-old, whatever they've got.
[QUOTE=RBitG]On that note, what about (And this may already have been mentioned; my apologies if it has) charging force powers? Like in the original Jedi Knight games, you hold down the button, set the timer, or whatever, to however powerful you want your power to be. I certainly hated losing the 'Force Whirlwind' power, in favour of force waves.[/quote]
Hmm....sounds good. Will give the force power more impact doing so. By the way, it'll be much better if Force Whirlwind, Force Wave and Force push be on its own rather than tied together and replacing each other just like in the KOTOR series. At least there are more Force power variations for the Light side users.
[QUOTE=RBitG]Ah, another idea, what about multiple sub-powers? For example, you have Force Push, as a major power, and within that caterogy you could have powers such as force whirlwind, and force wave, each with their own pro's and con's. This would certainly make for some more Jedi-esque combat.[/QUOTE]
Good, though I might have an idea here. Why not give each of the aforementioned powers levels. When you level each of these force powers, you'll have more advantage in combat. Much beter than replacing them with a different one like from Force Push to Force Whirlwind.
Hmm....sounds good. Will give the force power more impact doing so. By the way, it'll be much better if Force Whirlwind, Force Wave and Force push be on its own rather than tied together and replacing each other just like in the KOTOR series. At least there are more Force power variations for the Light side users.
[QUOTE=RBitG]Ah, another idea, what about multiple sub-powers? For example, you have Force Push, as a major power, and within that caterogy you could have powers such as force whirlwind, and force wave, each with their own pro's and con's. This would certainly make for some more Jedi-esque combat.[/QUOTE]
Good, though I might have an idea here. Why not give each of the aforementioned powers levels. When you level each of these force powers, you'll have more advantage in combat. Much beter than replacing them with a different one like from Force Push to Force Whirlwind.
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
Dual-wielders throwing lightsabers
I wonder if this idea was mentioned before but what about giving those who dual-wield lightsabers the ability to throw not one but two lightsabers instead of one? Could be done simultaneously or one by one.
Off-topic: Crud! Why does it look like whenever I post, it looks like a double post here? Secondly, what happened to everyone here? The whole forum looks like its plastered with my name all over and it feels a little embarrassing.
I wonder if this idea was mentioned before but what about giving those who dual-wield lightsabers the ability to throw not one but two lightsabers instead of one? Could be done simultaneously or one by one.
Off-topic: Crud! Why does it look like whenever I post, it looks like a double post here? Secondly, what happened to everyone here? The whole forum looks like its plastered with my name all over and it feels a little embarrassing.
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
[QUOTE=DesR85]I wonder if this idea was mentioned before but what about giving those who dual-wield lightsabers the ability to throw not one but two lightsabers instead of one? Could be done simultaneously or one by one.[/quote]
Yeah, this was done in Jedi Academy a little bit with Tavion's Twil'ek apprentice, and it seemed rather interesting. However, the saber throws in both KOTOR's so far have been mediorce, they didn't do enough damage to justify taking the time to throw your saber, instead of running up, and killing the enemy.
Also, Jedi seemed kind of... weak, as it took two, sometimes three attacks, (That is; Level Three Flurry, with ridiculously souped-up sabers) to kill most standard, cannon-fodder enemyies, even at the end of the game. No-matter how good they say Sith armour is, i really don't think it plausible that a ridiuculously overpowered Master Jedi/Sith who eats Sith Lords for breakfast, would have to pause, and hit a Trooper again, to kill him.
Bottom line: Sabers need to be stronger, but also blaster attacks, to add more realism, and saber-throw needs to be made more worthwhile.
[quote="DesR85]Off-topic: Crud! Why does it look like whenever I post"]
Heh sorry man, been a bit busy as of late, but i'm back, and i should be for a while.
Yeah, this was done in Jedi Academy a little bit with Tavion's Twil'ek apprentice, and it seemed rather interesting. However, the saber throws in both KOTOR's so far have been mediorce, they didn't do enough damage to justify taking the time to throw your saber, instead of running up, and killing the enemy.
Also, Jedi seemed kind of... weak, as it took two, sometimes three attacks, (That is; Level Three Flurry, with ridiculously souped-up sabers) to kill most standard, cannon-fodder enemyies, even at the end of the game. No-matter how good they say Sith armour is, i really don't think it plausible that a ridiuculously overpowered Master Jedi/Sith who eats Sith Lords for breakfast, would have to pause, and hit a Trooper again, to kill him.
Bottom line: Sabers need to be stronger, but also blaster attacks, to add more realism, and saber-throw needs to be made more worthwhile.
[quote="DesR85]Off-topic: Crud! Why does it look like whenever I post"]
Heh sorry man, been a bit busy as of late, but i'm back, and i should be for a while.
Rebel in decibels, against - what? The same-old, whatever they've got.
Haven't posted in this topic for quite some time but I have a few things to say.
1) For projectile weapons, why not divide them into different types of blasters like SMG, Assault rifles and sniper rifles?
Also, give them some range differences like an assault rifle will hit targets further than the SMG as an example. Plus giving them different firing modes like full-auto, burst-mode and semi-auto will give you more control as to how you fire your weapon. Blaster pistols should have some modes though it'll look pretty odd if they fire like that of a machine gun.
2) For blaster wielders, shouldn't they be given the ability to take cover and fire from cover? It will give them some advantage and protection from other blaster wielders (if against a melee user, just use your rifle to butt them as I stated previously).
1) For projectile weapons, why not divide them into different types of blasters like SMG, Assault rifles and sniper rifles?
Also, give them some range differences like an assault rifle will hit targets further than the SMG as an example. Plus giving them different firing modes like full-auto, burst-mode and semi-auto will give you more control as to how you fire your weapon. Blaster pistols should have some modes though it'll look pretty odd if they fire like that of a machine gun.
2) For blaster wielders, shouldn't they be given the ability to take cover and fire from cover? It will give them some advantage and protection from other blaster wielders (if against a melee user, just use your rifle to butt them as I stated previously).
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
- Darth Iassic
- Posts: 28
- Joined: Thu Jun 08, 2006 5:47 pm
- Contact:
Makes sense. I think that everything needs a dmg upgrade or people need to lose some hp. I mean in the movies one shot from a blaster and your dead, and that's exactly what I don't get. Why do I get shot 10000000000000 times and i lose about 10 hp (keep in mind this is with clothes on and im a jedi consular and I purposely didn't get force deflect.)
A Great Sith Lord once said...IF YOU WANT TO DO IT RIGHT...EXTERMINATE THOSE JEDI MASTERS YOURSELF
I have an idea but its more to the AI side of things. What about giving both enemies and allies responses whenever a grenade is chucked at them? Your team mates in particular could shout out, "Grenade! RUN!" or "Potato Masher! RUN!" whenever they see a grenade chuck towards them and run far away from the grenade as far as possible.
Also, give both you and your team mates (including enemies as well) the ability to throw back the grenade that was thrown at them. At least you might not need to waste a grenade to wipe out your enemies.:laugh:
Also, give both you and your team mates (including enemies as well) the ability to throw back the grenade that was thrown at them. At least you might not need to waste a grenade to wipe out your enemies.:laugh:
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
The grenade throwing and taking cover would be an improvement, but would make it close to games such as SOCOM (not that that's is a bad thing). Would help improve gameplay, that's for sure.
The fighting could be better tho, (lightsaber to lightsaber) by making something like another bar, so you'd have life, force, and...pluh. something that represents how tired you are, or how much more dodging you can do. That way you don't have the whole "well, I just got stabbed by a lightsaber, but I'm still alive. huh."
The fighting could be better tho, (lightsaber to lightsaber) by making something like another bar, so you'd have life, force, and...pluh. something that represents how tired you are, or how much more dodging you can do. That way you don't have the whole "well, I just got stabbed by a lightsaber, but I'm still alive. huh."
Hokey religions and ancient weapons are no match for a good blaster at your side, kid.
[QUOTE=zander811]The grenade throwing and taking cover would be an improvement, but would make it close to games such as SOCOM (not that that's is a bad thing). Would help improve gameplay, that's for sure.[/QUOTE]
Come to think of it, yeah, it might make the game play more like a 3rd-person action title. I actually got the grenade idea and responses from Call of Duty 2 (both PC and XBox 360). Anyway, its still a nice touch to see your team mates react to a grenade and it will be amusing to see the looks of the enemy when he/she sees a grenade being thrown back at him/her.
[QUOTE=zander811]
The fighting could be better tho, (lightsaber to lightsaber) by making something like another bar, so you'd have life, force, and...pluh. something that represents how tired you are, or how much more dodging you can do. That way you don't have the whole "well, I just got stabbed by a lightsaber, but I'm still alive. huh."[/QUOTE]
A stamina bar? I think that might make the game slightly frustrating to players. It sure sounds unique and makes the game more logical but it can be a pain in the butt in the long run.
Come to think of it, yeah, it might make the game play more like a 3rd-person action title. I actually got the grenade idea and responses from Call of Duty 2 (both PC and XBox 360). Anyway, its still a nice touch to see your team mates react to a grenade and it will be amusing to see the looks of the enemy when he/she sees a grenade being thrown back at him/her.
[QUOTE=zander811]
The fighting could be better tho, (lightsaber to lightsaber) by making something like another bar, so you'd have life, force, and...pluh. something that represents how tired you are, or how much more dodging you can do. That way you don't have the whole "well, I just got stabbed by a lightsaber, but I'm still alive. huh."[/QUOTE]
A stamina bar? I think that might make the game slightly frustrating to players. It sure sounds unique and makes the game more logical but it can be a pain in the butt in the long run.
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
I understand what you're both saying completely, but maybe (if the stamina bar is incorporated into the game) it could be tied into the level of strength of your character. For example, the stronger you are, the quicker the opponent's stamina bar goes down. Also, the stronger you are, the longer you can dish out attacks. (stamina could also be tied into dodging blaster fire) I'm not saying your whole fighting technique should revolve around your stamina, but it would help get rid of the whole "getting shot 10 thousand times yet still alive" thing.
Hokey religions and ancient weapons are no match for a good blaster at your side, kid.
But what about when you're surrounded by multiple enemies? Sure your stamina bar will sustain attacks from weaker opponents but for more stronger enemies, your character's bar will deplete quicker and then you might have to run around trying to restore your stamina or use some sort of potion or stims in particular that restores a portion of your stamina.
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
Why have a stam. bar? i just started playing kotor1 and 2 at the same time again and noticed that what made k1 so good is that its simple nature makes the game more fun. k2 tried to have so much stuff in it, and is nothing like k1. now i have to say after playing them again that the idea of a low amount of health and force makes for a balance in the game, so dont add anything else to the mixture when it works well on its own?
That's true, that's true. It would make the game more realistic, but maybe too realistic. K, I see the problem now. But still, they should explain/eliminate the problem of multiple stabbings by a lightsaber (or getting shot by a blaster).
Hokey religions and ancient weapons are no match for a good blaster at your side, kid.