I think JKII needs lots of Force powers. They should be open too, like in MotS. That made it more fun, with all the combos and what nots. :eek:
Aren't you supposed to be on your flight to Coruscant? What happened to the Slave I did it breakdown again?! Piece of junk, you'd expect the vehicle of one of the best bounty hunters to do better than that you know? Guess they'll have to speed up production of the SlaveII to get you to your fine prison quarters.
That's not my ship. That's Boba Fett's. Dude, I'd never take his ship, think of the insurance! :rolleyes:
Hmmm... I was pondering the concept of Force Combos, being able to take particular force powers, and intermix their effects with others.
For example: Force Pull and Force Lightning would pull your enemy toward you with streams of deadly electricity, damaging him while pulling him into your grasp.
Just an idea to kick around :)
QET :cool:
ah don't worry he's flying you there, he's escorting you then severely torturing you once you arrive at the prison quarter
Force Pull and Force Lightning would pull your enemy toward you with streams of deadly electricity, damaging him while pulling him into your grasp.
Interesting idea about the "Force Combos." Hopefully they wouldn't go as far as to allow someone to use 2 offensive powers such as Grip and Lightning in a combo though. It would be interesting to see offensive/neutral combos.
I look forward to push and pull combos. Pull your target closer, lining them up to push them off a ledge.
Big fear: force mods.
Imagine it. If this game is mod capable, people could make frightenly powerful force powers that use little or no mana. Since it is a valid game function it might not be detectable by servers.
I tried that once: A f_destruction about 200 times more powerful than the original w/4 stars. I made it so it couldn't be used in multiplayer, but it made SP too easy so I scrapped it. Never submitted it anywhere anyways, but it was interesting to test my cog skills. It was rather amusing, though, to play a level w/ all 7 dark jedi, and use it and see them all blasted away to the edges of the room and die.
But now I make new, real f_powers.
Back to the subject of having them used on servers: How about the servers have their own set of cogs, and use those instead? Might be a little editing of the engine, but I'm sure it could be done. Just not using any of the cogs it already had.
That won't stop players from making them with different file names and shortcut keys, but it would be a start.
jh
the force was quite a long thread that was going over at jk.net. Head over there for some other ideas to ponder over.
Basically I would like to see Destruction and Deadly sight removed (which I think will happen) and people make much greater use of the telekinetic ones such as push, pull, throw.
The force should be an aid, not a weapon in its own right. Speed will hopefully be reduced also. Plus a host of other things I can't think of now.
Looking forward to your ideas..
wardz
I think Force combos is a pretty good idea. But it would be prety lame to see something like grip+lightning+destruction all at once.
I'm hoping for a good balance in JK2. I don't care if we have 30 powers or 5, as long as there is balance. JK did an excellent job at making both light side and dark side powers beneficial to their user. And good counters for every force power in the game.
I'm not sure how Force combos would work, actually. I mean, you could turn on different Force powers at the same time in JK anyway, so what would be the point? It would make you a lot more powerful, which could unbalance the gameplay.
As to having access to all of the Force powers, I suppose that the more I think about it the more it makes sense. How you use them should determine whether your good or bad - but as the moral play has been taken out of Jedi Outcast, there's not much point to that either. As I understand it, you can do what you please with no fear (and no hope) of turning to the Dark Side.
That pretty much sux, IMO.
I agree combos in JK worked fine. If they start trying to make powers work in a different way when combined with other powers they could fail and ruin the game
And destruction must be included in the game
If this game is mod capable, people could make frightenly powerful force powers that use little or no mana
You mean like what happens now with MP JK?
Q3 engine anti cheat support is a thousand times better than JK (In fact its infinite times better, because JK has no cheat protection at all)
When you guys talk about "force combos" do you mean simply using two or more powers at the same time (as JK allowed us to do) or are you talking about force powers actually having an entirely different effect when used together with other powers?
well i just wanted force choke to be there!
*lifts up brother from chair*
*force chokes*
*hrrrggghhhlslkkkl!*
*releases hold*
heheh :D
as long as people cannot do the two most powerful forces at the same time - that will be okay.. It annoyed my in JK how if you had force surge (which i don't like anyway) then you could just run riot with force lightning or destruction. But I am all for doing 'less minor' powers at the same time like speed and jump
Instead of force surge, why not just have your force last a little longer\replace it faster?
wardz
When you guys talk about "force combos" do you mean simply using two or more powers at the same time (as JK allowed us to do) or are you talking about force powers actually having an entirely different effect when used together with other powers?
For example: Force Pull and Force Lightning would pull your enemy toward you with streams of deadly electricity, damaging him while pulling him into your grasp
I guess he meant the second, because force combos is one of the basics of JK
two words: Force Grapplinghook