Combat engine ideas for KOTOR III
How about hiting someone acidently? In both K1 and 2 when you miss the one you try to hit, you miss everything. It's actualy imposible for that to happen. Now how about this: the game doesn't determine wheter you hit a guy or not, it actualy determines where the shot will go so the first one in the way is hit. You would have acuracy, feats and some random number as variables, so it determines the angle between where you want it to go an where it goes. Also the critical hits should be determined by where you hit him: the closer to a critical spot, the bigger the multiplier. And characters should aim for the critical spots if they have high inteligence, if not then they aim for some spot they think is a critical spot (the higher the inteligence, the closer they are).Sniper shot would improve acuracy.
"Love" is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope.
HK-47
HK-47
- Darth Valthri
- Posts: 275
- Joined: Sun Jun 03, 2007 7:02 pm
- Location: I live inside your mind.
- Contact:
excellent idea. i've blasted at enemies that are behind other enemies, yet only the target is hit. would be nice to hit both of the basterds EDIT->wouldn't mind seeing some cut marks on enemies during or after a fight. along the same lines, i wouldn't mind seeing non-gorey dismemberment upon death, based on where you last hit the target<-EDIT speaking of blasting (and this may be off topic for the thread, so i apologize in advance), anybody have any ideas for blaster improvements in K2? i tend to use a creatable repeating blaster and upgrade it with targetting scope mark IV, pure rylith power cell, and mandalorian chamber mark III. i forget what the low end of the dmg is on the weapon description, but the high end is a 52-ish. please PM me with your suggestions on the upgrade and where to post questions like thisobrad wrote:How about hiting someone acidently? In both K1 and 2 when you miss the one you try to hit, you miss everything. It's actualy imposible for that to happen. Now how about this: the game doesn't determine wheter you hit a guy or not, it actualy determines where the shot will go so the first one in the way is hit. You would have acuracy, feats and some random number as variables, so it determines the angle between where you want it to go an where it goes. Also the critical hits should be determined by where you hit him: the closer to a critical spot, the bigger the multiplier. And characters should aim for the critical spots if they have high inteligence, if not then they aim for some spot they think is a critical spot (the higher the inteligence, the closer they are).Sniper shot would improve acuracy.
"You see, the war, the true war, has never been one waged by droids, warships, or soldiers. They are but crude matter, obstacles against which we test ourselves." -Kreia, 3,951 BBY
- HoldeMaster
- Posts: 14
- Joined: Wed Jul 25, 2007 2:44 pm
- Contact:
- HoldeMaster
- Posts: 14
- Joined: Wed Jul 25, 2007 2:44 pm
- Contact:
- Darth Valthri
- Posts: 275
- Joined: Sun Jun 03, 2007 7:02 pm
- Location: I live inside your mind.
- Contact:
i also agree, the game needs a fair bit of focus on the storyline. however, it'd be a terrible game if the combat is lacking in quality or style (or outright gone). i don't know about anyone else, but i don't want to be swinging a lightsaber in Runescape-style graphics
"You see, the war, the true war, has never been one waged by droids, warships, or soldiers. They are but crude matter, obstacles against which we test ourselves." -Kreia, 3,951 BBY
Yeah, if you make a game with combat engine from Super Mario no one will care about how great storyline it has.
Another idea: it would be nice to be able to train each of your hands on every level up. So you can actualy choose wheter your character is left or right handed, or maybe equaly balanced.
Another idea: it would be nice to be able to train each of your hands on every level up. So you can actualy choose wheter your character is left or right handed, or maybe equaly balanced.
"Love" is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope.
HK-47
HK-47
- Darth Valthri
- Posts: 275
- Joined: Sun Jun 03, 2007 7:02 pm
- Location: I live inside your mind.
- Contact:
new idea. not so much the graphics or anything about the fight, but an actual ability. it's called "Dying Breath". basically if someone is the last person in the party standing and they suffer enough damage to be put down to 0 VP, then this ability activates (if they have it). this allows the character to make one last attack at the target (if there's only one nearby). if that target suffers enough dmg to go to 0 VP, then the character survives. if not, then the entire party still dies.
"You see, the war, the true war, has never been one waged by droids, warships, or soldiers. They are but crude matter, obstacles against which we test ourselves." -Kreia, 3,951 BBY
- Darth Mason
- Posts: 71
- Joined: Wed Jan 04, 2006 7:15 am
- Location: a long time ago, in a galaxy far, far away...
- Contact:
Depending on how successful it is, i think KotOR III should use the DMM, Euphoria and Endorphin game engines from The Force Unleashed.
The DMM ( Digital Molecular Matter) technology is used to simulate how materials react in the game so they act like the real world matter ( that is a bit of a poor explanantion on my part but for the proper explanation see here > YouTube - Star Wars: The Force Unleashed - DMM Tech Demo
The Euphoria technology allows the gives the character basically a brain which allows them to react with the environment ( again better explanation on the video > YouTube - Star Wars: The Force Unleashed - Euphoria Engine Tech Demo) For example in the video there is a stormtrooper hanging off the edge of a bridge and when another stormtrooper is thrown towards him, the second stormtrooper grabs onto it .
From what i understand of it ( seeing as there is no audio in the vieo > YouTube - Star Wars: The Force Unleashed - Endorphin Tech Demo)
this Endorphin technology just allows the animations to be more interactive and realistic and it is being used in TFU.
If TFU is a success, then i think they should be and probably will be used in KotOR III ( if it happens). Think how good that would be force pushing your opponent into a wall and seeing him go through it or into a metal pole and seeing it bend The possibilities are almost endless ....
The DMM ( Digital Molecular Matter) technology is used to simulate how materials react in the game so they act like the real world matter ( that is a bit of a poor explanantion on my part but for the proper explanation see here > YouTube - Star Wars: The Force Unleashed - DMM Tech Demo
The Euphoria technology allows the gives the character basically a brain which allows them to react with the environment ( again better explanation on the video > YouTube - Star Wars: The Force Unleashed - Euphoria Engine Tech Demo) For example in the video there is a stormtrooper hanging off the edge of a bridge and when another stormtrooper is thrown towards him, the second stormtrooper grabs onto it .
From what i understand of it ( seeing as there is no audio in the vieo > YouTube - Star Wars: The Force Unleashed - Endorphin Tech Demo)
this Endorphin technology just allows the animations to be more interactive and realistic and it is being used in TFU.
If TFU is a success, then i think they should be and probably will be used in KotOR III ( if it happens). Think how good that would be force pushing your opponent into a wall and seeing him go through it or into a metal pole and seeing it bend The possibilities are almost endless ....
Hmm. Much fear i sense in you. Be mindful of your feelings. Fear is a path to the Dark side. Fear leads to anger, anger leads to hate, hate leads to suffering ...
- hatchetmangatto
- Posts: 6
- Joined: Thu Aug 09, 2007 7:54 am
- Contact:
- Darth Valthri
- Posts: 275
- Joined: Sun Jun 03, 2007 7:02 pm
- Location: I live inside your mind.
- Contact:
- Jedi Revan
- Posts: 34
- Joined: Wed Jan 31, 2007 4:38 pm
- Contact:
I didn't read most of the posts, so some of my ideas might have been said
- Counter Attacks: You can use new combat selections, Counter Flurry, Counter Power Attack, Counter Critical Hit, Counter Attack. If you pick Counter Flurry, and the next attack your opponent uses is Flurry, then you stop their attack and attack yourself with their defence reduced (depending on your level of counter, normal = half, improved = 3/4, master = all).
- Keep Distance: You use your weapon to make a threat to keep the distance between you and you're enemy for a little bit while you do last minute preparations (Lightsaber/melee weapons = slash the floor in front of you, Blaster/Rifles = Shoot up into the air).
- Team Attacks: You and your party members use team attacks to have more successful attacks (Ex: Another of your party uses force push you launch you forward into enemies, both hit from having force push used on you and attacks you use in mid air hurt anyone within an area) (Ex 2: One of your party members taunts the enemies leaving the enemies focused on that member, allowing you to attack while their defenses are weak).
- Counter Attacks: You can use new combat selections, Counter Flurry, Counter Power Attack, Counter Critical Hit, Counter Attack. If you pick Counter Flurry, and the next attack your opponent uses is Flurry, then you stop their attack and attack yourself with their defence reduced (depending on your level of counter, normal = half, improved = 3/4, master = all).
- Keep Distance: You use your weapon to make a threat to keep the distance between you and you're enemy for a little bit while you do last minute preparations (Lightsaber/melee weapons = slash the floor in front of you, Blaster/Rifles = Shoot up into the air).
- Team Attacks: You and your party members use team attacks to have more successful attacks (Ex: Another of your party uses force push you launch you forward into enemies, both hit from having force push used on you and attacks you use in mid air hurt anyone within an area) (Ex 2: One of your party members taunts the enemies leaving the enemies focused on that member, allowing you to attack while their defenses are weak).