Saber throw/telekinetic defense

Post your ideas and suggestions here
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Delmi N'jork
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Post by Delmi N'jork »

I support this 100%
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Aayla Vigil
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Post by Aayla Vigil »

I believe this is a very clever idea, and I must say that I support it.

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Ruluk
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Post by Ruluk »

Phillip Braden wrote:I think that with a high push level, it causes the blade to stop and return to the owners hand.
That is an alternative, too.

Either way, I find it okay.

/support

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Cyril Feraan
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Post by Cyril Feraan »

This is a good idea but I agree that even with checking the levels of push/pull it's kind of unbalancing since on average push/pull levels are far higher than throw levels.

I'd suggest some sort of percent chance, for instance:

If (push || pull) > (throw), 75% chance of success
If (push || pull) == (throw), 50% chance of success
If (push || pull) < (throw), 25% chance of success

May not be the ideal numbers but I think you get the idea.

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Phillip Braden
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Post by Phillip Braden »

Push/pull > Throw: 25% x number of levels higher
Push/pull ==Throw: 50% chance
Push/pull < Throw: 5% chance.
Aslyn Denethorn
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Post by Aslyn Denethorn »

It would certainly give people reason to bother investing in levels 4 and 5 of Throw, rather than it simply being a waste of XP at the moment...
Garik Kelzim
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Post by Garik Kelzim »

With the % idea I think it would be kind of balanced so...

/support
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Phillip Braden
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Post by Phillip Braden »

Phillip Braden wrote:Push/pull > Throw: 25% x number of levels higher
Push/pull ==Throw: 50% chance
Push/pull < Throw: 5% chance.
I wanna add something else

Level 1 pull or push should have a 0% chance of having any effect on the blade, where as level 5 should be 100% vs. levels 1-2 and 75% vs 3 and 50% at 4 and 25% vs 5.
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Tomoran
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Post by Tomoran »

Unfortunately for that bit of theory, push 5 takes time to execute and when a saber is flying at you standing still twirling like a ballerina isn't what you want to be doing, even if it is to be followed by a wave of push. Push 5, to me, is Push 4 all around you.
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