JEDI Comport » ((JEDI RolePlay Mod/RPMod)) » Suggestions
-
Notifications ()
Notifications Settings
- You have no notifications
Aim with guns
- Arikakon Genkal
- Lost One
- Posts: 317
- Joined: Fri Apr 06, 2007 9:42 pm
- Location: Home
I'd like to see the draining Force. Of course, that would mean that it would be good to have manual block with auto block like MB2, just because it would take too much Force to autoblock when you can just dodge the bolts. But yeah, I like the idea of draining Force.
-
- Posts: 85
- Joined: Wed Nov 14, 2007 3:06 pm
In regards to Soh's post:
Perhaps minor changes could be made to increase realism. However I feel that blaster deflection should drain a minute (about 1FP/bolt deflected) amount of energy.
But I also feel that there should be some realism combat training for mission purposes, mainly gun-saber combat.
Perhaps minor changes could be made to increase realism. However I feel that blaster deflection should drain a minute (about 1FP/bolt deflected) amount of energy.
But I also feel that there should be some realism combat training for mission purposes, mainly gun-saber combat.
-
- Lost One
- Posts: 1974
- Joined: Mon Jul 02, 2007 4:53 pm
- Location: Alzoc III
- Contact:
I think as a general rule:
"Just because you can, doesn't mean you should."
I'm fine for Force penalties on deflection: it might decrease some of the Force power abuse: i.e. - using heal repetatively while running around. Force regen is so high, it shouldn't matter. Asrelia's number of 1 FP/bolt doesn't make much sense though. Unless you are a really low level (levels 1-5), Force regen should cover that easily unless under intense fire. As it equals out, there would barely be any penalty at all. I think 2 FP/bolt would be a better average.
It would be even better to have a low amount of deflection naturally, then a triggerable setting (expending Force points like any power) to increase this, although such a thing may be unnecessary and infeasible.
For speed of the bolts, it might be interesting to see speed variability: such as a factor of s = x - yx, whereas s is the final speed, x is the base speed, and y is a random number between (-0.5 and 0.2). Thus, a net speed increase, but not completely; that is, not for every shot.
I don't know whether you can do this: probably you have to do it all one speed, but I'm not sure.
For the damage of the bolts, I would also like to see similar variability. If not possible, it should be higher anyway, around 50 percent.
I would not implement all of these things at once even if they were possible, as if you add too much to a gunner, the contrary point of view is correct: there would be too much power if a group of gunners shot at a Jedi. Then again, no Jedi is powerful enough to survive if shot at by a full unit.
To a certain extent, it all reminds me of so many discussions ending in 'RP it' (and such a consensus is right), though I would enjoy seeing what can be done anyway.
Speaking of this, I think part of the reason for uncreative and unrealistic RP of gunners is the general lack of interesting things to do while RPing one. Giving various features to the gunner would make things quite different. Again, throwing out a random idea..if there were some way to expend XP to increase your shot speed, ammo, shot power, etc., that might be interesting as well.
"Just because you can, doesn't mean you should."
I'm fine for Force penalties on deflection: it might decrease some of the Force power abuse: i.e. - using heal repetatively while running around. Force regen is so high, it shouldn't matter. Asrelia's number of 1 FP/bolt doesn't make much sense though. Unless you are a really low level (levels 1-5), Force regen should cover that easily unless under intense fire. As it equals out, there would barely be any penalty at all. I think 2 FP/bolt would be a better average.
It would be even better to have a low amount of deflection naturally, then a triggerable setting (expending Force points like any power) to increase this, although such a thing may be unnecessary and infeasible.
For speed of the bolts, it might be interesting to see speed variability: such as a factor of s = x - yx, whereas s is the final speed, x is the base speed, and y is a random number between (-0.5 and 0.2). Thus, a net speed increase, but not completely; that is, not for every shot.
I don't know whether you can do this: probably you have to do it all one speed, but I'm not sure.
For the damage of the bolts, I would also like to see similar variability. If not possible, it should be higher anyway, around 50 percent.
I would not implement all of these things at once even if they were possible, as if you add too much to a gunner, the contrary point of view is correct: there would be too much power if a group of gunners shot at a Jedi. Then again, no Jedi is powerful enough to survive if shot at by a full unit.
To a certain extent, it all reminds me of so many discussions ending in 'RP it' (and such a consensus is right), though I would enjoy seeing what can be done anyway.
Speaking of this, I think part of the reason for uncreative and unrealistic RP of gunners is the general lack of interesting things to do while RPing one. Giving various features to the gunner would make things quite different. Again, throwing out a random idea..if there were some way to expend XP to increase your shot speed, ammo, shot power, etc., that might be interesting as well.
|age_44|height_1.83m|weight_80kg|race_fondorian|
mentor_jamus.kevari|padawans_nira'kalen'nuruodo_ian.prine