DarthZ wrote:Thanks, DesR85!
You're welcome.
DarthZ wrote:
I agree with you on the point that it'd be even cooler if it affected the enviornment and maybe much more, but I'm not sure that it'd fit in a roleplaying game; it'd be very very hard to make it fit in without 1000 bugs, glitches and irretating moments (sorry for my bad english).
Well, you echoed the very same sentiments a friend of mine said when it comes to videogames in general. He studied programming before and he mentioned that adding more scripts and features is like pouring more sand unto an existing pile of sand, which will result in the sand trickling all the way down to the base. Hence, the number of bugs that will increase the more features and scripts you add. It makes a lot of sense, to be honest.
I've seen games that have rag-doll physics show strange bugs like objects getting stuck in walls. It isn't annoying, gameplay wise, but it does look strange to see an object or a body getting stuck in a wall. There are benefits when using game technologies like rag-doll physics but there will always be some oddities that come together with it.
DarthZ wrote:
Erm, what type of mage powers? Could you elaborate more on this?
Well, I mean, I don't like affliction, death field and those kind of powers (I like them, but I don't think they are good in a Star Wars game). They give me the feeling of mages/necromancers and those kind of things.. ye.
Yeah, I kind of agree here. The new powers introduced in KOTOR 2 is cool but as what you mentioned, it gives you the feeling that these powers resemble mage powers. In both the movies and the videogames, the most widely used Force power are Force push, Force choke, Force Grip (I think) and lastly, Force lightning (Sith).