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Before you continue to read:
1st - I'm not a native english speaker, forgive me if I incorrectly write some words or if some sentences don't make sense to you (if that's the case, just tell me and I'll try to correct them)
2nd - What I'm going to introduce to you in this thread is just a Concept.
With that said, I don't expect any developer to put the features I'll list down into the game (if that happens I'll be more than happy, otherwise I'll live my life as I've always done)
3rd - I'm kind of new to this game (I've been playing it for almost 5/6 months), because of that I might not know every single game mechanic, even if I did read the most up to date guides.
Saber Combat System:
Let's talk about one of the most popular topics (from what I could see) in the gameplay forums: Lightsaber Combat.
Being a new player gives me a fresh and unbiased view on the current state in which the game is right now.
This means that I don't have any "nostalgia" for older builds of the game.
With that said, let's proceed to my personal thoughts on the saber combat.
1st - If I had to describe the lightsaber duel mechanics in one word I'd say "Mess".
This system is way too overcrowed with so many features (PB, MB, swingblocks, half swings, ACC, ACM ecc...) that dueling comes down to a "try to guess why you died" or "how did I kill this guy?".
That doesn't mean that you don't need any skill to play as a jedi/sith (some people really know what they're doing), but it all comes down to a series of numbers (FP/BP drain) that makes this more of a "statistical mini-game" rather than a duel.
You're basicaly trying to deplenish the other player's BP bar (with various tools at your disposal, like PB for example), which is nothing more than a life bar in the end.
If there was a thing that I really enjoyed about Jedi Accademy (Many people forgot that this is just a mod of that game) was it's "kill on touch" duels.
You just needed one swing in the right place to kill a stormtrooper, bounty hunters or even siths (the easiest ones without armor).
The sabers in that game had a "weight" that this mod took away (at least in the jedi vs sith fights).
What I would do is to make the lightsaber swings/parrys completely manual.
How Would It Work:
- Swings are just swings (no first swings, halfswings mechanics, ecc... ).
If your saber hits another saber it's a "hit", if it hits a body part the other guy is dead.
- Lightsaber styles have combo limits (numer of swings), and when you finish a combo a timer (of 2/3 seconds) starts, forcing the player to do parrys before he can do another combo.
- Parrys are done in a similar way as Manual Blocks but you only have to press the "right mouse button + movement button (WASD)".
They also cover you in different ways:
(viewed from the player's point of view)
[ = left side (A)
] = right side (D)
_ = top side (W)
\ = WA
/ = SA
\ = SD
/ = WD
. = just an empty space
\._./............................Pretty similar to the
[.....].......................<------ current PB zones
/....\
RMB+D covers your right side ( / - ] - \ )
RMB+S covers your top side ( \ - _ - / )
RMB+A covers your left side ( \ - [ - / )
- Right Mouse Button makes you walk (you're doing the standard auto defensive stance as it is now), and running denies you from doing combos (only 1/2 swings, then the combo timer sets in) or any parry.
- Parrying blaster fire is done automatically by long pressing "RMB", just like in the current version.
- There are 2 types of saber hits in duels.
If two sabers collide while they were both doing an attack swing, both player's combo interrupt and the combo timer sets in.
Otherwise if a saber hits another one while in a parrying stance, nothing happens (apart from you staying alive), and the duel continues.
- Slaps, kicks, ecc... have the same effect as now.
- In order to make blaster fire bouce, you'll have to press "LMB+RMB" while standing still.
- Special attacks and Katas are much more difficult to parry, but with the right timing and speed you'll be able to parry them (most of them have some pretty obvious directions, for example the yellow DFA can be parryed with RMB+S), or just dodge it.
After a Special/Kata has been performed a combo timer of 6/7 seconds starts out (you have to parry at least two enemy combos now), forcing you to rely on this attacks only occasionally.
- Halfswings animations will remain, but they will be counted as normal swings (they're also part of the combo limit).
- In order to chain attacks you'll have to single press LMB when the flash from the sabers hit appear (you can't long press LMB to do combos).
2nd - Lighsaber Forms are something pretty unique, that's for sure.
And for a 2000s game, splitting this "Forms" into 3 different combat styles ( light, medium, strong) made everything a lot easyer, both for the developers ( 3 things to work on insteand of 7) and players ( most of the time you can use just one style and complete the majority of levels with it) alike.
In the Vanilla version this feature feels right, because it fits into that "simple" gameplay style quite well.
But in this mod it felt pretty flat, because every style feels like a different version of "Yellow" ( with it's own animations, BP, damage, ecc...).
Yes, the current styles system is an improvement over the "Vanilla" one, but it doesn't make any of these styles unique in any way ( apart for some special moves and attacks).
Part 2: Work in progress
1st - I'm not a native english speaker, forgive me if I incorrectly write some words or if some sentences don't make sense to you (if that's the case, just tell me and I'll try to correct them)
2nd - What I'm going to introduce to you in this thread is just a Concept.
With that said, I don't expect any developer to put the features I'll list down into the game (if that happens I'll be more than happy, otherwise I'll live my life as I've always done)
3rd - I'm kind of new to this game (I've been playing it for almost 5/6 months), because of that I might not know every single game mechanic, even if I did read the most up to date guides.
Saber Combat System:
Let's talk about one of the most popular topics (from what I could see) in the gameplay forums: Lightsaber Combat.
Being a new player gives me a fresh and unbiased view on the current state in which the game is right now.
This means that I don't have any "nostalgia" for older builds of the game.
With that said, let's proceed to my personal thoughts on the saber combat.
1st - If I had to describe the lightsaber duel mechanics in one word I'd say "Mess".
This system is way too overcrowed with so many features (PB, MB, swingblocks, half swings, ACC, ACM ecc...) that dueling comes down to a "try to guess why you died" or "how did I kill this guy?".
That doesn't mean that you don't need any skill to play as a jedi/sith (some people really know what they're doing), but it all comes down to a series of numbers (FP/BP drain) that makes this more of a "statistical mini-game" rather than a duel.
You're basicaly trying to deplenish the other player's BP bar (with various tools at your disposal, like PB for example), which is nothing more than a life bar in the end.
If there was a thing that I really enjoyed about Jedi Accademy (Many people forgot that this is just a mod of that game) was it's "kill on touch" duels.
You just needed one swing in the right place to kill a stormtrooper, bounty hunters or even siths (the easiest ones without armor).
The sabers in that game had a "weight" that this mod took away (at least in the jedi vs sith fights).
What I would do is to make the lightsaber swings/parrys completely manual.
How Would It Work:
- Swings are just swings (no first swings, halfswings mechanics, ecc... ).
If your saber hits another saber it's a "hit", if it hits a body part the other guy is dead.
- Lightsaber styles have combo limits (numer of swings), and when you finish a combo a timer (of 2/3 seconds) starts, forcing the player to do parrys before he can do another combo.
- Parrys are done in a similar way as Manual Blocks but you only have to press the "right mouse button + movement button (WASD)".
They also cover you in different ways:
(viewed from the player's point of view)
[ = left side (A)
] = right side (D)
_ = top side (W)
\ = WA
/ = SA
\ = SD
/ = WD
. = just an empty space
\._./............................Pretty similar to the
[.....].......................<------ current PB zones
/....\
RMB+D covers your right side ( / - ] - \ )
RMB+S covers your top side ( \ - _ - / )
RMB+A covers your left side ( \ - [ - / )
- Right Mouse Button makes you walk (you're doing the standard auto defensive stance as it is now), and running denies you from doing combos (only 1/2 swings, then the combo timer sets in) or any parry.
- Parrying blaster fire is done automatically by long pressing "RMB", just like in the current version.
- There are 2 types of saber hits in duels.
If two sabers collide while they were both doing an attack swing, both player's combo interrupt and the combo timer sets in.
Otherwise if a saber hits another one while in a parrying stance, nothing happens (apart from you staying alive), and the duel continues.
- Slaps, kicks, ecc... have the same effect as now.
- In order to make blaster fire bouce, you'll have to press "LMB+RMB" while standing still.
- Special attacks and Katas are much more difficult to parry, but with the right timing and speed you'll be able to parry them (most of them have some pretty obvious directions, for example the yellow DFA can be parryed with RMB+S), or just dodge it.
After a Special/Kata has been performed a combo timer of 6/7 seconds starts out (you have to parry at least two enemy combos now), forcing you to rely on this attacks only occasionally.
- Halfswings animations will remain, but they will be counted as normal swings (they're also part of the combo limit).
- In order to chain attacks you'll have to single press LMB when the flash from the sabers hit appear (you can't long press LMB to do combos).
2nd - Lighsaber Forms are something pretty unique, that's for sure.
And for a 2000s game, splitting this "Forms" into 3 different combat styles ( light, medium, strong) made everything a lot easyer, both for the developers ( 3 things to work on insteand of 7) and players ( most of the time you can use just one style and complete the majority of levels with it) alike.
In the Vanilla version this feature feels right, because it fits into that "simple" gameplay style quite well.
But in this mod it felt pretty flat, because every style feels like a different version of "Yellow" ( with it's own animations, BP, damage, ecc...).
Yes, the current styles system is an improvement over the "Vanilla" one, but it doesn't make any of these styles unique in any way ( apart for some special moves and attacks).
Part 2: Work in progress
Last edited: