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Offensive abilities
Excellent suggestion for powers, but I thought the problem with RPmod/Mod making in JKA is that adding new powers is very difficult. Soh has utilized all the existing powers from MP/SP, rewritten them and stuff but adding completely new ones takes it to another level in difficulty ?
Anyways, I'd love to see all these suggestions gone through with if possible.
Anyways, I'd love to see all these suggestions gone through with if possible.
- Moza Ferorn
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Ive been playing Jedi Outcast...And I noticed that if you are griping (holding) someone and throw the into a wall it kills them...Could that be a possible suggestion for this topic? Its not a new power....Its kinda harsh but you never know. This could be put into effect for the Force push and pull. Push or Pull someone into a wall and the get hurt Just a suggestion.
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I've had this discussion with Corinth. While creating damage for higher levels would work, mainly push and pull doing "knocking" damage and grip/hold doing damage at higher levels and "knocking" damage, look what happens when the character gets to that damaging level. The abilities cannot be used safely in non-hostile/non-combat situations, and they're out a power.
Corinth has created himself binds that alter the level of certain powers so he can have a better RP effect when he uses them. But the binds are labor intensive because the console command to change powers is complicated and lengthy.
Corinth has created himself binds that alter the level of certain powers so he can have a better RP effect when he uses them. But the binds are labor intensive because the console command to change powers is complicated and lengthy.
- Corinth Alkorda
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It's not too bad, actually. If anyone wants to know how to bind a particular change to level look at the string listed for "forcepowers" under the command /clientinfo (looks like 7-1-542444-4-443144440, but with different numbers than mine). Change the power to what you want the alternate level to be, then bind a key toAlkur Tekeil wrote:I've had this discussion with Corinth. While creating damage for higher levels would work, mainly push and pull doing "knocking" damage and grip/hold doing damage at higher levels and "knocking" damage, look what happens when the character gets to that damaging level. The abilities cannot be used safely in non-hostile/non-combat situations, and they're out a power.
Corinth has created himself binds that alter the level of certain powers so he can have a better RP effect when he uses them. But the binds are labor intensive because the console command to change powers is complicated and lengthy.
Code: Select all
/set forcepowers [string]
This is quite useful, as Alkur said. For example, Corinth has level 4 Storm, but it's not realistic for every attack to launch a huge fan of lighting, knocking the character back. So, I normally have it set to level 2, which is more of a direct attack, and looks much more realistic under normal circumstances. Then, say Corinth is fighting with Ergo, and Ergo is resisting the Storm attack. I hit the bound key, and increase the intensity of the attack, without having to disrupt the effect with my chatbox.
Fun fun fun.
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"Not too bad" my eye! Thats almost as bad as calculus!Corinth Alkorda wrote:It's not too bad, actually. If anyone wants to know how to bind a particular change to level look at the string listed for "forcepowers" under the command /clientinfo (looks like 7-1-542444-4-443144440, but with different numbers than mine). Change the power to what you want the alternate level to be, then bind a key tofor each template setting.Code: Select all
/set forcepowers [string]
In my humble opinion, which I will add to Jamus' and Dixo's, Level 5 hold (grip) is in need of a massive offensive boost.
Yes... Using grip on our colleagues and comrades is bad, but in a situation where a dark force user had it, or where one was facing a dangerous foe and say, sucked with a lightsaber, it's currently drastically underpowered.
I don't know the reason that the higher levels are so low, after all you need to be a relatively high rp level to get them.
I have no idea if this is possible, but how about enhancing the level of the damage, and locking the highest level, granting it only to certain individuals
(eg: Dark Force users that may appear on missions, high ranking Consulars that everyone knows and loves...this sort of thing)...
Hold levels 1-3 are absolutely perfect but if we're saying that level 4 + is crush or grip, they aren't really representative of the base power.
Yes... Using grip on our colleagues and comrades is bad, but in a situation where a dark force user had it, or where one was facing a dangerous foe and say, sucked with a lightsaber, it's currently drastically underpowered.
I don't know the reason that the higher levels are so low, after all you need to be a relatively high rp level to get them.
I have no idea if this is possible, but how about enhancing the level of the damage, and locking the highest level, granting it only to certain individuals
(eg: Dark Force users that may appear on missions, high ranking Consulars that everyone knows and loves...this sort of thing)...
Hold levels 1-3 are absolutely perfect but if we're saying that level 4 + is crush or grip, they aren't really representative of the base power.
To choose doubt as a philosophy of life is akin to choosing immobility as a means of transportation.
SKIN FROM RPMOD ASSETS