What about Duels?

Posts
33
Likes
10
Hi there. This is a thread about saber mechanics. It is non-perfect but I hope some kind of mechanics is good enough

Change: Jumps no longer drain BP, only FP.
Note: No BP regeneration. It'll eat your FP too fast if you'll spam it

Change: Maximally reduce the difference in speed between swings within a stance.
Note: In order to make all swings within a stance equally useful.

I think that there should be another changes. Let's discuss. All the swings are slashing type swings. So the differences should be only in animations of swings, but the speed of the animation of hands lifted up should be same for all the styles. It guarantees you the ability to PB all the styles as well as you may predict the swing only by hands up animation (and you may balance/manage it ezly in future).

Comboing speed should be with the same speed for all styles (yellow style speed or red) but between hits in combo there may be different speed (because of animation). Also animations are weird. May you place some delays before hits? Look at the BDO the game - there is time freeze feature when hit comes. So cause of that human's eye can catch the picture and then react. And even in real life You can't launch smoothy/shadow swings everytime. The combo will look like clear 1, 2, 3, 4 with fast hits but with slow hands charging movement right in moment when "#1 hit" ends and "#2 hit" starts. Or you may separate and place my version into regular attacks and leave it how it is now for swingblocks. Because swingblocks are (in common) kind of swings that uses for blocks or parry.

For the next part of my discussion you need to remember swing's state:

1. Hands up animation
2. Mid-air (slashing) animation
3. Turn back animation
4. Back to stance animation

In step 3 there shouldn't be any damage for the enemy. As far as I may see now there is damage in some sort of situatuions. Let's place old semi-pb mechanics to compensate it.

Swing's state rule. Now, between state#2 and state#3 there is longed time window. Animation will some sort of freeze or slow (better insert huge slowmotion) while state#2 ends between state#3 starts. Reload key now works in state #1 and state #2 immediately (but with the same speed like in 1.4.5) with saber (but in first 0.3 sec of state#1 it doesn't work). Reload key shouldn't work in state#3 and state#4.

Rule#0. You can gain ACM only with regular hits and only when they are succesfull. Same conditions to lose it. You gain 1 acm for every 1 succesfull hit (even in combo). Everytime You drops your saber (or throw) your ACM will be refreshed to 0. ACM should goes down by 1 with each 3 seconds. If you'll be staggered or knocked down or mblocked You'll lose a half of all Your ACM immediately (rounded to the top value, example: if your ACM is 9 it goes to 4 (3.5 to 4). Now You may keep an endless number of your ACM. Every kill gains you +9 ACM.

You can't gain ACM if enemy is doing PB, Semi-PB, succesfull Mblock, swingblock

There is no more reducing multiplier for combo swings.

Rule#1. You can't launch a combo after swingblock. You only may do is launch a consecutive swing, and only then (if it is not swingblock) you may launch a combo. Now, we don't need fixed numbers of hits in combo. You can manage combo with consecutive swings while swingblocking and consecutive swings with comboing while doing regular attacks.
Swingblocks should do lesser damage (about 0.3 of total damage) if enemy is blocking. And in launching and doing heavy attacks (regular attacks) should be some sort of 'penalty', not only with mblocks but an attacker should have an advantage in other sutiations. Swingblock vs regular attack sutiation, when status #2 (see above) comes, the combo for the attacker against swingblocks should stop and the attacker when continue comboing enemy will launch a consecutive swing next time instead of combo if he is keeping hold LMB.

Also, regular attack receive full swing damage against swingblock but swingblocker recieve only half damage from the enemy's regular attacks.

If both players are swingblocking it counts like perfect parry (pls change color for less eyes-broke, for example - frozen blue) for both players now but you don't need to hit in the same direction for it but just do the well timed swingblock. It should works like perfect parry when nobody is recieving any damage. Also while perfect parry comes, the perfect parryt is a combo-breaker and only you may do is a kind of consecutive swing (it is swing when you just hold left mouse button and hold direction while slashing the air, not body), also, see the Rule#1.

Rule#2. PB now requires swingblock + standart aiming at the PB zone. Pefrect block grants you ability to do a half-swing.

If there is no swingblock swing but PB zone is hited - it is Semi-PB. Semi-PB cancels incoming damage and allows you to do halfswing. Works only while right mouse is active and you are not in attacks.

Perfect block, semi-pb and succesfull mblock (without disarming) allows you to launch a half-swing counter (like old insta-hit counter but with half-swing). That allows you (even if you do swingblock counter) launch a combo after counter. Counter-hit deals full damage nevermind what kind of swing enemy is launching next against your counter (if it isn't perfect block or mblock) and 0.7 damage if you are using swingblocking counter. Counter can't be parried and canceled, but you can disarm counter's user or just do perfect block. Literally - you are invulnerable while you are using counter-swing (but don't forget about disarm or consecutive perfect block from the enemy). After the counter-hit if enemy isn't PBed it or MBed he can't continue or launch a combo - only he may do is consecutive swing. You may protect yourself from being disarmed using swingblock-counter.

Counter doesn't supply criteria below:

While hands up animation comes (swingblock or regular - nevermind), if there will be regular hit (or comboing regular hit) against it so there will be a stagger (with animation 'Block crash' while melee). Player should recieve not only BP damage but plus HP damage (formula: ((current BP+current HP)*10)/current BP). The enemy can't launch or continue a combo, only he may do is consecutive swing against that kind of victims. The victim only can do is a walk while animation of 'Block crash' works. Also there should be visual effect of slashing with lightsaber on body and "Umf !" shout of character and saber's sound of slashing. Perfect bodyhit works only if enemy's saber hit hitboxes of body (but stagger works always). You'll knockdown enemy if he is jumping/flying with HP damage and slashing body sound (see above).

Why? Because now swing interruption is some sort of confusing shit and while that happens it is "WTF?!" only reaction and newbies are still trying to hit you and lose all their BP in finish.

If both players did perfect block while swingblocking (both) it counts like perfect parry anyway.

Rule#3. Change Mblock mechanics. The keys to do mblock will be the same, but conditions to do mblock (not succesfull, I mean as we launch spammy mblock today) will be changed. You may launch the mblock only when your saber is in #2 or #3 state, duration for succesfull PB/disarm is the time wich we used in 1.4.5 and directions are still the same too. That kind of mblock grants you PB if enemy is swingblocking (you don't need to aim to PB zones) and disarm if enemy is using regular attacks. The animation (and speed of it) of mblock is the same like in 1.4.5 (cause if it will be different it will not be able to mblock anything) and succesfull mblock with disarming allows you to launch a half swing.

Rule#4. Regular attacks VS Regular attacks. That situation happenns often when both newbie duelers are trying to spam each other. So I think there should be some fun for newbies which don't wanna go deep in game mechanics and only want to relax with holding LMB and run :D Now it is the time!
With swing's state#1 we can meet above. But what about #2, #3, #4 with regular attacks?

State #4: if right mouse is pressed it counts like ordinary blocking and non-blocking if it isn't pressed.
State #3: While enemy isn't swingblocking (it is regular hit) and if he'll recieve the hit (regular) he will be disarmed (that state works like you are just hold saber in your hands without RMB pressed and somebody is trying to hit your saber with his saber to drop it off).
State #2: Now, when sabers clashes in mid-air with regular attacks there is full damage for both players like they've recieved bodyhit but without ACM multiplier. Every hit will gain +1 ACM for both players. If there will be same directions (like perfect parry worked in 1.4.4) it'll launch a SaberLock situation. mid-air clash of regular hits doesn't affect on comboing - you may continue your attacks with combo (and emeny may do the same).

Rule#5. SaberLock. 2 saberists are trying to continue their swing directions. For example: for WA swing it is SD direction to complete the swing, but it was interrupted by enemy with his swing which is mirrored to yours so you should try to beat him (armwrestling principle). The BP is locked for SaberLock duration time. Saberlock duration time is 3 sec. If it is possible - catch the players on current animation of their swings when SaberLock happens and from that moment SaberLock starts. Both players should hold LMB (not tap) and hold the movement keys (sa a wa wd d sd) depends of what kind of PB zone is the nearest. You may press different direction key to slow down drastically (or even accelerate enemy's movement) and try to quench inertia or just release LMB and let only intertia works (more accurate). So there should be importang things: keys power gradient, intertia, SaberLock finisher zone, out of circle accidient. First 1 you may imagine like this: the closer to PB zone key you pessed is the more power it has. For example, on border with 'A' and WA PB zones it will be 50% of power for both keys and the closer WA pb zone is the more powerfull WA keys are and less power has A key (but still got power cause "A" is an adjacent key for that zone) and in total the circle where saber moves is like multiple gradient.

Simply. It should work like scroll bar with inertia :D

Inertia: there is a kind of a force that allows you to continue the saber's movement without any additional force. The faster your saber moves the more inertia it has.

SaberLock finishing zone: it is the zone which is located at the finish point of the launched swing which causes Saberlock. Finisher zone allows you to launch stylish disarm. Do do it you need press mblock with mirrored direction of swing (for example: if finisher zone is for D swing and I've achieve it I can press A+mblock keys to do disarm movement). 1 importand condition - swing should be perfectly mirrored. Then, when enemy is disarmed you may launch a finisher with left mouse button click or see how enemy is flee after the animation of disarming ends.
Out of circle accidient: if you are tryharding to reach finisher zone so intensively you may go out of circle (or cause of inertia).
(#1) Then, if LMB was pressed right in moment saberlock ends it causes a stagger for you and enemy. Both of players will recieve similar damage for their BP and will be staggered.
(#2) If LMB wasn't pressed right in moment saberlock ends there will be a stagger (or stylish spinning for both players to launch a consecutive swing) for both players but looser will recieve full damage for his BP and winner will recieve only half of that damage.

If BP<=0 after accidient, it is not only stagger but saber drops in adds. Works for both players in both situations.

Saberlock doesn't happens for W swing. It starts a situation ( #1).

If Saberlock timer was done - nothing happens (or stylish spinning for both players to launch a consecutive swing).

Rule#6. BP. BP regeneration stops while you are doing attacks (for all their duration till #4 state) or any kind of active movements (instead of walking). Swingblocking drains only half of BP per hit consume (it counts right in moment hit happens). The more BP is required for hit the more damage will recieve the enemy. For running attacks (instead of swingblock cause you can't count swingblock if you are running not holding RMB) there is penalty with additional incoming damage. If you are out of BP but still attacking - bonus of BP consuming doesn't works. Cause of that running/jumping/crouching enemy doesn't recieve any additional incoming damage.

Rule#7. Punushment for lying. W+action+LMB now works faster and now does instakill. Slapped enemy (jedi/sith) can't roll side so fast as they can do now - animation of falling still working but it interrutps with roll side animation. Only you may insta do is press space for quick get up. Also, if you are jumping forward (w+space), to enemy's face and he's attacking you - it counts like quick get up (space). Safety get up are roll side and roll back (and only if you are escaped the w+action+LMB finisher). To prevent w+action+LMB finisher you may use w+space to prevent it (instead of enemy is blocking or not), the enemy after that nonsense should fly some distance away.

Rule#8. Saber drops. Saber drops should be more stylish. It shouldn't be just drops where the enemy is just standing still. Saber should fly far away if enemy is swinging (or cause of Saberlock disarm). You may pick up your saber immediately if you can find it with crouch or roll where your saber is dropped (not just standing) or you should use force to pickup ur saber only after 10 secs you've lose your saber cause of disarm or BP=0 or saber throwing.

Rule#9. Anim-breaker. Switching weapon (to melee especially) doesn't prevent any kind of animations more and it will be the slowest animation ever.

Rule#10. You can ezly implement a huge variation of style perks thats really will help.

Additional rule#1. All kata's and flying/moving flashy specials. The enemy can't regulate the speed now - its always counts like swingblocking with regular running movement speed. You can't now hold RMB while kata and etc to prevent force uses and Force block works in kata like RMB isn't hold always. Also, while doing the kata's and flyin/moving flashy specials you'll reflect blasters fires in random direction and destroy classic sniper riffle shoots and darts. You can't block slaps or another kind of melee slaping hits. All kata's and flying/moving flashy specials are destroyable with that kind of melee slaping hits (block crash animation is working if slapped while special on the ground or knocked down if touch enemy is in special while he is jumping/flying).
You can only use consecutive swings (even with regular attacks) against enemies in specials. If you'll hit the enemy not at saber hitbox but body hitbox you'll cause a perfect bodyhit which will works like in Rule#2. And if you'll hit this sort of enemy at the saber hitbox bot the body hitbox you'll be staggered.


And other changes for jedi/sith:

0. Slaps works like only well timed interruption thing. If you are bad timed your slap it will kills you instantly. When you are using slap you can't block any swings and it will kills you if somebody hits you with a saber. Slap cooldown is 8 sec.

1. Force Lighting now affects the enemies if you fired them out of block arc. And same with other forces - if enemy shows his back to you they are in the force focus imediately. Works only with the enemies which are in force focus. Force focus distance (start focusing) is like it is now in 1.4.5. The hodling time of force focus is longed for about 0.5s when Your xhair goes out of enemy. You may force focus only 1 enemy.
2. Current saber defence BP points should be reduced by Saber 0 defence value. Saber 0 should give you BP only to block 2 swings from the most powerful style. The regen of Saber defence 0 is very-very slowly.
3. You may now deflect blasters with swingblocks. Deflected blasters with swingblocks will reflect in random direction, but if you set mblock in any direction but with good timing (with conditions for disarming) it'll reflect to the place it was shoot. Works even with saber deflect 0. You will not recieve a BP damage if you've swingblocked blaster.
4. Blasters now drains not FP but BP.
5. Poison Darts now negates FP and BP regen.
6. New ability: manual evade. Use: ability1 key + "A" or "D" key to do evade (your character only tips his body, not movement/dashing). Only 2 sides. 1 sec CD after release. Jedi/Sith can't protect himself while manual evade is active, bp/fp regen stops - it's risky.
7. Slap radius should be the same for duals/single/staff.
8. Force power now stops reget while you are in any kind of stagger or knock down status, whille you are laying or in any kind of control.
9. Force power now regen with half speed (it is like in block in 1.4.5) while using any kind of force include jumping and acrobatics and special moves and even if animation is still in work like with force push.

Change for every shooter: You can only reload full clip now. You can't fire if your clip is empty. If you'll reload your clip, it takes time for reloading till full. You can't prevent reloading with switching or another animation.

Additional rule#2. Blasters. Now, saberists takes damage from e-11 blasters (secondary fire) for 9% of their current BP if it isn't swingblocked. You may negate the damage by saber deflect option ( 1/2/4% for each level). Saberists takes an additional fixed BP damage (+6% of their BP) from blasters if saberist is in run or jump. If you are swingblocking while running or jumping - it cause 0 DMG for swingblocked blaster fire. Cause of that rule you may set the saberist to 0 BP with 5 secs of rapid fire with e-11 (100% acc). To kill the saberist you need to spend 2 clips. If you'll bodyhit the saberist while he is in force using or jumping/running with blaster it cause the perfect bodyhit with staggering or knockdown (see the additional rule#1) (works only with primary fire).

Saber Deflect #0: Newbie. You can't delfect fires with RMB. You may delfect it only with swingblocks and mblocks. The animation of deflecting doesn't even works. If enemy is shooting your saber it cause the damage for BP (and it will reflect to 360 degrees random direction from the dot on the saber was shoot and even may hurt you) , but if he is shooting to your body - you'll recieve a prefect bodyhit (see above).
Price: Cheap&Durty (0 points).

Saber Deflect #1: Your fist steps. You can deflect blasters but only in random directions. The fires can't accidiently hurts you but be carefull because you may hurt your allies. Slighty negates shooting BP damage (for fixed 1%). Reflecting angle - 270 degrees.
Price: 6 points.

Saber Deflect #2: Oh, better now. You can deflect blasters more than usual and they will fly at the random direction still but if you'll use swingblocks you may deflect it to the area your crosshair is (like fire with e-11 spreading but x1.5 wider). Also, negates the BP damage more than usual (fixed 2%).
Price: 10 points

Saber Deflect #3: Great. You can deflect fires well. Now reflected blasters while standing still will reflect with spread like fire with e-11 spreading, when you are walking the spread will be like fire with e-11 spreading but x1.5 wider (see deflect #2) and if you are jumping-running it will be like saber deflect #1 spread. You may change ur mblock to swingblock now cause with your every swingblock the fires will be reflected to the nearest enemy in 270 degrees (but only to parts that you may see, not behind Z-buffer). But with mblock it will be reflected ordinary to the shooter. Negates the BP damage up to fixed 4%.
Price: 14 points

All swingblock reflecting works only when saber is in state#2


Additional rule #3. Safety landing. Cause the more force jump you have the more higher you may safejump or fall, now your FP will burns to negates the falling damage if you are falling right in moment in any kind of knockdown or staggering animation. You can't now use any kind of rolling/quick get up right in the moment you are falling in knockdown/stagger animation - you can only use quick get up in the air (space button) only after 20 FP was burned cause of safty landing. Quick get up (space button) will costs you 10 FP (total 30).

Now formula of falling damage (FD) is: 'FD'=(base falling damage >it is HP<)*K - (FP consumed for safety falling)
K - it is a multiplier cause of falling result. K=0.8 if you are holding C for succesfull rolling and only after a quick get up, K=1 if you are landed with just quick getup and x1.5 if you are landed on your ass (in knockdown animation.

'K' may be different due to consist the conditions under:

Now you may use standart JK acrobatic mechanics after a quick get up in the air and if there is wall near.

Base falling damage is increased for x1.5 for all the classes ingame.

In total, you should safety fall from the heaven of 2 sec with using quick get up and rolling with C but your FP should be burned from 100 to 0. If you are landing on ur ass (in knockdown animation) the damage should be so huge so it isn't enough to escape the death even after all the calculations. The death point with 100 hp and 100 fp by landing on your ass should be 3 sec.

Last one hint: If 'FD'<0 then 'FD'=0.



With best regards,
[D]Evil
 
Posts
556
Likes
495
My suggestion: Make it so that when your BP is low, your movement speed reduces. This would reduce that running away when on low BP to recharge it shit.
 

{Δ} Achilles

Banned
Nerd
Posts
1,042
Likes
795
latest




I'll be honest, most of these changes are just not good. So much so that I'm questioning whether this is supposed to be satire or not.
 
Posts
8
Likes
10
Removing BP drain on jumps is a bad idea. It also kind of contradicts your idea of slowing a players movement speed when their BP is low. I would just jump around like a madman until the other duelist gets bored.

I really like the idea of implementing some form of saber lock mechanic though.
 
Posts
827
Likes
939
read 'both players swingblocking should trigger a perfect parry' and stopped reading
 

Eazy E

Banned
Posts
293
Likes
461
Hi there. This is a thread about saber mechanics. It is non-perfect but I hope some kind of mechanics is good enough

Change: Jumps no longer drain BP, only FP.
Note: No BP regeneration. It'll eat your FP too fast if you'll spam it

Change: Maximally reduce the difference in speed between swings within a stance.
Note: In order to make all swings within a stance equally useful.

I think that there should be another changes. Let's discuss. All the swings are slashing type swings. So the differences should be only in animations of swings, but the speed of the animation of hands lifted up should be same for all the styles. It guarantees you the ability to PB all the styles as well as you may predict the swing only by hands up animation (and you may balance/manage it ezly in future).

Comboing speed should be with the same speed for all styles (yellow style speed or red) but between hits in combo there may be different speed (because of animation). Also animations are weird. May you place some delays before hits? Look at the BDO the game - there is time freeze feature when hit comes. So cause of that human's eye can catch the picture and then react. And even in real life You can't launch smoothy/shadow swings everytime. The combo will look like clear 1, 2, 3, 4 with fast hits but with slow hands charging movement right in moment when "#1 hit" ends and "#2 hit" starts. Or you may separate and place my version into regular attacks and leave it how it is now for swingblocks. Because swingblocks are (in common) kind of swings that uses for blocks or parry.

For the next part of my discussion you need to remember swing's state:

1. Hands up animation
2. Mid-air (slashing) animation
3. Turn back animation
4. Back to stance animation

In step 3 there shouldn't be any damage for the enemy. As far as I may see now there is damage in some sort of situatuions. Let's place old semi-pb mechanics to compensate it.

Swing's state rule. Now, between state#2 and state#3 there is longed time window. Animation will some sort of freeze or slow (better insert huge slowmotion) while state#2 ends between state#3 starts. Reload key now works in state #1 and state #2 immediately (but with the same speed like in 1.4.5) with saber (but in first 0.3 sec of state#1 it doesn't work). Reload key shouldn't work in state#3 and state#4.

Rule#0. You can gain ACM only with regular hits and only when they are succesfull. Same conditions to lose it. You gain 1 acm for every 1 succesfull hit (even in combo). Everytime You drops your saber (or throw) your ACM will be refreshed to 0. ACM should goes down by 1 with each 3 seconds. If you'll be staggered or knocked down or mblocked You'll lose a half of all Your ACM immediately (rounded to the top value, example: if your ACM is 9 it goes to 4 (3.5 to 4). Now You may keep an endless number of your ACM. Every kill gains you +9 ACM.

You can't gain ACM if enemy is doing PB, Semi-PB, succesfull Mblock, swingblock

There is no more reducing multiplier for combo swings.

Rule#1. You can't launch a combo after swingblock. You only may do is launch a consecutive swing, and only then (if it is not swingblock) you may launch a combo. Now, we don't need fixed numbers of hits in combo. You can manage combo with consecutive swings while swingblocking and consecutive swings with comboing while doing regular attacks.
Swingblocks should do lesser damage (about 0.3 of total damage) if enemy is blocking. And in launching and doing heavy attacks (regular attacks) should be some sort of 'penalty', not only with mblocks but an attacker should have an advantage in other sutiations. Swingblock vs regular attack sutiation, when status #2 (see above) comes, the combo for the attacker against swingblocks should stop and the attacker when continue comboing enemy will launch a consecutive swing next time instead of combo if he is keeping hold LMB.

Also, regular attack receive full swing damage against swingblock but swingblocker recieve only half damage from the enemy's regular attacks.

If both players are swingblocking it counts like perfect parry (pls change color for less eyes-broke, for example - frozen blue) for both players now but you don't need to hit in the same direction for it but just do the well timed swingblock. It should works like perfect parry when nobody is recieving any damage. Also while perfect parry comes, the perfect parryt is a combo-breaker and only you may do is a kind of consecutive swing (it is swing when you just hold left mouse button and hold direction while slashing the air, not body), also, see the Rule#1.

Rule#2. PB now requires swingblock + standart aiming at the PB zone. Pefrect block grants you ability to do a half-swing.

If there is no swingblock swing but PB zone is hited - it is Semi-PB. Semi-PB cancels incoming damage and allows you to do halfswing. Works only while right mouse is active and you are not in attacks.

Perfect block, semi-pb and succesfull mblock (without disarming) allows you to launch a half-swing counter (like old insta-hit counter but with half-swing). That allows you (even if you do swingblock counter) launch a combo after counter. Counter-hit deals full damage nevermind what kind of swing enemy is launching next against your counter (if it isn't perfect block or mblock) and 0.7 damage if you are using swingblocking counter. Counter can't be parried and canceled, but you can disarm counter's user or just do perfect block. Literally - you are invulnerable while you are using counter-swing (but don't forget about disarm or consecutive perfect block from the enemy). After the counter-hit if enemy isn't PBed it or MBed he can't continue or launch a combo - only he may do is consecutive swing. You may protect yourself from being disarmed using swingblock-counter.

Counter doesn't supply criteria below:

While hands up animation comes (swingblock or regular - nevermind), if there will be regular hit (or comboing regular hit) against it so there will be a stagger (with animation 'Block crash' while melee). Player should recieve not only BP damage but plus HP damage (formula: ((current BP+current HP)*10)/current BP). The enemy can't launch or continue a combo, only he may do is consecutive swing against that kind of victims. The victim only can do is a walk while animation of 'Block crash' works. Also there should be visual effect of slashing with lightsaber on body and "Umf !" shout of character and saber's sound of slashing. Perfect bodyhit works only if enemy's saber hit hitboxes of body (but stagger works always). You'll knockdown enemy if he is jumping/flying with HP damage and slashing body sound (see above).

Why? Because now swing interruption is some sort of confusing shit and while that happens it is "WTF?!" only reaction and newbies are still trying to hit you and lose all their BP in finish.

If both players did perfect block while swingblocking (both) it counts like perfect parry anyway.

Rule#3. Change Mblock mechanics. The keys to do mblock will be the same, but conditions to do mblock (not succesfull, I mean as we launch spammy mblock today) will be changed. You may launch the mblock only when your saber is in #2 or #3 state, duration for succesfull PB/disarm is the time wich we used in 1.4.5 and directions are still the same too. That kind of mblock grants you PB if enemy is swingblocking (you don't need to aim to PB zones) and disarm if enemy is using regular attacks. The animation (and speed of it) of mblock is the same like in 1.4.5 (cause if it will be different it will not be able to mblock anything) and succesfull mblock with disarming allows you to launch a half swing.

Rule#4. Regular attacks VS Regular attacks. That situation happenns often when both newbie duelers are trying to spam each other. So I think there should be some fun for newbies which don't wanna go deep in game mechanics and only want to relax with holding LMB and run :D Now it is the time!
With swing's state#1 we can meet above. But what about #2, #3, #4 with regular attacks?

State #4: if right mouse is pressed it counts like ordinary blocking and non-blocking if it isn't pressed.
State #3: While enemy isn't swingblocking (it is regular hit) and if he'll recieve the hit (regular) he will be disarmed (that state works like you are just hold saber in your hands without RMB pressed and somebody is trying to hit your saber with his saber to drop it off).
State #2: Now, when sabers clashes in mid-air with regular attacks there is full damage for both players like they've recieved bodyhit but without ACM multiplier. Every hit will gain +1 ACM for both players. If there will be same directions (like perfect parry worked in 1.4.4) it'll launch a SaberLock situation. mid-air clash of regular hits doesn't affect on comboing - you may continue your attacks with combo (and emeny may do the same).

Rule#5. SaberLock. 2 saberists are trying to continue their swing directions. For example: for WA swing it is SD direction to complete the swing, but it was interrupted by enemy with his swing which is mirrored to yours so you should try to beat him (armwrestling principle). The BP is locked for SaberLock duration time. Saberlock duration time is 3 sec. If it is possible - catch the players on current animation of their swings when SaberLock happens and from that moment SaberLock starts. Both players should hold LMB (not tap) and hold the movement keys (sa a wa wd d sd) depends of what kind of PB zone is the nearest. You may press different direction key to slow down drastically (or even accelerate enemy's movement) and try to quench inertia or just release LMB and let only intertia works (more accurate). So there should be importang things: keys power gradient, intertia, SaberLock finisher zone, out of circle accidient. First 1 you may imagine like this: the closer to PB zone key you pessed is the more power it has. For example, on border with 'A' and WA PB zones it will be 50% of power for both keys and the closer WA pb zone is the more powerfull WA keys are and less power has A key (but still got power cause "A" is an adjacent key for that zone) and in total the circle where saber moves is like multiple gradient.

Simply. It should work like scroll bar with inertia :D

Inertia: there is a kind of a force that allows you to continue the saber's movement without any additional force. The faster your saber moves the more inertia it has.

SaberLock finishing zone: it is the zone which is located at the finish point of the launched swing which causes Saberlock. Finisher zone allows you to launch stylish disarm. Do do it you need press mblock with mirrored direction of swing (for example: if finisher zone is for D swing and I've achieve it I can press A+mblock keys to do disarm movement). 1 importand condition - swing should be perfectly mirrored. Then, when enemy is disarmed you may launch a finisher with left mouse button click or see how enemy is flee after the animation of disarming ends.
Out of circle accidient: if you are tryharding to reach finisher zone so intensively you may go out of circle (or cause of inertia).
(#1) Then, if LMB was pressed right in moment saberlock ends it causes a stagger for you and enemy. Both of players will recieve similar damage for their BP and will be staggered.
(#2) If LMB wasn't pressed right in moment saberlock ends there will be a stagger (or stylish spinning for both players to launch a consecutive swing) for both players but looser will recieve full damage for his BP and winner will recieve only half of that damage.

If BP<=0 after accidient, it is not only stagger but saber drops in adds. Works for both players in both situations.

Saberlock doesn't happens for W swing. It starts a situation ( #1).

If Saberlock timer was done - nothing happens (or stylish spinning for both players to launch a consecutive swing).

Rule#6. BP. BP regeneration stops while you are doing attacks (for all their duration till #4 state) or any kind of active movements (instead of walking). Swingblocking drains only half of BP per hit consume (it counts right in moment hit happens). The more BP is required for hit the more damage will recieve the enemy. For running attacks (instead of swingblock cause you can't count swingblock if you are running not holding RMB) there is penalty with additional incoming damage. If you are out of BP but still attacking - bonus of BP consuming doesn't works. Cause of that running/jumping/crouching enemy doesn't recieve any additional incoming damage.

Rule#7. Punushment for lying. W+action+LMB now works faster and now does instakill. Slapped enemy (jedi/sith) can't roll side so fast as they can do now - animation of falling still working but it interrutps with roll side animation. Only you may insta do is press space for quick get up. Also, if you are jumping forward (w+space), to enemy's face and he's attacking you - it counts like quick get up (space). Safety get up are roll side and roll back (and only if you are escaped the w+action+LMB finisher). To prevent w+action+LMB finisher you may use w+space to prevent it (instead of enemy is blocking or not), the enemy after that nonsense should fly some distance away.

Rule#8. Saber drops. Saber drops should be more stylish. It shouldn't be just drops where the enemy is just standing still. Saber should fly far away if enemy is swinging (or cause of Saberlock disarm). You may pick up your saber immediately if you can find it with crouch or roll where your saber is dropped (not just standing) or you should use force to pickup ur saber only after 10 secs you've lose your saber cause of disarm or BP=0 or saber throwing.

Rule#9. Anim-breaker. Switching weapon (to melee especially) doesn't prevent any kind of animations more and it will be the slowest animation ever.

Rule#10. You can ezly implement a huge variation of style perks thats really will help.

Additional rule#1. All kata's and flying/moving flashy specials. The enemy can't regulate the speed now - its always counts like swingblocking with regular running movement speed. You can't now hold RMB while kata and etc to prevent force uses and Force block works in kata like RMB isn't hold always. Also, while doing the kata's and flyin/moving flashy specials you'll reflect blasters fires in random direction and destroy classic sniper riffle shoots and darts. You can't block slaps or another kind of melee slaping hits. All kata's and flying/moving flashy specials are destroyable with that kind of melee slaping hits (block crash animation is working if slapped while special on the ground or knocked down if touch enemy is in special while he is jumping/flying).
You can only use consecutive swings (even with regular attacks) against enemies in specials. If you'll hit the enemy not at saber hitbox but body hitbox you'll cause a perfect bodyhit which will works like in Rule#2. And if you'll hit this sort of enemy at the saber hitbox bot the body hitbox you'll be staggered.


And other changes for jedi/sith:

0. Slaps works like only well timed interruption thing. If you are bad timed your slap it will kills you instantly. When you are using slap you can't block any swings and it will kills you if somebody hits you with a saber. Slap cooldown is 8 sec.

1. Force Lighting now affects the enemies if you fired them out of block arc. And same with other forces - if enemy shows his back to you they are in the force focus imediately. Works only with the enemies which are in force focus. Force focus distance (start focusing) is like it is now in 1.4.5. The hodling time of force focus is longed for about 0.5s when Your xhair goes out of enemy. You may force focus only 1 enemy.
2. Current saber defence BP points should be reduced by Saber 0 defence value. Saber 0 should give you BP only to block 2 swings from the most powerful style. The regen of Saber defence 0 is very-very slowly.
3. You may now deflect blasters with swingblocks. Deflected blasters with swingblocks will reflect in random direction, but if you set mblock in any direction but with good timing (with conditions for disarming) it'll reflect to the place it was shoot. Works even with saber deflect 0. You will not recieve a BP damage if you've swingblocked blaster.
4. Blasters now drains not FP but BP.
5. Poison Darts now negates FP and BP regen.
6. New ability: manual evade. Use: ability1 key + "A" or "D" key to do evade (your character only tips his body, not movement/dashing). Only 2 sides. 1 sec CD after release. Jedi/Sith can't protect himself while manual evade is active, bp/fp regen stops - it's risky.
7. Slap radius should be the same for duals/single/staff.
8. Force power now stops reget while you are in any kind of stagger or knock down status, whille you are laying or in any kind of control.
9. Force power now regen with half speed (it is like in block in 1.4.5) while using any kind of force include jumping and acrobatics and special moves and even if animation is still in work like with force push.

Change for every shooter: You can only reload full clip now. You can't fire if your clip is empty. If you'll reload your clip, it takes time for reloading till full. You can't prevent reloading with switching or another animation.

Additional rule#2. Blasters. Now, saberists takes damage from e-11 blasters (secondary fire) for 9% of their current BP if it isn't swingblocked. You may negate the damage by saber deflect option ( 1/2/4% for each level). Saberists takes an additional fixed BP damage (+6% of their BP) from blasters if saberist is in run or jump. If you are swingblocking while running or jumping - it cause 0 DMG for swingblocked blaster fire. Cause of that rule you may set the saberist to 0 BP with 5 secs of rapid fire with e-11 (100% acc). To kill the saberist you need to spend 2 clips. If you'll bodyhit the saberist while he is in force using or jumping/running with blaster it cause the perfect bodyhit with staggering or knockdown (see the additional rule#1) (works only with primary fire).

Saber Deflect #0: Newbie. You can't delfect fires with RMB. You may delfect it only with swingblocks and mblocks. The animation of deflecting doesn't even works. If enemy is shooting your saber it cause the damage for BP (and it will reflect to 360 degrees random direction from the dot on the saber was shoot and even may hurt you) , but if he is shooting to your body - you'll recieve a prefect bodyhit (see above).
Price: Cheap&Durty (0 points).

Saber Deflect #1: Your fist steps. You can deflect blasters but only in random directions. The fires can't accidiently hurts you but be carefull because you may hurt your allies. Slighty negates shooting BP damage (for fixed 1%). Reflecting angle - 270 degrees.
Price: 6 points.

Saber Deflect #2: Oh, better now. You can deflect blasters more than usual and they will fly at the random direction still but if you'll use swingblocks you may deflect it to the area your crosshair is (like fire with e-11 spreading but x1.5 wider). Also, negates the BP damage more than usual (fixed 2%).
Price: 10 points

Saber Deflect #3: Great. You can deflect fires well. Now reflected blasters while standing still will reflect with spread like fire with e-11 spreading, when you are walking the spread will be like fire with e-11 spreading but x1.5 wider (see deflect #2) and if you are jumping-running it will be like saber deflect #1 spread. You may change ur mblock to swingblock now cause with your every swingblock the fires will be reflected to the nearest enemy in 270 degrees (but only to parts that you may see, not behind Z-buffer). But with mblock it will be reflected ordinary to the shooter. Negates the BP damage up to fixed 4%.
Price: 14 points

All swingblock reflecting works only when saber is in state#2


Additional rule #3. Safety landing. Cause the more force jump you have the more higher you may safejump or fall, now your FP will burns to negates the falling damage if you are falling right in moment in any kind of knockdown or staggering animation. You can't now use any kind of rolling/quick get up right in the moment you are falling in knockdown/stagger animation - you can only use quick get up in the air (space button) only after 20 FP was burned cause of safty landing. Quick get up (space button) will costs you 10 FP (total 30).

Now formula of falling damage (FD) is: 'FD'=(base falling damage >it is HP<)*K - (FP consumed for safety falling)
K - it is a multiplier cause of falling result. K=0.8 if you are holding C for succesfull rolling and only after a quick get up, K=1 if you are landed with just quick getup and x1.5 if you are landed on your ass (in knockdown animation.

'K' may be different due to consist the conditions under:

Now you may use standart JK acrobatic mechanics after a quick get up in the air and if there is wall near.

Base falling damage is increased for x1.5 for all the classes ingame.

In total, you should safety fall from the heaven of 2 sec with using quick get up and rolling with C but your FP should be burned from 100 to 0. If you are landing on ur ass (in knockdown animation) the damage should be so huge so it isn't enough to escape the death even after all the calculations. The death point with 100 hp and 100 fp by landing on your ass should be 3 sec.

Last one hint: If 'FD'<0 then 'FD'=0.



With best regards,
[D]Evil
Are you on crack?
 

Tempest

Gameplay Design
Movie Battles II Team
Posts
740
Likes
1,137
I think it would have been better if you split saber stuff and gunner stuff into two separate posts and made them more clear (it's kind of a mosh pit of each one; quite hard to follow what the actual intentions are with all of this). Both the team overall and myself are wanting the saber system to be simpler and/or more straightforward. Not only would all of this be a huge headache to figure out/teach people trying to learn sabers but it would be a tremendous nightmare to try and actually code together (all this stuff based on saber states would basically be mixing jenga with flinch attempts at 200 ping).

Happy to see thought out ideas and such but honestly, this is just...way too much spaghetti.
 
Posts
299
Likes
184
I do agree with Temp! I think it's quite confusing to read...

You sadly need to rework the text structure my good friend, I know the struggle tho... I had the same issue on my gigantic sabering + open stuff essay at first, which btw, aint over yet.

Here's my diary! It might give you good idea on how to approach your text and separate it to be easier to read and understand.

Hardcore Battle! MB2 Idea's Diary (Revisited Class, Blaster, New deflection, Darts & more )

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

BTW! Concerning Deflection...

It seems we almost had the same vision for it! Quite glad I'm not alone to have seen it from this pecular point of view.

Now I dont agree with all of your stuff, but it was interesting to read and there was some interesting approach, keep working hard!

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Lyrion.

A person who appreciated your good efforts.



PS: Dont mind the trolls.
 
Last edited:

Hessu

Internal Beta Team
Posts
798
Likes
1,308
I do agree with Temp! I think it's quite confusing to read...

You sadly need to rework the text structure my good friend, I know the struggle tho... I had the same issue on my gigantic sabering + open stuff essay at first, which btw, aint over yet.

Here's my diary! It might give you good idea on how to approach your text and separate it to be easier to read and understand.

Hardcore Battle! MB2 Idea's Diary (Revisited Class, Blaster, New deflection, Darts & more )

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

BTW! Concerning Deflection...

It seems we almost had the same vision for it! Quite glad I'm not alone to have seen it from this pecular point of view.

Now I dont agree with all of your stuff, but it was interesting to read and there was some interesting approach, keep working hard!

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Lyrion.

A person who appreciated your good efforts.



PS: Dont mind the trolls.
Whiteknight
 
Top