RepSharpshooter ([i]The Plan[/i] Thread) wrote:Leveling Up
Not all the units are available from the start. The “better” units such as the Jedi will be unlockable through points. This makes a kind of “leveling up” system, pending that the world will have sources of points for doing positive things.
Yeah, but you've got a lot of classes there, you can only have 9 + a hero and have it fit on screen.
I don't really think we need heroes, you get better classes by point unlocking. And then there are 9 on each side, a total of 18 if we merge the teams together. Suppose we have 3 base classes * 5 levels = 15 classes + 3 jedi = 18 classes.
Super_clone, please do not use so many caps and repeated exclamation points, it helps people read your post easier.
RepSharpshooter ([i]The Plan[/i] Thread) wrote:Leveling Up
Not all the units are available from the start. The “better” units such as the Jedi will be unlockable through points. This makes a kind of “leveling up” system, pending that the world will have sources of points for doing positive things.
Yeah, but you've got a lot of classes there, you can only have 9 + a hero and have it fit on screen.
I don't really think we need heroes, you get better classes by point unlocking. And then there are 9 on each side, a total of 18 if we merge the teams together. Suppose we have 3 base classes * 5 levels = 15 classes + 3 jedi = 18 classes.
Super_clone, please do not use so many caps and repeated exclamation points, it helps people read your post easier.
I forsee a few a few problems with the system though. Only one full "set" of level ups could be on a side. For at least one class, you would have to switch over to the enemy side just to get the level up. Here's a visiual example:
also to be a jedi you would have to die/kill yourself if you're team 1, which would be an annoying hassle.
another also is this doesn't leave room for non-combat units, unless we're totally dropping that idea
Silas wrote:I forsee a few a few problems with the system though. Only one full "set" of level ups could be on a side. For at least one class, you would have to switch over to the enemy side just to get the level up. Here's a visiual example:
also to be a jedi you would have to die/kill yourself if you're team 1, which would be an annoying hassle.
another also is this doesn't leave room for non-combat units, unless we're totally dropping that idea
well its possible to give a jedi a compleatly transparent blane so if you where to give a jedi a second saber as a second primary weapon,w/ no damage properties , you would have a jedi w/ a deactivater saber, and w/ gunnmen, you would swithch to a fusion cutter
Silas wrote:I forsee a few a few problems with the system though. Only one full "set" of level ups could be on a side. For at least one class, you would have to switch over to the enemy side just to get the level up. Here's a visiual example:
also to be a jedi you would have to die/kill yourself if you're team 1, which would be an annoying hassle.
another also is this doesn't leave room for non-combat units, unless we're totally dropping that idea
That's a valid point, Maybe there could be a dummy hero, that lets you press F1 and go to the side select screen, where you can choose a different team/unit
That would make sense Rep. Another problem i noticed is if, from my example, two soldier class players wanted to fight each other, they would have to teamkill, which may or may not have a large negative effect on gameplay.
Personally i think it would be best to have the three classes and jedi on each side, which leaves three slots open for what i suggest should be the Bountyhunter class, one non-combat unit that can be in the battle arena stands/walk around the city, and maybe another class type.
Obviously, this would make the leveling up system harder or impossible. A lot of people like the system (me included), but the side layout i described seems a bit more practical. It's up to the modding community to decide i suppose
There are no non-combat units. There only will be punishment for killing inside city limits. There are no teams either. Teamkill is non-existent. There will be just "kill"
Ah, but see, I'm sure that it is possible to implement the Hero respawn code where you don't point-wise die, but you respawn and can select a new character.
RepSharpshooter wrote:There are no non-combat units. There only will be punishment for killing inside city limits. There are no teams either. Teamkill is non-existent. There will be just "kill"
oh. i didn't know that was even possible to have non-teamkill when fighting people on your side. Then your original idea would work great i suppose.
RepSharpshooter ([i]The Plan[/i] Thread) wrote:Leveling Up
Not all the units are available from the start. The “better” units such as the Jedi will be unlockable through points. This makes a kind of “leveling up” system, pending that the world will have sources of points for doing positive things.
Yeah, but you've got a lot of classes there, you can only have 9 + a hero and have it fit on screen.
I don't really think we need heroes, you get better classes by point unlocking. And then there are 9 on each side, a total of 18 if we merge the teams together. Suppose we have 3 base classes * 5 levels = 15 classes + 3 jedi = 18 classes.
So then you're planning on the two playable teams being set to friendly to each other? That would work -- set the two playables to friendly and all locals to enemy.
When i play sometimes i have to kill myself to see the switch team icon, idk why
Just so theres some variety in ideas heres my take on sides
Same as current, but:
Smuggler has shotgun rather carbine - it would have the power blast (which could be more shots per salvo). It would be a weaker shotgun so a powershot is actually useful
Rifle has frenzy feature instead
Carbine is the backup for 4 or 5 levels as backup rather pistol
At level 5, add fusion cutter to smuggley, bacta/powerup thing for soldier, maybe detpacks for scout. Or something along those lines for more weapons.
The only thing I don't like about Syth's ideas is giving the smuggler a fusion cutter as a "level up." I'm just wondering, will there even be anything that needs fixing/slicing?
On the other hand, I guess we don't want to over power the smuggler, and have everyone be it. Eh, I'll get out of this conversation, as I seem to be contradicting myself a lot .
i agree with Blade. Most of Syth's ideas are good, except waiting until level 5 to give a unit an item useless in combat. It would be usefull outside of combat only if there were things to fix, and the only thing i can think of like that would be vehicles...so instead of a fusion cutter, maybe something more useful to a smuggler (like a grenade that does no damage but blinds everyone nearby temporarily)
i like the shotgun with backup carbine later idea a lot. that has my vote
I'm just wondering, what would the Sniper feat do? I already can't remember what it did in KotOR (finished it 3 days ago ), but... would it just make the sniper rifle do more damage? Or would the 1 level sniper rifle be less accurate (you can set up some inaccuracy in the .odf, can't you?) and then the higher you get, the less it... jitters, until it's like a regular sniper rifle? (far too accurate, IMO...) Just wondering what it would do .
Well in kotor, blasters fired very clumsily. But with the sniper shot, it became both more powerful and accurate. It would sometimes even stun the foe (perhaps we could add a knockdown effect to the ordinance). I think it would just charge up like a wookie bowcaster.