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Old 12-24-2002, 06:24 PM   #41
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Well whatever it ends doing, judging by the name i'd say it should be a passive power (you dont need to activate it).

More questions:

What about heal? when 90% of the weapons kill you in 1 shot or don't hurt you at all it starts to be a little unuseful... the only idea i have about this one is making your dodge points recover at a faster rate or something like.

And drain? won't it be too useful? (if you turn force into fatigue points or whatever)

Some ideas:

Lightning: In the movies it doesn't seem to do damage really, it seems to stun people (it hurts but it seems like it would take some time to kill somebody with it), so i'd say it should destroy the target's fatigue points, slow him down, and when he's low on fatigue points, throw him to the ground , and maybe after the target reaches 0 start to hurt, but not too much, the main use for this should be to stun (dooku seems to be able to move the target of his lightning but i think this would be too much).

Drain: darining energy from blasters, wookie crossbows... (maybe even turning off a lightsaber for small periods of time?) and turning it into fatigue points is the only thing which i can think of (i think i read somewhere somebody does it in the expanded universe).

Grip: I've never seen a jedi gripped in any movie, so i think they are kind of inmune, so i'd make the effect of grip dependant on the reamining fatigue points (i'm guessing jedi would have more than an imperial admiral...).

Rage: seeing luke in RotJ i'd make it give you speed (only for slashes, not for running) and attacking without spending fatigue points (i'm not sure if attacking is gonna cost a lot, but it looks like something similar to this when luke hits vader repeatedly).

Mind trick: i can't really think of any way to putting it here and looking like in the movies, my only idea is to make it passive and counter Force Seeing (or Sense if you preffer).

Protection: like rage but free (cheaper?) dodging? I'm really unsure about this one, the only similar thing i can think of is vader stopping han's blaster with his hand, but i think it has more to do with his arm being robotic than his powers with the force (not to mention he's a sith...).

Absorption: as i said, must hold the button to be effective, turns the "incoming" force into fatigue points for you and maybe reflects the % which exceeds your fatigue limit to the attacker (lvl 1 33% converted/rflected, lvl 2 66% lvl 3 100%, maybe?).

Healing: I don't think theres anything similar in the movies, I'd stick to the faster fatigue regen idea (and maybe at lvl 2 and/or 3 some health regen too, although it won't be noticed a lot).

Force seeing: maybe it could enable some kind of radar, which has a diferent radius and shows diferent stuff depending on level (lvl 1: mines & det packs, short radius; lvl 2: other players, med radius; lvl 3: "slow" projectiles (missiles, thermal det, repeaters alt fire...), long radius).

Saber throw: I think the saber should take some time to throw, for now this hits faster than any of the blue style slashes.
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Old 12-24-2002, 09:44 PM   #42
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Heal: Gone, HP shouldn't be recoverable in any sort of reasonable. And, it's basically useless with lethal weapon damage anyway. Probably replaced with a FP recovering "sit"/"Meditate" etc. "emot". Of course, you'll be totally open to attack while in this rest emot.

Rage: Gone, but "Call on the Dark Side" servers the same concept you suggested.

Absorb: probably replaced with some sort of general Force Skill for Force Power deflection. Not sure how this will work yet. We gotta have a setup so light-siders can deflect lightning, grip, etc.

Protection: Gone

Mind Trick: Probably just generate a noise whereever you point the crosshair.

Saber Toss: will act much more like as if you TOSSED the saber. Add a bit of a wind up, and make the saber drop to the ground on collision.

Anyway, I do agree with most of your assessment, a lot of that stuff is already planned to some degree.


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Old 12-28-2002, 09:16 PM   #43
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wow...

I just wanted to let you know man, I can't even play JK without your mod on anymore...thanks so much for this, and best of luck in the future improving on this already amazing mod and concept.


once again, thanks.


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Old 12-29-2002, 03:42 AM   #44
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Fantastic work thus far!

Blaster rifle/Bryar

I appreciate very much the work you have done to the bowcaster - it's really great now and actually feels useful now that the shot's speed have been upped considerably.
It appears you have done the same to the bryar and blaster, which is all fine and good.
However, the bryar is now just as good as the blaster: same attack speed (ROF), lethal damage (the blaster's may be slightly higher but that's irrelevant since it's very high in the first place) and same shot speed. The Bryar has become the blaster, the blaster previous advantage of increased rate of fire is now negated, making me prefer the bryar any day.

Increase the rate of fire on the blaster, make it superior to the bryar, make it more of a "basic weapon" than the bryar. It doesn't help either that it costs more to fire the blaster in ammo.

In short: The blaster rifle should be the basic weapon of most gunners IMHO - true movie/SW style.

DEMP

The DEMP gun is lethal. Very lethal. It's shots cannot be blocked, making it a futile effort to close the distance to a gunner wielding this weapon as a saber wielding jedi: the dodge animation will continually disrupt any action you make, be it moving, attacking or even trying to pull the damn thing out of his hands.

This is a general problem with most guns in this mod - spamming the enemy will cause him to dodge and stop him firmly in his tracks - the dodging animation becomes more of a hindrance than a help, since you cannot move closer or attack the gunner.

No saber parrying

Another problem closely connected with this is, is that you rarely block shots with your saber now - it seems as if the jedi is content with letting the dodging do its work, and forgetting to use his saber, which doesn't drain force. I don't know what causes this, but I suspect it to be that its a vastly lowered blocking radius' fault. The answer might just be to increase the blocking radius, which means dodging will only be used for shots that are coming from the side or behind. A jedi shouldn't need to dodge blaster shots from the front - in the movies they solely use their saber for protecting the front.

Sabercombat (no dodging)

When it's saber vs saber combat, however, the dodging is rarely used - I just played an hour of FFA with bots, and not a single time did they dodge attacks in sabercombat. More dodging in sabercombat (though not as much as when currently facing a gunner), a little less blocking to mix the two.

Another gripe with sabercombat is that it's über lethal. Enemies fall like flies before a single swipe of yellow stance. I don't know what you meant with "sabercombats shouldn't last 30 seconds" -but for me, they don't even last 10 seconds.

That is all, I can see you're on the right track, and I really hope you continue improving this great mod


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Old 12-29-2002, 10:07 AM   #45
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Re: wow...

Quote:
Originally posted by willum_10
I just wanted to let you know man, I can't even play JK without your mod on anymore...thanks so much for this, and best of luck in the future improving on this already amazing mod and concept.
Woah! First groupie. Sweet!


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Old 12-29-2002, 11:35 AM   #46
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Quote:
Originally posted by Cjais
[B]Fantastic work thus far!

Blaster rifle/Bryar

Increase the rate of fire on the blaster, make it superior to the bryar, make it more of a "basic weapon" than the bryar. It doesn't help either that it costs more to fire the blaster in ammo.

In short: The blaster rifle should be the basic weapon of most gunners IMHO - true movie/SW style.
Well, there were some balance issues with the secondary fire on the blaster. With the boosted bolt speeds, secondary fire would actually hit the player faster than they could react/saber block. Death was near instantanous after you started hitting the target. We've been discussing if we should go to a semi-auto gun triggering system (manual trigger pulling but with an added accuracy penalty for movement/rapid firing) but there's nothing final yet. There's also an issue of the rifle/pistol relationship in the movies. The heroes seem to have no difference in weapon performance between using a blaster rifle and a blaster pistol.

Quote:
DEMP

This is a general problem with most guns in this mod - spamming the enemy will cause him to dodge and stop him firmly in his tracks - the dodging animation becomes more of a hindrance than a help, since you cannot move closer or attack the gunner.
You stop in place? That shouldn't happen. You're suppose to move at x .9 normal speed while dodging. Are you sure you have the client part of the mod running while playing the game?

Anyway, yes, dodge does screw you up but that's sort of a game feature. When you are dodging out of the way of an attack, you do drop everything you're doing.

Anyway, I do have a workaround of sorts. It's called Dodge Attack. It enables you to attack while dodging. It looks pretty cool but I'm having some crash issues. It will probably be up and working for Release 2. However, there'll have to be some sort of penalty for attacking during a dodge. probably an accuracy loss for guns and a damage loss for the sabers. This is an game changing feature so it will probably be the first officially approved togglable cvar.

Quote:
No saber parrying
I haven't made any changes other than damage levels for the saber combat. We'll be working on that at some point in the future.

Well, my lunch is ready. gotta go for now!

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Old 01-02-2003, 02:05 AM   #47
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Some more questions:

What about kicks and punches (in case you add them, but since maul "punches" qui gon i thought you would), can you dodge them too? or even better... can you block a kick & cut the kickers (or punchers if it's a punch) leg? (pretty obious i don't like kicks? :P)
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Old 01-02-2003, 09:21 AM   #48
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Kicking and punch can probably be done with some animation remixing. We'll probably set it up so you can only melee attack an opponent (without getting hit with the saber) when he's off guard from a parry (maybe make punch/kick be part of a combo) or when he's holding a non-saber weapon.


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Old 01-03-2003, 07:20 AM   #49
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So... any guess on when are we going to see release 2?
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Old 01-03-2003, 08:18 AM   #50
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Not tomorrow.

Seriously, I won't even start on it until I'm done visiting my family for the holidays. (sometime next week.) After that, I gotta get with the rest of the team and figure out what we want to do next. So, I honestly don't know at this point.


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Old 01-03-2003, 01:34 PM   #51
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I think i liked the mod too much :P
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Old 01-04-2003, 12:45 AM   #52
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hey...just downloaded the mod...I love it...there's a few things that could use tweaking though (take these with a grain of salt though...testing done with bots since I cant find a server that runs MOTF yet...if anyone has one please post it!) Blue stance is WAYY to powerful in MOTF...just throw saber once or twice to drain dodge and then run up and n00b away...1-3 hits and person goes down...red stance is exact opposite...way too weak because the other person dodges your hits and since you cant unleash a madd furry of attacks then they seem to never loose their dodge meter enuf to hit them...not really sure how to balance these things out...but I'm sure you'll think of somethin' also...crossbow seems useless completely now since everytime you dodge it makes you stop firing your weapon like the reload...so it kinda never fires if you get shot at alot...umm...other than that I havent noticed too many things...other than the Darth Sidious bot I have loves to n00b spam the lightning hehe...kinda appropriate...but thats off topic...keep up the good work...I might become completely addicted (still love runnin' around with maul with dual saber and tryin to kill yoda's hehe...) l8rz!
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Old 01-04-2003, 09:19 AM   #53
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Well, this is a very early release of motf, and for the final version, the saber combat will be so changed i doubt you will recognise it... this is just to give you an idea of the dodge power Razor implimented i believe...

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Old 01-04-2003, 12:45 PM   #54
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Bill is correct. I haven't messed with the saber code much yet. As is, it's pretty crappy since Raven's saber code isn't designed for Dodge and other new game changes. We're planning some pretty heavy duty changes to the saber system at some point in the future.

I know there aren't any servers. I simply don't have the money or hardware to host some. If anyone really likes the mod and have the hardware, I'm sure servers will pop up eventually.

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Old 01-06-2003, 02:50 AM   #55
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ooh...sounds good to me saber combat is lacking in realism...I've really become addicted to u guy's mod...been playin the BFP mod for q3a to hold off my insanity of not being able to play anything but bots...so hopefully in the next week or so server's will start poppin' up...until then maybe I can find a good programmed bot...didnt think about that one...anyways...you guys rock and keep it up!
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Old 01-06-2003, 07:18 AM   #56
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A few more ideas:

Make the "off" hilt stay in the belt, I'm tired of carrying it in the hand :P

Maybe Force Sense (replacement for Force Seeing) could give some kind of Spiderman's danger sense, showing the force sight icon or something when somebody is aiming at you, or there's a projectile going to your direction, or, the harder (I think) idea, would be showing the path of the projectiles (ie a blue line, like the mine laser seen with force sight) so you know where will they go so you can dodge them.

I think animation priorities should be reworked, ie. is a little weird when someone is trying to hit you with a heavy slash, you cut them with a fast slash, and they almost don't notice (i know they sometimes do, but not always, and this is in the case they are not able to dodge and they don't die from 1 hit), i think i said it before but the dodge animation seems to almost always replace the blocking animation,
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Old 01-06-2003, 01:04 PM   #57
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Quote:
Originally posted by Alesh
A few more ideas:

Make the "off" hilt stay in the belt, I'm tired of carrying it in the hand :P

Maybe Force Sense (replacement for Force Seeing) could give some kind of Spiderman's danger sense, showing the force sight icon or something when somebody is aiming at you, or there's a projectile going to your direction, or, the harder (I think) idea, would be showing the path of the projectiles (ie a blue line, like the mine laser seen with force sight) so you know where will they go so you can dodge them.
That's a good idea. I'll look into it but it might be too much of a cpu hog to impliment that many additional trace calls. As for the blue line thing, I think it would screw up the look too much. You'd have 50 zillion lines in the air at once. Plus, with the new bolt speeds it won't help you much anyway.

Quote:
I think animation priorities should be reworked, ie. is a little weird when someone is trying to hit you with a heavy slash, you cut them with a fast slash, and they almost don't notice (i know they sometimes do, but not always, and this is in the case they are not able to dodge and they don't die from 1 hit), i think i said it before but the dodge animation seems to almost always replace the blocking animation,
That's mostly a hit detection issue more than anything. The saber is visually swinging thru the player's body but it's not registering a hit. I might fix that at some point.

However, I'll see if I can make the system make blocking scans during a dodge. The current system makes it too easy to get dodge comboed to death.


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Old 01-06-2003, 04:51 PM   #58
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I forgot another one:

Force Speed, i think the 50 (i think) force points cost just to activate it is really weird, id make it just like a toggle, and when its on, it spends force depending on the move you do (ie: standing still costs 0 fp, running costs x/second, attakcings y/second and so on), I think it would be more """realistic""" this way.

P.S:
Quote:
...until then maybe I can find a good programmed bot...
the best Bot i've found (for saber combat at least) is the QuiGonVM3, for guns id go with Jango Fett from the mandalorian pack.
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Old 01-06-2003, 06:38 PM   #59
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I agree. All continous force powers will have a simple per second FP cost.


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Old 01-07-2003, 11:34 AM   #60
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I've been thinking about something... a Die by the Sword like sword system is not very likely isn't it? :P (If you don't know what I mean there's a demo of the game at http://ftp.interplay.com/pub/demos/dbtsdemo.zip)
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Old 01-07-2003, 12:22 PM   #61
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Die by the Sword had an interesting system but it wasn't very useful in it's freestyle mode. It was ether too sloppy or overally sensitive. It might work good if there was some sort of varible resistance on the control system but it would require some serious play testing.

However, it's not really doable in JK2. It would require a total code rewrite. And that's a bit above the call of duty for our mod. Now, if we had access to Id's source AND had some financial support, yes. But, unless pigs start flying suddenly, I don't think that's going to happen.


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Old 01-07-2003, 12:55 PM   #62
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That's what i thought... damn i want an improved die by the sword (even better with lightsabers :P)
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Old 01-07-2003, 01:05 PM   #63
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Sorry. I think our current concept system will probably be better than that anyway.


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Old 01-07-2003, 01:26 PM   #64
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Now you really got my interest (plus moving the sword however you want seems to be better for RV...).

Any hints on what are the changes gonna be? (or how is the collision system different from raven's)
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Old 01-07-2003, 03:09 PM   #65
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RV?

I haven't checked out the current hit detection system so I'm not sure I can do much to improve it.

Anyway, the plan is to totally "redo" the saber system into "Stances" and "Aggression Modes".

Stances will be different style/school sets of moves (NOTE: These will probably just be rehashes of the current moves until someone figures out a way to add new animations.) ALL stances will be pretty much the same (-+ 25% stat difference, tops) so this will be more of a style choice than anything else.

Aggression Modes are the new bread and butter of the saber system. Aggression is made up of three modes (Defense/Neutral/Attack).

Neutral:

The Basic mode. This mode is for beginners or people that don't want to do the whole Attack/Defend strategy. While in Neutral mode, you can attack and defend (auto-blocking). The special ability of this mode is to be able to "block" attacks while doing attack moves (See the arena fight in Episode II.) (To make this look good, we'll probably have to make bolts that are "blocked" autotrack to blade. This shouldn't be noticeable at the current bolt speeds.) This mode is best for fighting in a gun battle.

Defense:

You CAN'T attack in this mode. Instead, you use Primary to do Active Blocking. Active Blocking is where you boost your combat stats (block, deflection, parry, etc rating) by clicking Primary just as an attack is coming it. The closer the click is to the impact time, the more your stats are improved. This abilty will obviously have a recharge time to prevent spamming.

Attack:

In this mode, the autoblock rate will be little to none. However, your attack skills are boosted in exchange (damage, defense break, saber lock, etc.). There will probably be some other advantages (say, make "finisher" moves only work in this mode.)

These changes are set up to make saber more rythmic (based on changing aggression postiers than a rock-paper-scissor or red beats all system.) Neutral lets "lite" players still enjoy the game while Attack/Defense provide deep gameplay for the experts.

Other changes will probably involve slower saber swings, a total redo of the unrealistic, unbalances "specials", Saber Clashes (replaces Saber Locks with a more tactical system based on reflex and smart thinking instead of button mashing), and "Finishers" (basically "cool ways to kill your defeated foes")

Note that this is all long-term planning that won't all be done tomorrow. The project will gradually go in that direction as things progress.

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Old 01-07-2003, 06:32 PM   #66
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I meant VR (virtual reality).

And that system looks really good, i just hope you can change defense/neutral/attack withowt having to cicle (in all 5 stances mod i end up taking less saber offence just to be able to switch faster :P).

Just a question, will the clic in defense mode be from server's view or from client's view? since it can be a little hard to clic on the right moment with lag.
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Old 01-07-2003, 07:15 PM   #67
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Oh, ok.

Toggling will probably be handled by 2 to three buttons. Personally, I think an Attack/Defense button and a Neutral toggle would be the best system.

As for the Active Blocking, it has to be server side. Otherwise it would be WAY too easy to cheat and would add more lag to the game. With it server side, lag shouldn't be anymore of a problem for Active Blocking as it is for aimming.


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Old 01-08-2003, 01:22 PM   #68
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Since people seem interested in the design process, I'll remind everyone that most of the MotF Team hangs out in #motf on the IRC server gamesnet.net (www.gamesnet.net). We do our mod communication and design work there.


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Old 01-12-2003, 08:32 AM   #69
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Here's some things I noticed a while ago when playing the mod..

Changing the alt-fire on the Blaster was a very good idea. I kept gettings bots spam alt-fire at close range making it quite impossible to block with a saber. Alt-fire was too powerful and I've never seen any blasters in the SW movies fire that fast (Chewie does fire a blaster quite fast in ANH, but it didn't have the punch and speed of the current games alt-fire) On most occassions the alt-fire on the blaster was able to push DFAs backwards due to the power of the blasts.

The only thing I dislike in the 1st release is gunners being able to dodge. The dodge animation seems more Jedi-like than the whole SW universe being able to manipulate the Force and dodge Matrix-style. I think the idea of adding a class-based system like ProMod; in which you can give points to selected abilites. Dodge could be apart of Level 3 jump? Who knows, but it would be a lot easier if Jedi could only dodge. Having bots with rocket launchers dodge every DFA that comes their way can be tedious and unfair.

This doesn't mean having dodge as a force power, maybe having it like roll and kick. Gunners can't roll or kick while holding weapons; but saberists / Jedi can. Luke does quite a fair bit of ducking and dodging in ROTJ apon Jabba's Sail Barge, while most of the 'bad-guys' stand around getting killed, not dodging.

Gunners / Mercs / Bountys / Whatever they call themselves
should have a targetting system since the Jedi get dodge. Maybe a meter which can control the power of the attack. I think a good example of this is Jango Fett. In EPII, we see him eliminate Colman Trebor with his Westar blaster. Could he have increased the power of the blasts? It didn't seen him changed the range or speed of the blasts, so maybe a power meter would be benificial for both Jedi and Mercs.

On a good note, the dodge is very useful and a nice addition to the game. It does make lightsabre dueling more challenging and keeps you alive a lot longer against gunners.
If you miss a DFA, other special, or a strike with your saber; the dodge is usually there as backup. I don't see any problems with the dodge system so far.

One more thing. This maybe a bug; but it happened while testing the mod out...
Is this meant to happen?
(No damage and 100% accuracy )
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Old 01-12-2003, 04:17 PM   #70
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Well, Dodge is really a gameplay compromise. Players without dodge die instantly. While that would be more realistic, it simply wouldn't be very fun to play, especially for nonjedi characters. We will eventually have hitzone specific damage and Dodge levels based on your stats (where Jedi get more Dodge Points than nonjedi characters). Both should help the problem to a degree but every player will still have at least some level of Dodge.

As for your "bug", that isn't actually a bug. I had to disable idle saber to get Dodge to work good. Previously, it was possible to screw your opponent up by poking him with the saber, triggering his dodge (for 1 point of damage!) and then striking him down mid swing. I know it's not very realistic, but it wasn't realistic the old way ether. An added bonus of this change is that you can stand all posey-like when dueling. (without the sabers constantly blocking each other when you get remotely close)


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Old 01-14-2003, 04:14 AM   #71
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Need Betatesters!

Ok all. I'm back from break. I've got a new hitzone set up based on Herr's idea/notes. However, I need betatesters to fill in the gabs in my "surface to hitzone" code. I need people to test the mod by firing weapons at a still kyle model player (since all the ghoul 2 stuff is based off him) and matching the hitzones to the reported surface #. It's really simple and easy to do. Please contact me if you're willing to help.

Razor Ace


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Old 01-14-2003, 04:26 AM   #72
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Quote:
My review of that mod:

It's good. The dodging system was thoughtful. At first, I was imagining that this mod would have some slow mo stuff going on like Style over Substance. I figured every dodge would just slow the game down.
1. Unfortunately, timescale alterations simply don't work very well in the JK2/Q3 engine. It causes numberous lag and error problems.

2. Slo-mo is cool as a gimmack but the game has to be playable. No one wants to be constantly going into slo-mo, especially when you can't even see the dodgee in a FFA fight!

It would be possible to do a game with playable slo-mo (in fact, I have basic idea for one) but we'd have to built an engine from the bottom up with good timescalability and a totally different design mindset.

Quote:
It was pretty cool. I was playing bots though, so to say that I've seen everything there is to see about MotF is a falsehood. My saber battles were really long, mainly because our dodge meters lasted pretty long. Of course, I'm so saturated by the promod system of fighting, I wasn't very good in this one. It's an interesting mod, however my attention span is pretty much hooked. However, I commend it for its freshness.
Yeah, I know about the Dodge Meter and Saber Combat issue. It will go away once I've implimented the Fatigue system.

Quote:
Most mods kind of add glitz and glamor. Like the old mods of JK, where everything was turned into a mega tank gun (interesting how they never modded the lightsaber. I swear, more "star wars" fans are buying the "star wars games" but go in wanting nothing to do with dramatic gun versus saber combat. They want their jedi armed with tank guns). MotF didn't add a jetpack, or a grappling hook, it just did something you don't normally see. It wasn't overbearing, just some plain and thought out changes.

Of course, I assume MotF is still a work in progress, it would be intersting to see where the mod goes from here.


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Old 01-16-2003, 09:31 AM   #73
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What news of Gondor 2nd Release?

I hope in the final stages, some emotes and a custom hilt selection is added. The RGB is good, but seems to stray too far away from the movie's saber colours; maybe just adding some extra saber colours would be good; Light Blue etc.
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Old 01-16-2003, 03:46 PM   #74
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Well, the big news is that I got the new surface-based Ghoul2 hit detection mostly working. You actually have to hit the surface of the model to score a hit. This translates to better visual Dodging and reasonable hitzone based features like hitzone specific damage. Look for it in Release 2.


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Old 01-16-2003, 10:08 PM   #75
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Ah, sounds good. I can't wait for the next release.
Hopefully that will save me from rabid ugnaughts with stun battons and the ability to avoid every single red strike I throw at them.

Are you going to add any extra fancy additions to the mod; like custom hilt selection, emotes, RGB saber colour?
I believe you said about putting that in the final version, but what's your take about adding them to the mod?

I personally like the custom hilt selection, but the RGB makes it less SW-like due to having 5 jedi with 5 different shades of blue. Maybe just adding some extra colours to the originals would be nice; white, grey etc.

Emotes are nice, but it seems they can be abused (just like 80% of the game so far..) You can cut-out of move animations; avoid being hit (blasted sit and crossarms emotes..) so maybe emotes are a bad idea. But they do add a nice touch. Plus there's loads of unused animations in the animation.cfg file; so making some of those into emotes would be cool.
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Old 01-16-2003, 10:41 PM   #76
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Our standing is that gameplay comes first. Everything else comes if/then we feel like it (not often). If we didn't, we'd have to spend all our time on grimacky stuff instead of the important stuff.


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Old 01-19-2003, 03:21 PM   #77
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Ok, the new MotF Forums are up. Please post all MotF related stuff there. I'll have this thread transferred there when I can find a mod for the Valley.


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Old 01-21-2003, 06:37 PM   #78
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Thread Closed

Ok, this has been transfered. I'm going to close the thread to encourage use the of the new forum. Me and several other MotF team members will be watching the forum for messages and such. We'll try to reply as much as possible.


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