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Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: SleepKiller on December 19, 2012, 03:48:17 PM

Title: Ideas required for Jedi vs Sith side mod.
Post by: SleepKiller on December 19, 2012, 03:48:17 PM
I need some ideas for classes to have in a Jedi vs Sith mod. So I have decided to ask the general population what they would like to see. So let's see them. Some ideas for classes to have. I may not use your idea exactly but I need inspiration. Try to think up of balanced force powers and such. (I am having a creative block here guys.)

Help me SWBFGamers your my only hope!
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Kit Fisto on December 19, 2012, 03:57:11 PM
First off I would look at ALL of Napseekers mods that feature Jedi/Sith in them. Try to emulate his style. I have never played a better SWBFI map with lightsaber wielders.

Now I would say make each class unique. No repeating powers like everyone having force push. Try to do something new! Like a force choke with animations or a good lightsaber throw weapon!

Really SK, look at some of Napseeker's mod maps! Here are a couple I reccomend. They will help you come up with ideas and know  how to emulate the best SWBFI jedi/sith made for SWBFI.
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=385 ( you can use your conversion of cor1 for these maps )
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=269
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=36 ( you can use your uta1 conversion for uta2, don't bother playing uta3 )

Now play all of those and if you still can't come up with stuff post and I'll try to think up some classes.  :cheers:
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: jdee-barc on December 19, 2012, 04:02:21 PM
Apprentice: Lightsaber, Weak force push. Has low jump, takes fall damage, moves fast, regenerates very slowly

Jedi Knight/Sith Lord: Lightsaber, Force Push, Force PUll. Has high jump no fall damage, moderate health regenerates moderately, moves slower

Grand Master? Idk what to call this: Lightsaber, Force Lightning, Force Repulse (powerful push), Has hover insetad of high jump, high health, very slow regeneration. moves at normal speed
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Kit Fisto on December 19, 2012, 04:03:54 PM
Jedi don't use force lightning. That's Sith exclusive.  ;)

But in the EU ( expanded universe ) some jedi use lightning...
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: SleepKiller on December 19, 2012, 04:06:52 PM
Quote from: Kit Fisto on December 19, 2012, 03:57:11 PM
Now I would say make each class unique. No repeating powers like everyone having force push. Try to do something new! Like a force choke with animations or a good lightsaber throw weapon!
That is exactly the problem. That is why I need ideas for classes because I don't want to reuse the same abilities over and over.
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Kit Fisto on December 19, 2012, 04:08:30 PM
Play all the Napseeker maps I gave you! Trust me it will help!  :tu:
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: RepComm on December 19, 2012, 04:09:20 PM
Quote from: Kit Fisto on December 19, 2012, 04:03:54 PM
Jedi don't use force lightning. That's Sith exclusive.  ;)

But in the EU ( expanded universe ) some jedi use lightning...
I find Jedis using lightning, quite boring....

I think one of the jedi's "force jump" should be just like the darktroopers jetpack, but to where you can turn it off with space bar.

So make him jump really high, and have a big gravity scale (like 15-16)   Basicly, it's darktrooper jetpack, with no effect, and you can turn it off with space bar.
It would make quite a real effect in-game.
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Ltin on December 19, 2012, 05:02:09 PM
I think the jedi hover should work like a combo (if its possible) of the dark trooper jump height, with the jet trooper controlls/jump length.
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: tirpider on December 19, 2012, 05:21:16 PM
My random.. Let me show you it..

The Jedi used the sabre and force powers, that's known.
But what other weapons would warriors from a more "elegant" age be proficient in?

Melee attacks.
We have so few of them that any would help break up repeated force powers.

Staff and Sai type weapons.
Swords (yawn) and daggers. (I'm a little tired of swords.)
Thrown projectiles would be quite deadly in the hands of a force user.

Martial arts are one, but our limited animation pool would make that very silly looking in-game.

The Jedi each had thier own specialties.  Some games have coloerd sabre blades to indicate thier specialty.

As a non-canon thought experiment, I like to imagine, the Jedi discovered armor and weapon tech that enhanced thier connection to the force.

This opens up the possibility of standard team classes like Heavy, Scout.. ect.

A Heavy Jedi might use some sort of medium to long range artillary/mortar via tech or the force.

A Scout might have the ability to zoom in very close with any weapon.  (Deadly assasin force darts?)

The regular Jedi would have the expected pull/push and sabre attacks.

Medics would heal and or drain health at incredible rates.. (I'd give these guys no armor or they would become spam)

Assault force wielders would have light armor but strong damage capabilities.

Pretty much any blaster or rifle could be tied into a "Dune" like weapon (the sound activated wierding modules), just call it force blast.

Limit the actual no-weapon" force powers to one per unit except for a possible super sith or jedi that has many at his disposal. That would be the hero or special class.



Just random un-organized flow of thoughts there.. A jedi/Sith side made up of hard hitting force users is exactly what all the movies and games have been missing.
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Gold Man on December 19, 2012, 08:02:56 PM
I don't know what you could add, other than some Jedi and Sith having actual guns instead of sabers. Perhaps these Wookieepedia articles could help?

http://starwars.wikia.com/wiki/Jedi_brute

http://starwars.wikia.com/wiki/Jedi_Sniper

http://starwars.wikia.com/wiki/Temple_Security_Force

As for Sith, your best bet would be to look up some SWTOR/KOTOR references, like Sith Troopers and the like.

Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Unit 33 on December 19, 2012, 11:25:33 PM
I don't see why some Jedi or Sith wouldn't use blasters, just because Obi wan thought they sucked it doesn't mean they all did.

So yes. Throw in some guns!
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Mr. Banthafodder on December 20, 2012, 12:49:15 AM
Quote from: -RepublicCommando- on December 19, 2012, 04:09:20 PM
I find Jedis using lightning, quite boring....

I think one of the jedi's "force jump" should be just like the darktroopers jetpack, but to where you can turn it off with space bar.

So make him jump really high, and have a big gravity scale (like 15-16)   Basicly, it's darktrooper jetpack, with no effect, and you can turn it off with space bar.
It would make quite a real effect in-game.

Personally I prefer the SWBFII jedi jump animation.
I find it much more natural than the dark trooper one.
I think it was already used in the converted death star II map.
But that's only a small detail.  :P
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Phobos on December 20, 2012, 02:12:32 AM
some ideas for force powers

force heal blast: make a jedi be able to shoot plasma blast from his hand (like the geonosian green blaster thing) that can heal any teammates it hits.
force protection: make a bubble shield like droideka except bigger, and make it protect multiple teammates inside of it like faamba
force deception: use a modified disguisekit odf to trick AI into thinking your a sith instead of jedi
force vaporize: make a force power with -100 push to instantly annihilate an enemy (give a very long reload so its not overused)
force elemental damage: a sith power which shoots both lightning beam and fire (like a flamethrower) at the enemy.

ill try think of a few more if u want
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Unit 33 on December 20, 2012, 02:54:53 AM
Yes, Jedis are more likley to have the invasive and defensive weaponry such as the disguise kit, healing, push and speed etc
While the sith would have the exploding death beam and stuff.
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Sereja on December 20, 2012, 05:55:58 AM
I belive, to create realistic jedi fight mode, you need well adjust saber meele fight. Stock sabers cause death of both units. Decreasing some way of saber damage - look's unrealistic. Lightsabers should stay totaly lethal. I think, exceptable solvation - make invisible shield protection for all jedi units, so fight will be possible to win, if player care about shield meter, and easy to loose, if you stay unprotected.
Also, you may give them reflected saber as primary weapon, with overhigh recharge time, so they will be protected, but can't make hit by it. And stock saber as secondary weapon, with no reflect ability, so jedi will be unprotected, when make a strike, and can be defeated by some blaster.
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: {PLA}gdh92 on December 20, 2012, 09:04:55 AM
Quote from: YULE-nit 33 on December 19, 2012, 11:25:33 PM
I don't see why some Jedi or Sith wouldn't use blasters, just because Obi wan thought they sucked it doesn't mean they all did.

So yes. Throw in some guns!
Fot those of you who actually care I did read in a book once about a group of force users who used blaster. So it is canon. :)
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: RepComm on December 20, 2012, 09:46:23 AM
Quote from: Phobos on December 20, 2012, 02:12:32 AM
some ideas for force powers

force heal blast: make a jedi be able to shoot plasma blast from his hand (like the geonosian green blaster thing) that can heal any teammates it hits.
force protection: make a bubble shield like droideka except bigger, and make it protect multiple teammates inside of it like faamba
force deception: use a modified disguisekit odf to trick AI into thinking your a sith instead of jedi
force vaporize: make a force power with -100 push to instantly annihilate an enemy (give a very long reload so its not overused)
force elemental damage: a sith power which shoots both lightning beam and fire (like a flamethrower) at the enemy.

ill try think of a few more if u want
I made a giant droideka shield once, unfortunately, there are 2 different parts of the sheild.. The part you see, and the invisible one that actually protects you, I never did figure out how to make that scale up though.  And the bream thing sound cool!
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Dark_Phantom on December 30, 2012, 08:34:11 AM
Quote from: -RepublicCommando- on December 20, 2012, 09:46:23 AM
I made a giant droideka shield once, unfortunately, there are 2 different parts of the sheild.. The part you see, and the invisible one that actually protects you, I never did figure out how to make that scale up though.  And the bream thing sound cool!

I did this before (I think I got it just about right with size).  Made a type of Squad Shield for stormtrooper that matched up with it.  You have to take the effects over in the side effects folders too and then you can change color, size, and all the visual stuff.  I think the Radius is a little tricky which is why they didn't match up right away
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: Darth Verik on December 30, 2012, 09:50:48 AM
Well i'd make it really badass
First of all i'd like to start of with the statement that Jedi are peacelovers and don't fight because they like fighting...their strength lies in defense, while the Sith, evil as they are try to attack and test their own strength.
Therefor i suggest the following:

Jedi's are defensive:
Jedi Padawan, he is still training..so he's the weakest. He is one of the few who still realize on the weapons...so here is your weapon expert...double pistol (jango Fett pistols), a shotgun or whatever, 5 nades, low regeneration, low force jump, low force push and pull
Jedi Guardian, his strength lies in strength, so a lightsaber, double pistols, low regeneration, only force is low...damage is high then the rest
Jedi Councilor, lightsaber, average regeneration, average force jump, average everything!
Jedi Sentinal, damage of the lightsaber and such is low, while the force ability is very high
Jedi Master, All the force abilities + lightsaber + something extra

Sith are offensive:
Sith apprentice, all low, without a lightsaber but with lots of guns and things
Sith, A lightsaber with low damage, the force usage all low, still has a few guns
Sith Marauder, Average force usage
Sith Master, High things, + something else
Sith Lord, Every force abilities...and lots, so force grip, force lighting, force push, force pull, force jump, force regeneration and a lightsaber

What do you think?
Title: Re: Ideas required for Jedi vs Sith side mod.
Post by: D4R|< $1D3 on December 30, 2012, 12:26:23 PM
Have Some Locals That Are Friendly to the jedi like some clone troopers! Mostly Blaster rifle ones?
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