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Break-grab

Posted: Tue Sep 18, 2007 2:55 pm
by Cyril Feraan
Currently, there is a feature where if you switch to lightsaber during a grab, it will break the grab. Myself and a few others have used this recently to further the RP. For example, a padawan would do this most times he is grabbed by an initiate, but an initiate would only do it on occasion versus a padawan.

However, obviously, there are many others who view it as the exploitation of a bug, and thus unfair.

Therefore, if possible, I think it would be good to make this into an actual move, so that it is no longer just 'a bug'.

It would work like this:

If you are grabbed by another, you can have the option of pressing a button ONCE. This button would run a set formula to determine whether or not you will break the grab. It would work fairly simply, through a series of factors that consider experience (level), rank, and of course, 'random factors', as expressed by the given formula:

H = ((X-Y)+33)+R+((2^T)+(5/T)+(|R/2|)-((|Y-X|)/4))

I = ((Y-X)+33)+S+((2^U)+(5/T)+(|S/2|)-((|X-Y|)/4))

If, H>I

Then,
set A = 1

Else if,

Then,
set A = 0

With variables given by:

A = Final result to determine if the lock is broken
H = Player equation result
I = Opponent equation result
R = Randomization player factor, where R is a real
number on the standard integer line from -10 to 20
S = Randomization opponent factor, where S is a real
number on the standard integer line from -20 to 10
T = Compensating rank factor player
U = Compensating rank factor opponent
X = Player level
Y = Opponent level

For A:

1 = lock broken
0 = lock maintained

Determining T/U:

Guest or Hopeful = 0
Initiate = 1
Padawan = 2
Knight = 3
Master = 4

I have tested this formula to great success in terms of realistic results, although it may yet need tweaking.

I don't know how feasible this system is, but it would be neat to see implemented.

Posted: Tue Sep 18, 2007 3:29 pm
by P't'ral
I see two things that I would consider an issue.

First, a councilor is merely a Jedi Master who is in an administrative role, how does that makes them stronger/martially experienced?

Second, the matter of strength and martial experience. A JM may not be either, or simply one. Think about a Kung Fu master, the stereotype is the small, skinny old man; skilled enough to overcome the limitations of his stature. Now think about a brawler stereotype, large, muscular; strong enough to win by brute strength, overcoming the need for technique/skill.

A Jedi Master may not focus on martial skill at all, while an apprentice may. I just think that there are prevalent mitigating circumstances to allow something as solid as a mathematical formula, granted there is a randomizer factor in it, but I believe the circumstances are too unique from the multiple combinations of individuals to have a randomizer function realistically in the number of combinations there are of people.

Posted: Tue Sep 18, 2007 3:33 pm
by Ctathos
Arguments against something are only valid if you have an alternative. Currently the alternative is to disable the break, or randomize it via an equation.

I like the idea a lot Cyril, however, I wouldn't give Councilors a higher value than their rank (Knight or Master).

Posted: Tue Sep 18, 2007 3:48 pm
by Cyril Feraan
Okay, now that I think about it, I agree with both of you on the Councillor issue, so scrap that one. (My original post has been edited.)

Otherwise, it is the matter of doing the best we can to increase realism. While it is true that a formula cannot account for specializations, is it not that our classes, such as Guardian, Sentinel, and Consular, already consider that to a certain extent?

Generally, a higher rank will have more experience...in the Force, in combat, as a Jedi. Therefore it is really not all that strange to give them bonuses.

Posted: Tue Sep 18, 2007 3:51 pm
by P't'ral
Perhaps have two choices, a Force TK (ingame utilized as Force Push) to break away, or a physical break (alternate attack in hand-combat mode).

Posted: Tue Sep 18, 2007 4:18 pm
by Ctathos
P't'ral wrote:Perhaps have two choices, a Force TK (ingame utilized as Force Push) to break away, or a physical break (alternate attack in hand-combat mode).
I like this idea. You can use force push to break it, and this can't be prevented (unless absorb is on) or you could use no force and attempt to break it via strength.

Posted: Tue Sep 18, 2007 5:10 pm
by Cyril Feraan
I too like that idea for the same reasons.

Posted: Tue Sep 18, 2007 6:06 pm
by Tarwacca
Then again, why would a Jedi Master/Knight be Melee sparring an Initiate/Padawan...

Posted: Tue Sep 18, 2007 6:09 pm
by Nivek Tholmai
Tarwacca wrote:Then again, why would a Jedi Master/Knight be Melee sparring an Initiate/Padawan...
Training, Bored, Being Nice, Test or many other things.

As for Cyril's idea, I like P't'rals' Suggestion:
Perhaps have two choices, a Force TK (ingame utilized as Force Push) to break away, or a physical break (alternate attack in hand-combat mode).