Quick Time Saber Locks
Posted: Fri Apr 30, 2010 9:54 pm
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.