The Jedi Proposal
#1
Posted 14 June 2009 - 12:34 AM
So as an example of 3 standard powers we would have
1.Jedi Leap
2.Force Pull
3.Force Push
Plus two optionable upgrades/specialities where the last two buttons allow you to purchase an upgrade or a new power for your unit, this may be dependant on level also, dunno yet we've just been toying around with the idea but I definitely think it'd fairly cool.
Basically I want it so that players have to think in this mod, about the units and how they want them to specialise and upgrade, we have a few ideas in place, not sure whether or not they've been discussed out in the open about the force actively having an effect on the user so that the player has to be wise on when and how to use it. Star Wars battles will be alot more of an intellectualised affair with this system in my opinion, what are your thoughts/suggestions?
#2
Posted 14 June 2009 - 12:44 AM
And yeah, like I've already said, it's too complicated and doesn't really fit into either the feel of the game or gameplay very well at all. Most people wouldn't even know it was there and it would just get cumbersome, however good it sounds on paper. I'd prefer something simpler, just setting back the timers on all of the jedi's other powers when used. Take a look at the CaH wizard curse code, like Crusard mentioned.
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#3
Posted 14 June 2009 - 01:04 AM
what about mind trick ed all jedi have that and not all jedi have telekentic based powers but those who dont typically have cooler lightsabers
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#4
Posted 14 June 2009 - 01:46 AM
#5
Posted 14 June 2009 - 02:00 AM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#6
Posted 14 June 2009 - 09:42 AM
the magical drunken teleporter
SELF PROCLAIMED FORUM DRUNK!!
#7
Posted 15 June 2009 - 10:27 AM
jedi like yoda instead will have time based cool downs this to represent the calm and paitence of the jedi.
off course the major implementations of the force will be more subtle and so there side effects will be more self explanatory, force heal being a meditation based power so the user cannot move defend or attack during the duration, but it is powerful enough to fully heal a hero.
that is more or less how the powers will work. or at least thats how they are projected to work
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#9
Posted 15 June 2009 - 06:24 PM
I like the idea of the negative (temporal?) attributemodifiers for the sith when they use powers, and cooldowns for jedi. However, I'm still not sure if the Curse behavior can work on the unit that causes it (the curse code normally needs an enemy target). I've also looked at Elrond's Restoration power which works differently, but it can only be used to recharge powers.
Ed's customizable Jedi system also sounds pretty cool. A lot of balancing would be needed unless we want everyone picking the same skills everytime.
#10
Posted 15 June 2009 - 06:52 PM
It could also be offset by the health upgrades of other jedi so for the yings there would be yangs. So because there would only be two custom slots one for an upgrade and one for a speciality the player would really have to make a decision, on the one hand they could focus on attack and put in an attack upgrade, coupled with an attack power but that would mean their health would still be fairly minimal so they could be taken down with relative ease by those units that chose health upgrades.
The Sith Lords if we decide to do something along the lines of trainable Sith would focus more on negative attributes debuffers and on attack, in fact attack and offensive/stealthy strategies would be more important to the Sith considering they were unrevealed at the time of the prequels and it wasn't known to what depth they were involved with the CIS. Sith attacks would be of greater ferocity than Jedi so the attack buffs would be quite a bit greater than that of a jedi, however if a jedi were givent he appropriate upgrades they shouldn't have a problem counteracting it.
Edited by Ed Of The 3rd Kind, 15 June 2009 - 06:54 PM.
#11
Posted 16 June 2009 - 12:42 AM
Heroes: Keep in mind that even if we want heroes to "behave" similarily to the movies, this is a strategy game which needs a lot balancing.
A good way to do this is by assigning a strategical function to every hero.
In BFME some of the best designed heroes are: Lurtz, being a cheap unit which can kill most heroes if used correctly but can't handle troops too well; Gloin as an also cheap unit which is used against buildings; Theoden as a great buff provider for normal troops and cavalry; etc.
The customizable jedis sound really good to me. I'm guessing they're gonna be miscelaneous heroes named "Jedi" which can be recruited from the "fortress" like movie heroes. So there would be only one of these or maybe two or three?
#12
Posted 16 June 2009 - 01:25 AM
The generic jedi are just units like every other, probably with a limited number allowed perhaps, depends on what the guys think whereas the Jedi Heroes as far as I know will have set powers but I'll have to check on that with Yoda_ & Annullus when I get a chance to msn
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