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Enhanced Ideas: New Force Powers

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 Vile
12-01-2003, 9:50 PM
#1
ok I want to add some new force powers into the mix here at OJP...I have only 2 good ones as of now. I also plan on coding these powers into the OJP and doing the animations for them (hopefuly :p)

1: Force Levitate = allows you to levitate an object (if possible) or yourself, can be good for jumping off of large places and preventing damage from being taken, also there are other things I can think of using it for :)...the level of it should determine how much force energy you suck up while levitating so as the higher the level the longer you can do it.

2: Force Blast (maby different name) = you make a huge burst of force energy around you that pushes all around you away...the level of it can determine the power of the push and the radius of effect

that is all I have right now so if you have suggestions to the ones I listed or you have ideas on new ones post it here!
 JediLiberator
12-02-2003, 4:02 AM
#2
How about absorbing energy blasts( ala Vader v Solo in ESB) or some mind trick powers that let you put decoys or illusions up(simple ones mind you, like the thing in Mysteries of the Sith)
 Gotaiken
12-02-2003, 5:20 AM
#3
what is esb an when did vader and solo fight???
 keshire
12-02-2003, 5:22 AM
#4
Empire Strikes Back

ANH= A New Hope
ESB= Empire Strikes Back
ROTJ= Return of the Jedi

PM= The Phantom Menace
AOTC= Attack of the Clones
 keshire
12-02-2003, 5:26 AM
#5
How about putting the howler sonic animation to good use?

mindtrick extra levels?

cowering
some type of mind static (sonic anim)
illusions
etc.

I'd like to see a stronger version of push that knocks people off their feet and sends them flying backwards. (good counter would be NickR's force fall slow down)


As well as implement level four pull that kyle uses to pull sabers out of hands.
 razorace
12-02-2003, 6:00 AM
#6
The howler animations are for a different model, it's not usable for player models.

Anyway, I'm more of a fan of passive and less powerful Force powers. We want to make the Force a powerful ally, not the end all of weapons. :)
 keshire
12-02-2003, 6:16 AM
#7
Oops didn't phrase that right. The sonic pain anims.

BOTH_SONICPAIN_START
BOTH_SONICPAIN_HOLD
BOTH_SONICPAIN_END

_Humaniod.

;)

We want to make the Force a powerful ally, not the end all of weapons

And of course. But some have a greater understanding of the force. Such as Dooku and Yoda. A nice push after Anakin gets his hand cut off would go great in JKA. Which I'd also like to see. I right/left handed option with the other hand being whopped off not leading to death.
 razorace
12-02-2003, 6:27 AM
#8
Well, sure, the Force powers should be powerful and cool. I just don't want them to be DBZ style energy blasts and crap.
 keshire
12-02-2003, 6:29 AM
#9
Visual effects should always be kept to a minimum. Half the ones currently used should be tweaked as such. All the ones encasing players in aura's should be nixed. But again, thats just my personal opinion.
 BloodRiot
12-02-2003, 11:49 AM
#10
From what i gather, levitate shoudl be a telekinetic power a la vader throwing objects at luke in esb. Sounds good to me.

Maybe the DF2: JK thing is what we are looking for.. you point at the enemy and nearby objects are thrown at the same. I'd go for a slower throw than in JK... making the objects hitable and also to make the power more of a distraction than a way to inflict pain.

Also on this... you must either add throwable objects to the game, or generate chunks when the power is used to make it look like they are being torn of the walls and thrown.

IF the first option is used, by using the same power on the objects isntead of targeting an enemy, would allow you to move them freely like you would move an enemy with grip.

The level of telekenisis or levitate would determine the number of objects to be thrown either in the first system or the second (regarding if are placed throwable objects or generated on the spot)

As for force blast... sound more like a 360 degrees push. Might be usefull in an FFA... but i'd go for a high force power cost as well.

Also im agasint dbz like powers obviously.

The persuation decoys and mind tricks would be a sweet idea and i'm all thumbs up on that.

Just sugestions for the mind trick powers:
*Decoy... renders you invisible to the selected attacker and generates a mirror image running in the opposite or random direction... should be seamless so you dont know if u are being tricked or not without using force sight.

*Confusion... causes the enemy to loose total control of movements by temporarily rebinding the movement keys. Left = right and up = down and vice versa. vision should become fuzzy and rippled as if the guy is drunk.

*Charm (as the D&D version is called) causes enemy player to target and shoot at his fellow teammates or any other player besides the user

*"you DONT want to attack me"... not exactly a force power name but i just didnt found a good one yet... similar to Movie Battles... the enemy can't fire or attack at the general direction of the user of this power.

these are just sugestion thrown in here... use what u like.

Also about general force powers... would it be a good idea to get rid of the standard light vs dark side powers and go for the MOTS system where you can just pick the powers you want and forget force sides?

Force power costs still apply obviously, and the greater powers cost more as usual, of course you'd have to split the powers into tiers. Lightning and protection are master level powers for instance and if there were 4 master powers to choose from, one could only pick 2 out of the 4... as opposed to a low level force powers aka the first tier, where there would be 8 powers fer intance and you could pick 4 or 5 of them.

Cheers
 RenegadeOfPhunk
12-02-2003, 12:09 PM
#11
From what i gather, levitate shoudl be a telekinetic power a la vader throwing objects at luke in esb. Sounds good to me.

Force throw would be great to have. We'd need an appropiate amount of throwable debrie avaliable in maps though - which is independant of any code changes...


...alternate mind trick powers


I've ended taking out the *"you DONT want to attack me" version of Mind Trick from Movie Battles.

While I think - in principle - it was a farily neat feature, and was more realistic than invisibility, players found it to be fustrating.
Basically, any force power which makes your enemy unable to attack you and / or forces them to take actions which they do not want to take will not be liked. (Ive learned this from experience!)

...so I think this would also count out the Charm power. I think that one would drive the person being charmed and their team-mates round the bend!

I think Confusion is OK, as long as the 'dis-orientation' is not random. So if it's swapping the control axis and making the screen blurry / distorted, I think that's a good idea..

I REALLY like the idea of Decoy. If done right, that would be a GREAT power :)


Also about general force powers... would it be a good idea to get rid of the standard light vs dark side powers and go for the MOTS system where you can just pick the powers you want and forget force sides?


I could be OK for OJP, but I wouldn't personally want that for MB
 Vile
12-03-2003, 1:53 AM
#12
hmm about the force fall idea, that could be tied into my levitate idea? as I would like to use it as like Dooku does in the Clone Wars cartoon (if you watch it) it could allow you to use your force jump and than use the levitate to float there (till force power runs out) and can be used for falling from tall places and such. Now for the Force Bast, I think Force Wave is better, yea about 100% usage of force power but it 'pushes' all around you.

Now on advanced mind tricks how we going to differentiate between what the trick does?

also on a last note the force levitate can be tied to the telekinesis power as to make levitate more usefull, and I like the first idea with the second now have the ability to pick up 'free' objects (like land speeders and other NPC's) and move/throw them is good but also have it that you can throw stuff at people (the off the walls and crap thing spawning junk, force lightning logic but with debris that works like the fletchet gun). so Force Levitate could be a more dynamic force power to have, also maby make the levels 1-3 change it as in you cant pick up independent objects at 1 but can at 2 and better at 3 and can only throw light debris at people at 1 and bigger as you go up to 3, same for the personal levitation at 1 you suck force power to levitate like a race car with a broken gas valve and as you get higher in level the more effecient or more time you get to use it. :)
 NickR
12-03-2003, 5:46 PM
#13
I think that, instead of using the levitate as a means for stopping fall damage, we can use it with the meditate animation to make a a more balanced level 3 force heal. Level 1 force heal using the kneel animation and level 2 using the meditate but no levitation. That would look cool!
 Pnut_Man
12-04-2003, 10:21 AM
#14
Originally posted by BloodRiot
From what i gather, levitate shoudl be a telekinetic power a la vader throwing objects at luke in esb. Sounds good to me.

Maybe the DF2: JK thing is what we are looking for.. you point at the enemy and nearby objects are thrown at the same. I'd go for a slower throw than in JK... making the objects hitable and also to make the power more of a distraction than a way to inflict pain.

Also on this... you must either add throwable objects to the game, or generate chunks when the power is used to make it look like they are being torn of the walls and thrown.

IF the first option is used, by using the same power on the objects isntead of targeting an enemy, would allow you to move them freely like you would move an enemy with grip.

The level of telekenisis or levitate would determine the number of objects to be thrown either in the first system or the second (regarding if are placed throwable objects or generated on the spot)

As for force blast... sound more like a 360 degrees push. Might be usefull in an FFA... but i'd go for a high force power cost as well.

Also im agasint dbz like powers obviously.

The persuation decoys and mind tricks would be a sweet idea and i'm all thumbs up on that.

Just sugestions for the mind trick powers:
*Decoy... renders you invisible to the selected attacker and generates a mirror image running in the opposite or random direction... should be seamless so you dont know if u are being tricked or not without using force sight.

*Confusion... causes the enemy to loose total control of movements by temporarily rebinding the movement keys. Left = right and up = down and vice versa. vision should become fuzzy and rippled as if the guy is drunk.

*Charm (as the D&D version is called) causes enemy player to target and shoot at his fellow teammates or any other player besides the user

*"you DONT want to attack me"... not exactly a force power name but i just didnt found a good one yet... similar to Movie Battles... the enemy can't fire or attack at the general direction of the user of this power.

these are just sugestion thrown in here... use what u like.

Also about general force powers... would it be a good idea to get rid of the standard light vs dark side powers and go for the MOTS system where you can just pick the powers you want and forget force sides?

Force power costs still apply obviously, and the greater powers cost more as usual, of course you'd have to split the powers into tiers. Lightning and protection are master level powers for instance and if there were 4 master powers to choose from, one could only pick 2 out of the 4... as opposed to a low level force powers aka the first tier, where there would be 8 powers fer intance and you could pick 4 or 5 of them.

Cheers

I was thinking the exact thing.
Another possible way to do the force levitation is to make it like a non-damaging form of grip that last a bit longer. It would work with some limitations for other players, but you could have alot of power over crates, objects on ground, etc.
 Vile
12-05-2003, 10:41 AM
#15
yeah I know and make it than you can use it on your own team (to get to real high places or for tactical reasons) I know that n00bs will try and use it on there own team to kill them that is why I can have a escape option for friendly people that it is used on, maby that they use duck or jump and they escape..or just have it not work on allies at all.....I do want to have it work on your own character :)

BTW I am the one doing the code and possibly the animations (if I can do them, not very good at animating) for what is posted here ;)
 JediLiberator
12-05-2003, 2:19 PM
#16
I wouldn't get rid of the distinction between light and dark sides. It just doesn't fit that a jedi could use sith lightning and excuse it because he was "justified". As for mind trick powers, I think lightside should concetrate on ones that involve illusions and subtle influence, whereas the darkside should have powers that allow them to dominate other player minds. Also I think absorbing energy blasts with a free hand should be a possible power. As for using the rank system to determine what force powers are available to you I think that is a good idea. As for levitating objects I agree the easiest thing would be to have level 3 grip made so it doesn't do damage and maybe get rid of the clenched fist animation too. Just my two cent for today.
 babywax
12-05-2003, 9:36 PM
#17
I think force jump should be made into a selectable power, in the movies you never see people strafe jumping 50 feet in the air flying extremely fast.
I think there should be more passive force powers. Force powers that increase damage on sabers, or run speed, damage reduction, increased force regen time etc... All passive, so they're always on.
 Master_Keralys
12-05-2003, 11:17 PM
#18
I'm not a coder, but I can provide a little input on Force powers - I'm a huge geek, so I know quite a bit...

Okay, as far as Jedi go, they can use lightning in justified situations - but it's different stuff: knocks you out or disorients you and stuff (Jacen Solo does it in NJO).

Absorbing - not many Jedi can do that. Yoda and the Halcyon lines come to mind - so make it specialized, as in costly. And lower powers use saber block anim like in SP (it actually blocks a little of it) instead of free hand.

Just suggestions, but from a strong EU standpoint.
 Samuel Dravis
12-06-2003, 1:37 PM
#19
As for Force Throw, is there any way you could use powerup items (medpacs, shields etc) as throwable objects?
 Vile
12-06-2003, 1:46 PM
#20
really dont know on that......
 babywax
12-06-2003, 3:03 PM
#21
As for Force Throw, is there any way you could use powerup items (medpacs, shields etc) as throwable objects?

Wow, that's a great idea for CTF/TFFA.

I think that you guys should make force push/pull not have such a wide arc. I think they should be something you actually have to aim to be good. Then you should up the power of it a little more, and make it to where you can pull someone's legs out from under them etc.. That would make it more fun if done correctly (IMO of course)
 razorace
12-06-2003, 6:05 PM
#22
Originally posted by Samuel Dravis
As for Force Throw, is there any way you could use powerup items (medpacs, shields etc) as throwable objects?

I'm sure it's possible. You'd probably just have to make the items be entities.
 Marker0077
12-12-2003, 8:21 PM
#23
I used to play this game called Drakan: The Ancient Gates for PS2 & I realized that alot of these spells & whatnot are very similar to that of the Star Wars "force" concept, so I thought I would list these abilities here & see what you guys think. Now I don't think that all of these should be added but listing one might give you an idea for another, so I'm just going to list them all.

Now that I think about it, you might even want to throw in some concepts from other things as well, like the X-Men. Create a mini tornado around your player or something to lift them way high up in the air & drop them.

Personally, I don't like this whole dark & light force power concept. I think there should be force powers, you get your force points, use the force points to get the powers you like the most. This is the way it is in the SP game, I don't see why it should be any different in the MP game.

Fireball
This goes back to the Dragonball Z concept a bit I suppose. Personally I'm not that opposed to this idea. I don't think it's the greatest but I don't think it's a bad idea either.

Ice Blast
This one I kind of like. I think there should be some neutral force power like force jump that can break out of this but it still might be a good force power to use for the Siege gametype against non-Jedi/Sith as a light side force power. Doesn't do any damage but can stop someone in their tracks.

Lightning
Already in the game.

Combust
Yes, that's right folks, make people burst into flames. Yet another good force power I think should go in the Siege gametype (dark side of course).

Soul Steal
Already in the game as force drain.

Impale
This just has a big metal pole with hooks & stuff on it come out of the ground & pick the person up & twirl them around while doing damage etc; etc.

Personally I don't like this one but I do like the concepts of picking a person up, spinning them around real fast & lifting them off of the ground in perhaps a whirlwind effect. The only damage caused here would be by the fall but this can be countered by the "force levitate" power.

Rejuvenate
Already in the game as force heal.

Fear
This would be another good one for Siege I think. We really need to improve the weapons before we go upping the Jedi/Sith abilities like this IMO but at least this is a start.

How this one works is everytime the person using this power comes within a certain distance of them, they tremble in fear & are too scared to attack them & if the force power is high enough, they can't even move.

Basically, this would be the dark side version of the "Ice Blast" light side power. They do the same thing but ice blast should create a light blue glow around the frozen player, similar to that of the one used in MP for private duels.

Also, "Fear" would not work on Jedi, & Sith that have force level jump 3 should be able to get out of "Ice" in 1 jump, if they have level 2 it should be 2 jumps, level 1 would be 3, no force jump - you have to wait for the snow to melt, until then you are frosty the snow man.

Clone
This is just like the force power that makes you invisable except it creates a clone of you where you were standing, all the long while the clone is taunting (at least that's how it was in Drakan). This can be countered with force sight but can be a *very* useful edition to the light side powers. Would definitely help balance things out as far as the dark & light side powers go.

Time Slow
Already in the game pretty much under force speed but this can't be added into MP for obvious reasons.
 Samuel Dravis
12-12-2003, 8:43 PM
#24
I remember something like Clone in MotS. It was called Force Projection.

Perhaps another good nuetral power would be a 'Force Resistance' one, which would help protect against Push/Pull etc. I know that higher levels of Push/Pull do this automatically, but it would make the game more interesting if you had to select it.
 Marker0077
12-12-2003, 9:02 PM
#25
Force absorb already protects against that, what would be the point?
 Samuel Dravis
12-12-2003, 9:22 PM
#26
It would be Nuetral. And the point is to have a more varied force selection.
 babywax
12-12-2003, 9:23 PM
#27
Force Resistance could be a passive that takes like 5-10-15 dmg off for every hit you take.
 Samuel Dravis
12-12-2003, 9:30 PM
#28
Ah, that's what I forgot to mention. It would be passive. I don't know about damage reduction though; it would raise balancing issues.
 keshire
12-13-2003, 3:37 AM
#29
I kinda like the idea of linking push/pull to hit locations for varied effects.
 razorace
12-13-2003, 5:58 AM
#30
I don't really think that would work well. Players move too quickly to be able to accurately hit a certain hit location.

Plus, I'll restate that I don't think the Force powers should flashy. Lightning is probably the strongest Dark Side combat power and the flashyest. Everything else should be of less flash than that. My thinking is that Jedi powers mainly stem from their use of the Force to enhance their bodies and senses. This is due to the way that the your connection to your body is the strongest link you have to the universe. As such, your Force powers are weaker the farther the connection is from you.
 keshire
12-13-2003, 6:01 AM
#31
By hit-location, it should be the reticle. Standard push/pull power effect.

aimed at arm, disarm or sent in parry.

legs/torso, knockdown

head, effect the view angle forcing it in a direction.
 babywax
12-13-2003, 5:40 PM
#32
I don't think it would be too bad to have different effects for different locations, doesn't seem flashy at all to me.
 razorace
12-13-2003, 6:32 PM
#33
Again, people move much too quickly to get that accurate of Force aimming. It think that coding time would be better spent else where.
 Kurgan
12-14-2003, 9:02 AM
#34
Hmm... you said you didn't want DBZ type stuff, but oh well...

I say bring back JK1/MotS Style powers like Destruction, Deadly Sight and Blinding.
 BloodRiot
12-15-2003, 9:13 AM
#35
I never did like destruction or deadlysight... destruction is right out by my book, deadly sight is just cuz of the idea of a power that "burns" every enemy in sight.... if it was something like cause pain or dmg effect by constricting organs or something in the likes of grip for a group...it would be more plausible (stationary grip of course.. you wouldn't be able to move them around as normal grip)... as for blinding... an awesome power that should be brought back... simple, effective... and one of the only possible light side offensive powers, as it grants advantage without directly inflicting dmg on it's own.
 Kurgan
12-16-2003, 2:16 AM
#36
Why is Destruction "right out of the book"?

All it really is is using the dark side to produce another element (fire) instead of electrity (lightning).

I don't see how that's so outlandish or incredible.

Deadly Sight is a variation on this, simply being the focus of "heat" on a target (like an invisible heat ray or microwave beam).

Again, nothing too out of the ordinary there.

And if you want examples from Official Star Wars, there's a precedent in Splinter of the Mind's Eye (incidentally written long before any of these games)... Vader throws a blue "energy ball" type of force blast at Luke, which he blocks and it bounces off his hands.

Force "resistance" was called "Defense" in MotS. You sacraficed Force power levels in order to have it. It was basically a "poor man's absorb," merely reducing the damage and effect of powers rather than countering them completely. It was a passive power, kicking in automatically when you were attacked and being effective until you were completely drained of Mana.

It was a sort of training tool for people who weren't very good with Force or wanted to focus on other types of combat, so it gave them some resistance to Force. This was used with the class system quite effectively. The Soldier had strong armor, was slow and loaded with weapons, but he had only a high level of Defense to prevent him getting totally pwn3d by Jedi. The Bounty Hunter had a little less Defense, some weaker weapons, but he had Push as his only power. Then the Scout had only a tiny bit of Defense, and the weakest guns (although the sniper rifle and mines were ideal for setting traps or sneaky kills) but had the most Force of the non-Jedi: Persuasion (the MotS version of Mind Trick), Seeing and Jump.

If you want to see how some Force Powers work in an FPS setting, I strongly suggest you look at Mysteries of the Sith.

Interesting powers there...


Defense, Deadly Sight, Destruction & Blinding already mentioned, but also:

Throw (Force throw debris at an enemy, which would seem to entail adding objects to maps to be used, however you could simply make shrapnel come out of nowhere or make the powerups and weapon pickups, even simply medpacs in a level temporary become lethal shrapnel as they were in flight and fly towards your target... that would be cool. then as soon as the power was done, the objects would be pickupabble again like normal pickups).

Projection (create a clone of yourself that can't be harmed for a short time... only trouble with this was that the decoy would just stand there and repeatedly punch, a tactic no real player would use, so it was easily detected)

Far Sight (a bug in this power let you "slow your falls" and avoid damage, but the main use was to "leave your body" and travel around in the map via a small blue comet shaped object.. you could pass right through some openable doors and spy on people, but it eventually wore off and you returned to your body, though in a pinch you could return more quickly).

Seeing worked very differently, actually lightening up the room (dispelling darkness in your viewport) and combined with the overlay map let you see the locations of ALL players on the map, color coding them by team and the directions they were facing. at high levels placed mines appeared as gray dots on the map so you could see traps, also IIRC other pickup items appeared as small green/yellow dots also on the highest level).

Persuasion was like Mind Trick except that you really become invisible (even to yourself) except for a faint trail of sparkles, which an observant person could detect and the sound effect of course. Seeing still countered it. Seeing also prevented blinding, which of course made your viewport totally white (more opaque with a higher level) for a short time.

Pull didn't pull bodies, it pulled world objects to you and guns out of hands.
 BloodRiot
12-16-2003, 12:26 PM
#37
Well Kurgan... i see your point, but in my point of view, those types of power i throw out the window are powers that are way too powerful so that only masters or at least superior force users can use... lightning included (in my pov at least). I'd rather have powers that provide some tactical advantage or map navigation help, but as ultimate attackers, they tend to de-throne the saber if too powerful.

I'm just stating my opinion either way. what I will write below merely depicts how I would like the game to be regarding Force Powers. It does not necessarily reflect what OJP is trying to do. I'll simple tell you why it's right ou by my book.

The idea of a firebal just throws me off the SW setting... all we need is an appropriate Ha-Do-Ken SFX to go with it.
You say fire is just another elemental energy and the concept of the force creating it would be no diferent or less plausible than creating lightning...plus you threw in some references... ok it's legit i give you that... but i also have gripes with lightning... talking of the movies alone, so far you've only seen the more powerful force wielders use that, the average jedi/sith below the rank of master should hardly be able to use that... I would accept it though.. if force power costs in the selection menu where higher. It would emulate the force user's level of dedication in mastering that single power, at the expense of not being good enough with the others.

Deadlysight goes along the same lines as destruction. except it's a power that seems to need even more mastering... concentrating on every being in the line of sight within a determined range and burn him... well... if it's a master power level with high enough costs...fine by me.. i'd still rather have it constrict organs or damage some other way... maybe lung spams or the traditional D&D cause pain spell... the burn effect on a force power just throws me off i'm sorry.. matter of opinion and nothing more.

As far as blind goes... somehow i find that power extremely good. It doesnt cause damage all by itself... grants advantage. It's your basic mind power (that's at least how can justify it... severing the comunication between the eye and the brain)

I do agree that MOTS was good in terms of force powers... that system in JA would be something awesome...something like an enhanced version of the SP force power system (in terms of selection)

Sight was indeed better back then, too bad we no longer have the overlay map.

Well the bottom line is... i'd rather have powers that dont undermine the saber as a primary weapon. That's why I tend to play on NF SO Duel servers.

Well the rest depends on wether the coder boys want it back or not..they are leading the show ;)

Cheers.
 Samuel Dravis
12-16-2003, 1:29 PM
#38
but i also have gripes with lightning... talking of the movies alone, so far you've only seen the more powerful force wielders use that, the average jedi/sith below the rank of master should hardly be able to use that... Have we seen any Sith in the movies that are below the rank of master? :D
 Lathain Valtiel
12-16-2003, 2:01 PM
#39
Darth Maul.
 Marker0077
12-16-2003, 11:24 PM
#40
Back to the fireball idea, I know you aren't coding this Razor but I thought of this & wanted to put this idea out there.

Fireballs get deflected like blaster fire would.

Not much of an idea, I know (lol), but I write ideas down while I'm doing whatever & this was one of them so I wanted to post it.
 razorace
12-17-2003, 12:14 AM
#41
I think I'd be ok with fireballs as long as their an extremely high level dark side power. From my thinking, I beleive that fireballs would require a lot more skill than lightning (which is basically just a physical extention of raw hatred from the hands).
 Samuel Dravis
12-17-2003, 1:29 AM
#42
Darth Maul.
Hey! Don't state the obvious (esp. when I didn't think of it!)! :D

He doesn't really count though. He is the most powerful Sith's personal apprentice. A bit above 'average'.
 BloodRiot
12-17-2003, 8:16 AM
#43
A bit off topic but... in KOTOR there is a power that's so subtle... so un flashy... so.... FUN TO USE... "Force Dominate Mind" aka "Jedi Mind Trick" aka "Persuasion".

I just Luv to walk up to someone that goes "Can't tell you That sorry.. it's a secret" *wave of a hand*"You ARE gonna tell me that secret"..."Well on second thought.. it's not a big secret anyway...so i'll just tell you" :D

Or Maybe the "5000 Credits... final price and no bargaining!" *wave of a hand* "You WANT to lower your price"... "As I was saying... 2500 Credits"

Fun Fun Fun...

:D
 keshire
12-17-2003, 8:18 AM
#44
And a good source of plenty of darkside points. ;)
 BloodRiot
12-17-2003, 9:42 AM
#45
You're saying it like it's a bad thing! :p
 Marker0077
12-17-2003, 4:18 PM
#46
Bloodriot: That goes along with the "Fear" force power concept IMO, meaning it would only be of use in the Jedi vs Merc gametype (which after I do (hopefully) AJK & put these firearm weapons where they belong, I will bring this gametype back) or Siege. You can't use "Mind Trick" or "Fear" on Jedi/Sith, only non-Jedi/Sith. They say "weak minded" but I would just make it all non-Jedi/Sith.

I do like the idea of bringing the "Blind" light force power back, the light side force powers certainly could use some help. I wasn't a big fan of MotS, I prefered the original JK much more but that's neither here nor there.

RA: About this fireball thing, this was my bleh idea. The whole light & dark side force power scale should be balanced & it's not IMO. Dark side force users have the upper hand big time.

Another thing is I think you should be able to choose light & dark force powers like you do in SP. That would help things out as well.
 Admiral Chemix
01-01-2004, 3:15 PM
#47
was previously told to post my force ideas here.

Force Reflect, all attacks are reflected back at the attacker, the effect lasts 10 seconds on skill level 1, 20 seconds on level 2, 30 seconds on level 3, 40 seconds on level 4, 50 seconds on level 5.
Other deactivation possiblities, 150 damage received, force pool is drained, or force conundrum used againts reflecting player

Force Conundrum, the player the attack is used on is temporarily put into a state of shock, the player in shock holds his head, it causes no damage but incapacitates the oposing player for 20 seconds on level 1, 25 on level 2, 30 on level 3, 35 on level 4, 40 on level 5.

Force Vampire, looks like the sp drain anim that is used when next to an oponet(leans them back and sucks the life out of them) except it would be green and would transfer force abilities from the player being attacked to the player attacking, on level 1 only neutral abilities(push, pull, jump, see) can be transfered and the player being attacked keeps his abilities, on level 2 light side and neutrals powers can be transfered and again the player being attacked retains his abilities, on level 3 all abilities can be transfered and the player being attacked has his skill level reduced to 2 if they were anything above 2 before being attacked. Level 1 durationg 5 seconds, 1 force ability per 3 seconds. Level 2, duration 10 seconds, 1 force ability per 2 seconds. Level 3, duration 20 seconds, 1 force ability per 2 seconds. Level 4, duration 30 seconds, 1 force ability per 1.5 seconds. Level 5, duration 35 seconds 1 force ability per second

Life drain, would drain life points from one user to another.


Give Life, gives life points to another at the cost of your own.


Force Plague, Infects the victim with a virus that slowley degrades their life points, would require an antidote pack or force heal to stop virus. Would have a similar looking effect to level 3 protection.
 Marker0077
01-01-2004, 3:51 PM
#48
Originally posted by Admiral Chemix
Force Reflect, all attacks are reflected back at the attacker, the effect lasts 10 seconds on skill level 1, 20 seconds on level 2, 30 seconds on level 3, 40 seconds on level 4, 50 seconds on level 5.I like the concept of Reflect but I think time & mana-wise it needs to be set up like Absorb. Obviously if you only have a level 2 force Reflect & someone uses a level 3 power on you, it's not going to work (just like how the other powers are setup).
 AIVAS
01-29-2004, 3:52 AM
#49
If done right, destruction would NOT be overpowered, it's just finding the right balance. Lets say perhaps that using force destruction slows down your force regen temporarily, or you can't use any force powers shortly afterwards, or maybie a dark rage like effect (not the health damage) where after it wears off, you move slower, and your attacks are slower/weaker

maybie a combonation of some of those. basically, what I imagene force destruction being is a long range attack, aka a "gun" fueled by force.

as for balance, as with other damaging force powers, absorb should nulify it. and of course, make it so you don't see the absorb blue shield until it actually absorbs an attack.

EDIT also with absorb, if you have level 2 absorb vs level 3 lightning it still damages you with the current system I beleive, so make it like protection, where the different levels absorb soandso percent of the damage from force powers.
 Lathain Valtiel
01-29-2004, 7:41 AM
#50
Ummm.. For Force Destruction, why not justify it by saying it is accelerating the particles of air in front of the user to such a degree they convert into a ball of pure heat that is hurled forward at high speed. If Force Speed, Force Sight, and force Lightning all exist, a power like Force Destruction executed in the way I describe is perfectly plausible.
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