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Quick Time Saber Locks
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Quick Time Saber Locks
I've always been unhappy with how saber locks were produced in JK2 and JKA. Really, it boils down to mashing your attack and your Force Push, lacking any finesse and skill.
What I'm suggesting is completely hypothetical, considering the limitations of JKA. Changing the saber lock system to be more randomized and dynamic, and by extension, at least in my opinion, more cinematic and entertaining.
Basically enabling a system of strength and weakness-- for a lack of better description, akin to Rock-Paper-Scissors-- where pressing a direction key (WASD), and primary or secondary attack has a strength and a weakness, with a degree of partial or full. With the possibility of combination feints.
Hopefully I can adequately literarily illustrate what I'm suggesting:
Perhaps having a time limit or number of actions cap on saber locks in order not to make them excessively long.
And of course it could be simplified to WASD and primary attack only, if too complex in my initial suggestion.
Now, I had suggested this (on a more basic detailing) to Mitch, and he said he was happy with the current saber lock system, and I'm sure this may not be ideal or interesting to some folks, so I'd like to read some discussion on this.
And remember, this may not even be possible in the Q3 engine.
What I'm suggesting is completely hypothetical, considering the limitations of JKA. Changing the saber lock system to be more randomized and dynamic, and by extension, at least in my opinion, more cinematic and entertaining.
Basically enabling a system of strength and weakness-- for a lack of better description, akin to Rock-Paper-Scissors-- where pressing a direction key (WASD), and primary or secondary attack has a strength and a weakness, with a degree of partial or full. With the possibility of combination feints.
Hopefully I can adequately literarily illustrate what I'm suggesting:
- Cyril and Alkur get in a saber lock
- Cyril chooses W+Primary Attack
- Alkur chooses W+Primary Attack
- The result in a stalemate, and there is no advantage change
- Cyril chooses S+Secondary Attack
- Alkur chooses W+Primary Attack, again
- The result is an apparent advantage in Alkur's favor
- Cyril chooses D+Primary Attack
- Alkur chooses A+Secondary Attack
- The result is Cyril breaking the saber lock and scores a blow on Alkur
Perhaps having a time limit or number of actions cap on saber locks in order not to make them excessively long.
And of course it could be simplified to WASD and primary attack only, if too complex in my initial suggestion.
Now, I had suggested this (on a more basic detailing) to Mitch, and he said he was happy with the current saber lock system, and I'm sure this may not be ideal or interesting to some folks, so I'd like to read some discussion on this.
And remember, this may not even be possible in the Q3 engine.
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I do like the idea though as you stated I don't think it's possible. For some reason it reminded me of how you win/loose a force struggle in TFU hehe.
It would add some more depth to it rather than just hitting attack as fast as you can. Not sure how it will eventually work though because since we are all used to button bashing that attack, people would just hit any of the keys used in this as fast as they can as well. So unless it's possible to create some kind of 'log' (don't know how else to call it) that registers what button combo you used first then stops you from doing something until the other person does some combo then repeat it's going to be real tricky to create. (if that made any sense)
It would add some more depth to it rather than just hitting attack as fast as you can. Not sure how it will eventually work though because since we are all used to button bashing that attack, people would just hit any of the keys used in this as fast as they can as well. So unless it's possible to create some kind of 'log' (don't know how else to call it) that registers what button combo you used first then stops you from doing something until the other person does some combo then repeat it's going to be real tricky to create. (if that made any sense)

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That's sort of what I had in mind too.Fane Ornn'ila wrote:It would add some more depth to it rather than just hitting attack as fast as you can. Not sure how it will eventually work though because since we are all used to button bashing that attack, people would just hit any of the keys used in this as fast as they can as well. So unless it's possible to create some kind of 'log' (don't know how else to call it) that registers what button combo you used first then stops you from doing something until the other person does some combo then repeat it's going to be real tricky to create. (if that made any sense)
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The only issue I have with Saber lock is even if I win the struggle, the opponent is left free to move and if you are smart you start a kata which basically cuts me down.
I think it's cheap and doesn't really reflect the idea of winning a saber lock. If something could be changed to make the saber lock strike quicker or at least hit the loser of the lock regardless I would be happy with the struggling system.
So far saber locks have only cost me spars rather than create any type of advantage so I agree with the idea of a slight change Alkur.
Good suggestion regardless.
I think it's cheap and doesn't really reflect the idea of winning a saber lock. If something could be changed to make the saber lock strike quicker or at least hit the loser of the lock regardless I would be happy with the struggling system.
So far saber locks have only cost me spars rather than create any type of advantage so I agree with the idea of a slight change Alkur.
Good suggestion regardless.
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I've had a few saber locks with Knights, as soon as I beat them they use the Red kata (mostly) and it just cuts me down instantly.
Minor annoyance when it's a good spar and you lose due to a saber lock you won!
Minor annoyance when it's a good spar and you lose due to a saber lock you won!

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Most of the single saber locks are dodgeable with minimal damage, but losing to a staff in a lock is almost instant death.

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Correct. Although if there's a way to add more dimensions to a saber lock I'm not necessarily opposed to it, I'm more concerned about fixing the staff lock, which is basically a one-hit kill unless you are a Master and a Guardian. There's no way to escape it.Ergo Stomi wrote:Most of the single saber locks are dodgeable with minimal damage, but losing to a staff in a lock is almost instant death.
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That's it, button bash attack and force push - which to me is fine. It's just a pain as if you win, you go for this swipe with your saber which you are stuck doing where the opponent who lost is free to dodge or attack you whilest your in place for that split second.
So, yeah a nice change could work for that to make it more realistic.
So, yeah a nice change could work for that to make it more realistic.
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