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Posted: Sun Nov 19, 2006 10:52 am
by DarthZ
Thanks, DesR85!

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).
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.

Posted: Mon Nov 20, 2006 5:57 am
by DesR85
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).

Posted: Mon Nov 20, 2006 8:35 am
by Mandalorianx
DesR85 wrote: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).
first of all i dont agree with you that we should se less force powers. it's more fun if you have more power to select and use,so that you dont se the same things agen...

i think it would be cool if they combinated the "mage" power with pyshic, f.eks like force lightning with criticle strike(so that your lightsaber/blade get a lightning enchant for that attack and do some extra shock dmg)

Posted: Mon Nov 20, 2006 9:46 am
by DarthZ
Mandalorianx wrote:first of all i dont agree with you that we should se less force powers. it's more fun if you have more power to select and use,so that you dont se the same things agen...

i think it would be cool if they combinated the "mage" power with pyshic, f.eks like force lightning with criticle strike(so that your lightsaber/blade get a lightning enchant for that attack and do some extra shock dmg)
I would not like this to happen, again this adds "fantasy game" feelings which, I, do not want in a Star Wars game. The lightsaber is a lightsaber, its a weapon just like the guns we have today, they're not magic and therefor there should be no way to make it magical/seem magical or anything alike.

IMO Star Wars is one thing and fantasy (like LoTR and Warcraft) is one thing. In Star Wars everything have natural explanations (like midichlorians or whatever they're called) and in LoTR and Warcraft there is magic.

Posted: Tue Nov 21, 2006 6:55 am
by DesR85
Mandalorianx wrote:first of all i dont agree with you that we should se less force powers. it's more fun if you have more power to select and use,so that you dont se the same things agen...
Well, I wasn't suggesting less Force powers. What I want to see is Force powers that fit the Star Wars universe. Not powers that are derived from magic spells found in fantasy RPGs and implemented into the KOTOR series. Force powers like Force Bubble and Force Affliction (as mentioned by DarthZ) comes to mind, come to think of it.

After all, Star Wars is set in a sci-fi environment. I would also find it strange to see Force powers that closely mimic magic powers most commonly found in any fantasy-themed RPG.

Posted: Tue Nov 21, 2006 8:06 am
by obrad
DarthZ wrote:I would not like this to happen, again this adds "fantasy game" feelings which, I, do not want in a Star Wars game. The lightsaber is a lightsaber, its a weapon just like the guns we have today, they're not magic and therefor there should be no way to make it magical/seem magical or anything alike.

IMO Star Wars is one thing and fantasy (like LoTR and Warcraft) is one thing. In Star Wars everything have natural explanations (like midichlorians or whatever they're called) and in LoTR and Warcraft there is magic.
Midichlorians or not, you need Force to be able to use lightsaber, so it can't be weapon like any other. People in movies also use it to counter Force powers so it seems magical allright.

Posted: Tue Nov 21, 2006 9:17 am
by DarthZ
obrad wrote:Midichlorians or not, you need Force to be able to use lightsaber, so it can't be weapon like any other. People in movies also use it to counter Force powers so it seems magical allright.
You don't need the force to be able to use the lightsaber, it's just like any other weapon. The special thing about the lightsaber is that it reflects laser (energy) and can almost cut through anything. You need pretty good reflexes (reflexes given by midichlorians? (force)) to reflect bullets with it (normal men and women dont have that kind of reflexes).

I don't think its magic if you can block force lightning with it since as I said before, the lightsaber reflects energy (lightning) and as seen in the movies it can also absorb energy.

I didn't mean that we needed less force power, I just think they should remove all the "non-Star Wars" powers (example: affliction). If they want they can add 100 new force powers that we have seen or heard about that is not taken directly from Warcraft or some other fantasy game/world.

Posted: Tue Nov 21, 2006 12:33 pm
by Drunkside
Isnt magic natural in the same way the force is?:laugh:

Posted: Wed Nov 22, 2006 1:46 am
by DarthZ
Drunkside wrote:Isnt magic natural in the same way the force is?:laugh:
Nope, magic is mostly never explained. Did you ever hear any word about where magic came from in WC, TES or LoTR?

Posted: Wed Nov 22, 2006 3:29 am
by bigredpanda
Every time I hear the word "midichlorians" I get that little bit more disappointed with George Lucas.

Posted: Sat Dec 30, 2006 7:53 am
by DesR85
What about Force powers like one which gives you the ability to see through walls or a Force power that grants you the ability to hear through walls (or any other object)? Might sound like a good idea. :)

Posted: Sat Dec 30, 2006 9:32 am
by DarthZ
DesR85 wrote:What about Force powers like one which gives you the ability to see through walls or a Force power that grants you the ability to hear through walls (or any other object)? Might sound like a good idea. :)
Yea, the see through walls would probally work pretty nice; I love that idea.

The hear through walls; hm.. in KotOR? That would mean that they needs a new sound system so I think thats highly unlikley.

Posted: Sat Dec 30, 2006 9:33 am
by Mandalorianx
how about to use your force to open locked doors(i know we have lightsaber and sklls to open locked doors, but it would be fun to see the you can use force powers to open them. and for high secured doors you most have higher force point)

BTW cool idea Ders85 :)

Posted: Sun Dec 31, 2006 1:24 pm
by marten0305
Mandalorianx wrote:how about to use your force to open locked doors(i know we have lightsaber and sklls to open locked doors, but it would be fun to see the you can use force powers to open them. and for high secured doors you most have higher force point)

BTW cool idea Ders85 :)
Tha would be interesting to see in the game. Instead of having high security to open locks, you could have high wisdom. It would give an alternative way to open locks without damaging items.

Posted: Mon Jan 01, 2007 9:00 pm
by DesR85
DarthZ wrote: The hear through walls; hm.. in KotOR? That would mean that they needs a new sound system so I think thats highly unlikley.
Do you really need a new sound system to do that? :confused: I think the same sound system should be enough. Can't remember which game have this ability but I do recall that they didn't use anything fancy.

Posted: Wed Jan 03, 2007 2:17 pm
by Rackax
'editible' scenary

Ever heard of a game called red faction 2, well this game as maps that are effected by explosions or when a grenade is thrown chunks of the walls are blown out. It would be fantastic to see this in kotor3. image useing a power were the celing fell on an opponent or to rip objects of the wall and throw them at your opponent...

applogies for the spelling :)

Posted: Wed Jan 03, 2007 7:50 pm
by DesR85
Hello, Rackax. Welcome to the forums. :)
Rackax wrote:Ever heard of a game called red faction 2, well this game as maps that are effected by explosions or when a grenade is thrown chunks of the walls are blown out. It would be fantastic to see this in kotor3. image useing a power were the celing fell on an opponent or to rip objects of the wall and throw them at your opponent...

applogies for the spelling :)
That's okay. I understand what you're talking about. :) I do know of a game called Red Faction 2 but I never tried it before. This feature you speak of sounds very familiar to the environmental damage and the ability to interact with the environment used in Half-Life 2 as well. It is cool if KOTOR 3 have this, provided that they implement Havok or any other physics system into it.

Posted: Wed Jan 03, 2007 11:33 pm
by Mandalorianx
Rackax wrote:Ever heard of a game called red faction 2, well this game as maps that are effected by explosions or when a grenade is thrown chunks of the walls are blown out. It would be fantastic to see this in kotor3. image useing a power were the celing fell on an opponent or to rip objects of the wall and throw them at your opponent...

applogies for the spelling :)
it's a fun game but would'nt go that far...but i like your idea of ripping the object from the wall and trow then agenst you enemye, as long as you cant make hole in the wall and go true. reminds me alittle about Doku in hes fight agenst yoda in SW3....

Posted: Thu Jan 04, 2007 4:51 am
by bigredpanda
Rackax wrote:Ever heard of a game called red faction 2, well this game as maps that are effected by explosions or when a grenade is thrown chunks of the walls are blown out. It would be fantastic to see this in kotor3. image useing a power were the celing fell on an opponent or to rip objects of the wall and throw them at your opponent...

applogies for the spelling :)

Haven't played Red Faction 2, but I've heard of it. My only query on this would be how it was implemented. I don't know a lot about the KOTOR engine, so I'll try and state it in an overly-simple way: if you were to break down a wall, then leave that area, the game would have to remember where you broke the wall, what rubble was where, etc. If every wall/part of the scenery could be affected like that, I'm tihnking that would take a lot of memory. In a game like Morrowind, this is handled by only very specific parts of the gameworld being breakable. So I imagine you could have it so certain walls could be broken (with a big explosive animation), but I'm wondering if it would have to be so specific as to lose any benefit.

Posted: Thu Jan 04, 2007 10:07 am
by DesR85
I think the developers can just make the environmental damage aesthetic like if you happen to break a chunk of wall (or do any damage to the environment) in a certain level, it will stay there as long as you're in the level. Once you go out of that particular level and return much later, everything will be back to normal. There won't be any permanent damage, I admit, but at least it won't take a long time to load every detail of the environmental damage in that particular level.