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Force Hold
- Aknaross Myotis
- Lost One
- Posts: 362
- Joined: Wed Nov 07, 2007 10:31 am
- Location: Jedi Enclave - Alzoc III
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Force Hold
Well instead of come and create a new topic on the subject of Force Hold to make my suggestion, I think I will do it just right here. Hheheh
Well. What I suggest now it is the amount cost of Force Hold, till level 3 which is what I have now.
I think we could have it changed on future releases with a more realistic view over it. I mean the initial 30 FP loss for a Level 3 master is a bit unrealistic isn't it?
Also I am concerned how it only works for just a period. Summing with the initial cost, then the progressive cost during the period, it ends sometimes just where you did not want.
So then, I make my suggestion at this:
- Level 1 = 30 FP Initial cost - FP cost per second during a period (which I don't know how it is on ms
*(hard for a beginner or nor regular user to get rid of it - those who wants to be a regular user, I recommend to get over level 1)
- Level 2 = FP cost per second during a period
*(this level now gets rid off the initial FP cost which means the user just focus on lifting an object, but reach a period where he can't stand anymore and usually starts to feel the fatigue of the stresseful ability and lose his focus releasing the object)
- Level 3 = FP cost per second and no maximum duration.
*(I consider this level yet a master or almost of the ability. For me to have fully mastered on telekinesis you have to develop Push, Pull, Jump, Saber Throw and Hold at Level 3, but anyway anyone who can use Hold at level 3 is already used to the stress and fatigue it causes, so lets say he can stand stronger and use it for prolonged duration, until a real fatigues effects him, which would be his Force Pool emptying.)
Comments, concerns, questions?
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I would also to reinforce my suggestion given on another topic about Force Hold
Hold Level 4 & 5
Well. What I suggest now it is the amount cost of Force Hold, till level 3 which is what I have now.
I think we could have it changed on future releases with a more realistic view over it. I mean the initial 30 FP loss for a Level 3 master is a bit unrealistic isn't it?
Also I am concerned how it only works for just a period. Summing with the initial cost, then the progressive cost during the period, it ends sometimes just where you did not want.
So then, I make my suggestion at this:
- Level 1 = 30 FP Initial cost - FP cost per second during a period (which I don't know how it is on ms
*(hard for a beginner or nor regular user to get rid of it - those who wants to be a regular user, I recommend to get over level 1)
- Level 2 = FP cost per second during a period
*(this level now gets rid off the initial FP cost which means the user just focus on lifting an object, but reach a period where he can't stand anymore and usually starts to feel the fatigue of the stresseful ability and lose his focus releasing the object)
- Level 3 = FP cost per second and no maximum duration.
*(I consider this level yet a master or almost of the ability. For me to have fully mastered on telekinesis you have to develop Push, Pull, Jump, Saber Throw and Hold at Level 3, but anyway anyone who can use Hold at level 3 is already used to the stress and fatigue it causes, so lets say he can stand stronger and use it for prolonged duration, until a real fatigues effects him, which would be his Force Pool emptying.)
Comments, concerns, questions?
------------------------------------------------------------------------------------
I would also to reinforce my suggestion given on another topic about Force Hold
Hold Level 4 & 5
Aknaross Myotis wrote:I've discussed and keep on talk to Soh about improvements on FORCE HOLD.
The ideas on are surrounding these:
Force Hold LVL 4 - Extending range for Hold; lift multiple targets (two I believe);
!Force Grip= hold Hold key+press Attack Button and it will cause damage!
(Works like on TFU: you lift a target and press other button to start damaging the target. The code has been talked, I believe Soh is pretty much getting into how to do it)
Force Hold LVL 5 - Extending more range for Hold (perhaps); lift multiple targets (three this time I believe);
!Force Crush= hold Hold key+press Attack Button and will cause greater damage!
At the time RP Mod 0.5.0 be released, I believe several features from the nearly released OJP E 1.3 will be included aswell; on it includes many features such as damaging at shock (damage someone against someone/thing else (can't say yet for walls and doors), that will give holds another perspective for its use. Once OJP is an open source mod and some feats are already in use on RP Mod, we don't need to worry about.