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Weapon Damage-Scaling
- Sared Kilvan
- Lost One
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- Location: Pouring like an avalanche coming down the mountain.
Weapon Damage-Scaling
I would like to see 'realistic' weapon damage scaling for guns. The way I see it, even a high-level Guardian should only be able to take five or six direct shots before being incapacitated. (Direct hits not counting shield absorption, Protect, and deflected shots.) Likewise with a weapon such as the Rocket Launcher or Concussion Rifle. One hit would deplete your shields and another hit would incapacitate you.
I'd like to see a server-side selection of damage scaling if at all possible, without having to go and modify the individual weapons in a separate PK3.
For example:
/rpweapondamage 0 = Base JKA weapon damage
/rpweapondamage 1 = Intense weapon damage, more than Base
/rpweapondamage 2 = 'Realistic' weapon damage
Guns are dangerous things, and I think adding the extra damage would put a little bit of fear, caution, and realism on both sides of an encounter.
I'd like to see a server-side selection of damage scaling if at all possible, without having to go and modify the individual weapons in a separate PK3.
For example:
/rpweapondamage 0 = Base JKA weapon damage
/rpweapondamage 1 = Intense weapon damage, more than Base
/rpweapondamage 2 = 'Realistic' weapon damage
Guns are dangerous things, and I think adding the extra damage would put a little bit of fear, caution, and realism on both sides of an encounter.
- Kael Sekura
- Lost One
- Posts: 677
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Re: Weapon Damage-Scaling
I actually think 5-6 shots is being too generous if we are going down the path of realism. A single rocket should also render someone incapacitated. Before people start lobbying though, I do see the issue with this already. The trouble is, this will never work unless we drastically ditch FFA's in missions in favour of more text based RP missions.Sared Kilvan wrote:I would like to see 'realistic' weapon damage scaling for guns. The way I see it, even a high-level Guardian should only be able to take five or six direct shots before being incapacitated. (Direct hits not counting shield absorption, Protect, and deflected shots.) Likewise with a weapon such as the Rocket Launcher or Concussion Rifle. One hit would deplete your shields and another hit would incapacitate you.
I'd like to see a server-side selection of damage scaling if at all possible, without having to go and modify the individual weapons in a separate PK3.
For example:
/rpweapondamage 0 = Base JKA weapon damage
/rpweapondamage 1 = Intense weapon damage, more than Base
/rpweapondamage 2 = 'Realistic' weapon damage
Guns are dangerous things, and I think adding the extra damage would put a little bit of fear, caution, and realism on both sides of an encounter.
I like the idea but don't think it would be practical. We'd need a big shift in general RP attitude towards missions for such changes to work. //EDIT// Which i'm in favour of!
*scratches head* yes.. I think that made sense..
Last edited by Kael Sekura on Sat Aug 21, 2010 3:48 pm, edited 1 time in total.
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- Ruluk
- Lost One
- Posts: 438
- Joined: Wed Jan 06, 2010 1:04 am
- Location: NOT the Jedi Enclave of Alzoc III, clearly ¬¬
I've always been a friend of realism in these battle statistics. Most of the community isn't, though.
/support
/support
Jedi Padawan | Birth 275.08 | Initiation 280.31 | Master Fane Ornn'ila
- Sared Kilvan
- Lost One
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- Zeak Dystiny
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- Iverian Prey
- Posts: 543
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You mean... details and scenario?Phillip Braden wrote:The big thing in the case of text based missions is the possiblility of overly graphicly gorey images in my mind...in simple words....TMI when roleplaying rofl, apart from that I /support.
Those things are a lot more realistic then JA could ever make them.
- Johauna Darkrider
- Lost One
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The problem is not in the JKA system. I know where you are heading to with this suggestion, although problem is not in the weapons themselves, but in people. Most people take missions as something, where they can unwind be 'free-hand rp'ing'. That goes both for Jedi and all the NPC'ed characters. I've seen people rushing to go into the middle of battle. Why? Because they know there will be no real consequences for them, IC'wise. If they don't admit it, even after taking many, many hits, or even hitting the ground few times, they can just shrug it off and walk away, as if nothing happened AND still be victorious in the mission, depending if the mission's result is pre-determined or not.
Now, I'm not saying people should kill off their characters after being shot down, not at all. We all put a lot of work, time and effort into our characters and I respect that greatly. Although, I do believe that the missions themselves would be much more interesting and 'authentic', if both sides (Jedi & the NPC'ed characters) took time and tried to think what would their character do in the Star Wars enviroment. I doubt anyone would be rushing somewhwere, risking their lives mindlessly, just to 'score' a frag (unless you are RP'ing someone with disturbed mentality... ), instead, they'd try to be smart. Of course, there are characters who would risk, but even then, it'd not be suicide rush, would it be?
Some of the missions' results are pre-determined, which means that no matter how much one side screws up (for lack of better words), they are still winners or, if the story demands it, no matter how much one side tries hard, they are still declared losers. That itself helps the factor of people not taking the missions seriously, it turns into mindless FFA'ing and people rushing, not even trying to think about their actions.
Now, if people knew that their actions would directly influence not only the storyline, but also their characters, it would not only make the missions more interesting, but it'd probably make people to stop and think more what they do, how they approach the mission. Fixing the weapon's damage would solve nothing, if people still keep on FFA'ing and even after hitting the ground, they pretend it didn't happen and walk it on. There should be much more stealth missions than these 'direct-rush' type of thing. As much as Jedi are trained to be rather strong, they are still not invincible, and they can be outnumbered or even outsmarted by the opponent.
Forcing the game mechanics won't ever make the RP'ing better. It's all in us, how we approach it. The question hanging is, what do we want/expect from missions to be?
Now, I'm not saying people should kill off their characters after being shot down, not at all. We all put a lot of work, time and effort into our characters and I respect that greatly. Although, I do believe that the missions themselves would be much more interesting and 'authentic', if both sides (Jedi & the NPC'ed characters) took time and tried to think what would their character do in the Star Wars enviroment. I doubt anyone would be rushing somewhwere, risking their lives mindlessly, just to 'score' a frag (unless you are RP'ing someone with disturbed mentality... ), instead, they'd try to be smart. Of course, there are characters who would risk, but even then, it'd not be suicide rush, would it be?
Some of the missions' results are pre-determined, which means that no matter how much one side screws up (for lack of better words), they are still winners or, if the story demands it, no matter how much one side tries hard, they are still declared losers. That itself helps the factor of people not taking the missions seriously, it turns into mindless FFA'ing and people rushing, not even trying to think about their actions.
Now, if people knew that their actions would directly influence not only the storyline, but also their characters, it would not only make the missions more interesting, but it'd probably make people to stop and think more what they do, how they approach the mission. Fixing the weapon's damage would solve nothing, if people still keep on FFA'ing and even after hitting the ground, they pretend it didn't happen and walk it on. There should be much more stealth missions than these 'direct-rush' type of thing. As much as Jedi are trained to be rather strong, they are still not invincible, and they can be outnumbered or even outsmarted by the opponent.
Forcing the game mechanics won't ever make the RP'ing better. It's all in us, how we approach it. The question hanging is, what do we want/expect from missions to be?
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Nira wrote:I guess medicine isn't quite at the stage of being able to deal with stubborn Corellians.
- Ametha Tasia
- Lost One
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- Joined: Fri Aug 07, 2009 8:38 am
- Location: Jedi Enclave of Alzoc III
Re: Weapon Damage-Scaling
Kael Sekura wrote:I like the idea but don't think it would be practical. We'd need a big shift in general RP attitude towards missions for such changes to work. //EDIT// Which i'm in favour of!
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- Ruluk
- Lost One
- Posts: 438
- Joined: Wed Jan 06, 2010 1:04 am
- Location: NOT the Jedi Enclave of Alzoc III, clearly ¬¬
Although everything Joh said about experiencing missions further than simply FFAing is true, and I admit being one of those who don't go that far (and I'd like to), remember the original suggestion.
Sure, I'm willing to make my NPC'ed chars more IC logical from now on, but some battles simply will not work that way. That's why Sared suggested it being something server configurable. As he wrote in his post, it's about being able to change weapons damage while in the server, instead of having to implement this in the mod directly (just fyi, damage and speed of bolts is determined by the mod).
Sure, I'm willing to make my NPC'ed chars more IC logical from now on, but some battles simply will not work that way. That's why Sared suggested it being something server configurable. As he wrote in his post, it's about being able to change weapons damage while in the server, instead of having to implement this in the mod directly (just fyi, damage and speed of bolts is determined by the mod).
Jedi Padawan | Birth 275.08 | Initiation 280.31 | Master Fane Ornn'ila
- Ethan Kase
- Lost One
- Posts: 491
- Joined: Tue Feb 16, 2010 4:26 pm
- Location: Alzoc III Jedi Temple
Re: Weapon Damage-Scaling
Sared Kilvan wrote:I would like to see 'realistic' weapon damage scaling for guns. The way I see it, even a high-level Guardian should only be able to take five or six direct shots before being incapacitated. (Direct hits not counting shield absorption, Protect, and deflected shots.) Likewise with a weapon such as the Rocket Launcher or Concussion Rifle. One hit would deplete your shields and another hit would incapacitate you.
I'd like to see a server-side selection of damage scaling if at all possible, without having to go and modify the individual weapons in a separate PK3.
For example:
/rpweapondamage 0 = Base JKA weapon damage
/rpweapondamage 1 = Intense weapon damage, more than Base
/rpweapondamage 2 = 'Realistic' weapon damage
Guns are dangerous things, and I think adding the extra damage would put a little bit of fear, caution, and realism on both sides of an encounter.
I have been waiting forever for this suggestion! /RPVeryMuchSupports
Seriously, how many people can take like 30 lightsaber hits before going down.
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- Lost One
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I really can't agree more. Due to the way Jedi are typically RPed and heavily imbalance everything in many scenarios, we have typically run fewer plot missions starring Jedi, as they're very difficult to make interesting for all players. With better RP in this regard there might be more incentive to make missions for Jedi, but as is, if you're stuck on the non-Jedi team it's just like "pew pew die" and you're guaranteed to lose, which I believe takes away the fun.Now, if people knew that their actions would directly influence not only the storyline, but also their characters, it would not only make the missions more interesting, but it'd probably make people to stop and think more what they do, how they approach the mission.
That said, I think the suggestion is fine but not truly necessary in my opinion though I don't object to more options in terms of server settings. This just isn't a priority considering all the other good suggestions out there.
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Cyril Feraan wrote: That said, I think the suggestion is fine but not truly necessary in my opinion though I don't object to more options in terms of server settings. This just isn't a priority considering all the other good suggestions out there.
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- Fane Ornn'ila
- Lost One
- Posts: 567
- Joined: Sun Jun 28, 2009 7:58 am
While I'd be all for this, the problem is in the game really.
Sure we can boost the gun damages and the saber damages with them but JKA's general battle system stays the same. Gunners will still run every single way besides the realistic one (mostly), saber users will still get hit even with def 3 if you aim at the buggy positions on the player model or just go through a knight's defense for some reason.
You'd really have to change a lot to make realistic damages actually work out realistic. MB2 tried and it still isn't really what you'd want. JKA was never intended to be very realistic when it comes to gunners vs saber users, as it would probably ruin most of the fun in things like ffa/ctf etc. on most servers
Sure we can boost the gun damages and the saber damages with them but JKA's general battle system stays the same. Gunners will still run every single way besides the realistic one (mostly), saber users will still get hit even with def 3 if you aim at the buggy positions on the player model or just go through a knight's defense for some reason.
You'd really have to change a lot to make realistic damages actually work out realistic. MB2 tried and it still isn't really what you'd want. JKA was never intended to be very realistic when it comes to gunners vs saber users, as it would probably ruin most of the fun in things like ffa/ctf etc. on most servers
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¦ Mentor: Kaelen Sekura ¦
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- Lost One
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Re: Weapon Damage-Scaling
I don't realy see a point in increasing the saber damage, I haven't participated in a mission for a while now, so maybe I just forgot, but I'm pretty sure it kills a soldier with max 2 slashes, in rare cases 3, if not, which is most often, a single strike. I think the unrealism of that is as limited as the game engine allows us.Ethan wrote: Seriously, how many people can take like 30 lightsaber hits before going down.
Holos naturally take more hits, as they're mere programs that are meant to last long so we can actualy practise on them.
When Jedi spar between each other I think it's fine if they take 30 hits, its about imagination there, I seriously don't think a younger Padawan would even be able to go through Knights parry to even land a single hit on them if it was about realism. That's why we treat HP as Stamina. Usualy when someone is downed during a spar I simply pretend the saber clash ended, for instance, with a blade at someones neck in a victorious manner, imagination ftw =p.
As to the weapons, I think it's a good idea, but it would indeed require some changes in the RP.
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