WIP: Force rebalanced (1.02)

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Boothand
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WIP: Force rebalanced (1.02)

Post by Boothand »

Tonight I started a project to make force gameplay balanced for fair fights in 1.02. I tried it some with Milka, and we both like it pretty well so far.
The goal is to be able to play FF with no restrictions.

What's been changed so far:
  • Force drain gives you health like usual, but takes no force from the opponent. Advantage over heal: Can manage how much force to use if not much health needed. Disadvantage to heal: Needs an opponent for getting health, and is pullable/pushable during draining as usual.
  • Force heal lvl 3 requires 50 force points to gain 50 health. This makes it impossible to keep on using force protect forever + heal. Advantage over drain: Independent force that requires no opponent. Disadvantage: Is more expensive and needs at least 50 force points to use.
  • Force grip doesn't do damage, and doesn't 'cripple' you after 2 seconds. This seems to also eliminate the problem of wallgrip, since you can pull/push whenever they appear, without being unable to use force.
  • Saberthrow reduced from 30 to 10 damage.
  • Force absorb takes a lot of force, and can't be used without draining yourself of force quickly. Absorb also doesn't absorb any powers, so it's a one-way ticket, but may cleverly stop pulls/pushes at the right moment. Absorb may still be drained for HP.
  • Force lightning does half the damage it used to.
To-do list:
  • Fix: Force drain still hinders you from regaining force even though it doesn't take force. Shouldn't have any impact whatsoever.
  • Fix: If you jump and then get gripped, you don't regain force. Should always regain force when not using force powers. Jump may be an exception.
  • If an opponent is out of rage and with low hp, and is out of reach to drain the opponent, find a way to balance it so they can't just run away and use lightning lvl2 or saberthrow.
  • Find something to substitute for Mind Trick, which no one uses and which would be OP at lvl 3 probably. Lightside is still missing an X-factor like force grip is in darkside.
  • Maaaybe if possible: Cvar for making sabers update faster even with sv_fps 20. To avoid passthroughs and things we don't enjoy.
Any other suggestions and discussions are welcome :mrgreen:
If you wanna try it out, contact me here and we'll find a time. Otherwise, maybe the devserver will be up, indicated by a fitting name.
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Daggolin
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Re: WIP: Force rebalanced (1.02)

Post by Daggolin »

Sounds to me like drain is getting too powerful now. :/
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Tr!Force
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Re: WIP: Force rebalanced (1.02)

Post by Tr!Force »

finally 1.02 balanced. thats nice for non-1.02 native players. :D

some notes....

Code: Select all

To-do list:
Fix: If you jump and then get gripped, you don't regain force. Should always regain force when not using force powers. Jump may be an exception.
just make a conditional with pm->ps->groundEntityNum == ENTITYNUM_NONE to check if is in the air,

and self->client->ps.fd.forceGripBeingGripped > level.time to check if get gripped

Code: Select all

To-do list:
Maaaybe if possible: Cvar for making sabers update faster even with sv_fps 20. To avoid passthroughs and things we don't enjoy.
Is possible, look for WP_ForcePowerRegenerate() function and see how it works

:)
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Daggolin
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Re: WIP: Force rebalanced (1.02)

Post by Daggolin »

Tr!Force wrote:Is possible, look for WP_ForcePowerRegenerate() function and see how it works

:)
That is fps-dependant, too. Maybe you can interpolate some movement instead. :/
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Boothand
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Re: WIP: Force rebalanced (1.02)

Post by Boothand »

Daggolin wrote:Sounds to me like drain is getting too powerful now. :/
Why? It only gives you health, and is a risk to use in a fight because you open yourself up completely for getting pulled/pushed without being able to resist with your own pull/push. Now that the opponent isn't losing their force when you need health, they don't get punished for taking advantage of your drain.

Possible variations are of course that drain uses more force points or one that me and Milka tried: Drain drains your opponent, just less so than the force points required to use it. So the attacker/drainer ends up with less force than the defender. However, a person with little force can still be DW'd then by a person with a lot of force.

Tr!Force wrote:just make a conditional with pm->ps->groundEntityNum == ENTITYNUM_NONE to check if is in the air,

and self->client->ps.fd.forceGripBeingGripped > level.time to check if get gripped
I actually tried this yesterday, just had put it into the wrong if-statement (the second one instead of the first). Seems to work now :D

Code: Select all

if ( /*!usingForce*/!self->client->ps.fd.forcePowersActive || self->client->ps.fd.forceGripBeingGripped > level.time || self->client->ps.fd.forcePowersActive == (1 << FP_DRAIN) )
	{//when not using the force, regenerate at 1 point per half second
		if ( !self->client->ps.saberInFlight && self->client->ps.fd.forcePowerRegenDebounceTime < level.time )
		{
			if (g_gametype.integer != GT_HOLOCRON || g_MaxHolocronCarry.value)
			{
				if (self->client->ps.powerups[PW_FORCE_BOON])
				{
					WP_ForcePowerRegenerate( self, 6 );
				}
				else if (self->client->ps.isJediMaster && g_gametype.integer == GT_JEDIMASTER)
				{
					WP_ForcePowerRegenerate( self, 4 ); //jedi master regenerates 4 times as fast
				}
				else
				{
					WP_ForcePowerRegenerate( self, 0 );
				}
			}
			(...)
	}

What we usually do for making sabers update fast is sv_fps 100. This is standard for all NF gametypes including CTF. It's not so much about force regeneration as it is about frames used for saber calculations (and some unintended saber mechanics behaviour that comes along with it, which everybody loves but can't have it in sv_fps 20). But this would make force regeneration unbalanced for force fights and it also increases ping a little bit since it does everything at a higher rate, not just a select few things.
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Boothand
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Re: WIP: Force rebalanced (1.02)

Post by Boothand »

More ideas:
  • Force Rage breaks grip, like absorb. Because if you turn on rage, which takes half of your force, you only have 2 pulls/pushes to use at best. If someone grips you, they force you to waste a pull/push if you even have any left. When in rage it's a good tactic to use force sparingly, and if you need to use them to break grip with pull/push pull-kicks, you will lose the advantage of being in rage and you won't have force powers to defend yourself when you exit rage in the end. [Edit: Have implemented this]
  • Kicks! Let's talk about kicks. Currently there's a 20% chance to fall if you're kicked. Kickluck and randomness has had its up and down moments, but randomness doesn't fit into a competitive setting. One of my suggestions that could be tried out would be that a person will fall only if you get two kicks within 2 seconds or so. Any thoughts?
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Boothand
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Re: WIP: Force rebalanced (1.02)

Post by Boothand »

Current state:

Drain: Does not drain force from opponent. Can't drain if in rage.
Heal: Higher cost (50 forcepoints) for 50 hp.
Speed: Can't resist/counterpush pushes/pulls. Lower cost.
Kicks: Knockdown not random, but requires 2 kicks within 1.5 seconds (experimental). Thanks Daggo for help with structs and timers!
Grip: Does no damage. Does no cripple. Rage breaks grip.
Absorb: Big one-time cost + big constant cost. Just a moment before empty force. Does not absorb powers used against it. Drain can get health.
Mind trick: Lasts max 1.5 seconds, but leaves behind a 'copy' to trick the opponent.
Saberthrow: Less damage (10), higher cost.
Lightning: Half damage.
Uppercut/blue lunge: Less damage, 10 instead of 35.
Kevin
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Re: WIP: Force rebalanced (1.02)

Post by Kevin »

Not sure how many players from 1.02 would end up playing with this new gameplay, but I personally like the ideas you've currently added :) Looking forward to seeing it in action :D
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Tr!Force
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Re: WIP: Force rebalanced (1.02)

Post by Tr!Force »

Kameleon wrote:Not sure how many players from 1.02 would end up playing with this new gameplay, but I personally like the ideas you've currently added :) Looking forward to seeing it in action :D
1.03 & 1.04 players appreciate it, because for most 1.02 is very unbalanced compared to the other versions :)
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Boothand
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Re: WIP: Force rebalanced (1.02)

Post by Boothand »

@Kameleon, it's already been in action with some people, most of them like it. If you wanna try, just come to the Force rebalanced devserver.
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