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Summary of Features
FFAmod has many of the key features of Jedimod. These include:
 | dual and dual bladed sabers. |
 | enhanced colour control over sabers |
 | access to additional stances and special attacks |
 | kick in the air and flip off walls |
 | make choices about nerfing lunge and back attacks (1.03 vs 1.04) |
 | emotes and support for multiple taunts |
 | saber throw blocking/knockdown |
 | grappling hook |
There are a few things from Jedimod that
have been removed. These include all options in Jedimod that makes it
possible for administrators and other players to potentially cheat or
have advantage over players with less detailed knowledge of the mod.
These include: extended sabers, any kind of cheat access, and skillmode.
Also, the kick tag option has been removed as it was incompatible with
multiple duel types.
FFAmod has added the following features:
 | new roll animations. |
 | new saber sounds. |
 | grapple code has been changed to not overload +use key. Also, using the grapple will
holster your saber (by default). |
 | jetpack has been added. The jetpack uses shield energy as fuel (by default).
Use of the jetpack will holster your saber (by default). |
 | access to bindings for grapple, jetpack and saber control have
been added to the
user interface |
 | private duels have been enhanced to support three types of duel: standard, standard with throw
allowed, and full force duels that include kick damage and all force
powers. |
 | at the beginning of a duel, full health is restored, shields are
set to full power and force mana is topped up to the maximum. Sabers will not auto-ignite at the start of the
duel to allow you to make the appropriate flourish ;-). |
 | message of the day capability. The message is shown to players
when they first join a game and after a new map is started. The
duration of this message can be set -- default is 10 sec. |
 | voting can be restricted (the default) to allow only map changes and
to kick players who are mis-behaving. |
 | the range at which a duel is severed because players are too far
apart can be changed |
 | the selection of bots that can be added to the game can be
restricted to the standard game characters (this is the default) |
 | serial rotation through the taunts rather than random selection. |
 | support for independent core and glow saber colours. This also
includes some new shaders for the saber trails to produce two trails,
one for the core and one for the glow. |
 | one-click kicking -- as with older versions of the base game.
Lets face it, anyone can write a macro for one
click kicking anyway. I have also reduced the kick range of forward
kicks considerably and side kick range a small bit. |
 | adjusted height of yellow, orange and purple jump attacks to
position the attack more appropriately based on target height. |
 | free for all maps won't end if a duel is in progress |
 | default settings support balanced play
between all saber styles. |
Features that I would like to implement:
 | a small number of admin commands as an alternative to rcon. Kick,
rename, and freeze are the really useful admin commands. |
FFAmod does not have the following features, nor do I plan to add
them:
 | a damage control system. This would be easy to implement, but the
problem with them is that while they can be fun to experiment with,
they are very confusing for the user and could even lead to
cheating. Current mods with damage controls do not let you know what
the damage setting are and even if they did, the information is
useless without experimentation to understand what effect it has on
saber play. This gives a complete advantage to anyone who has played
on that particular server a lot. I prefer a constant expectation of
damage regardless of the particular whims of the server admin. |
 | duel results broadcast. Again, easy enough to do, but I think it
takes some mystery away. It is also a pain for those who are not in
the duel to have something pop up in your view at a
critical time. |
Notes:
-
Skillmode is an interesting case. Although the idea adding
skill based on your ability to aim is a good one, it fails because while
you can aim your saber blows, you can’t aim your defence! (Only promod
circumvents this problem by re-writing the entire saber attack and
defence system). Thus, a powerful, and very effective strategy to use
when playing on a server with skillmode enabled is to tip your player to
look up at the sky, use blue stance for high defensive ability and hack
only at other players heads (for 60 hit points every time you connect).
Skillmode also makes the yellow stance flip attack and the red stance
jump attack very dominant, but to really see how it can be completely
unfair, set nerf_lunge to zero so lunges can be performed in the air.
Now jump and lunge at attacker’s head. You will only need this one
move to be a thoroughly dominant player. But not in FFAmod!
- This default settings for this mod separates the stances into two
groups, standard (blue, yellow, red) and special (orange, purple).
The standard group is used for single saber play and the special
group is used for multi-saber play. This creates, effectively, two
very different saber styles that are fairly well balanced against
each other. A more complete discussion of the default settings is
provided in the administration section of this documentation
package.
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