Force Blind/Light

Status: 
Pending

New light side force power idea, as the 'Future of Lugormod' post seems to shift the focus to combat/PvP features;

Basically, combines these force powers:
http://starwars.wikia.com/wiki/Force_Light
http://starwars.wikia.com/wiki/Force_Blinding

Overwrites Force Lightning (like the merc flame attack) and requires users to charge the attack, the effectiveness depends on how much charge, and how high a level.

Charge

Does different things to different professions; Mercs will only be blinded, Light-side Jedi will be blinded for slightly less time, and Sith will also be blinded for slightly less time, but will either loose a small amount of force or be unable to regenerate force for a time or will do so slower.. Using Force Sense prior to being blinded will stop the attack, but will not unblind users, though they can still see the yellow outlines.

Light side Jedi will also gain resistance to this power as they level, the effects will be reduced in duration the more they level.

Level 1
The user must be still (perhaps meditating?) to charge. Uses 20 force/second and takes 6 seconds to fully charge, will automatically fire after 5 additional seconds

(Having effects/ships/wedge_bomb or howler/sonic play on the user's hand would look alot like the picture above, or perhaps rockettrooper/light_cone)

Uncharged attack: Does nothing, just wastes force
25-90%: Does nothing, just wastes force
Full Charge: Target's screen flickers for 2 seconds

Level 2
The user must be still (perhaps meditating?) to charge. Uses 15 force/second and takes 5 seconds to fully charge, will automatically fire after 5 additional seconds

Uncharged attack: Does nothing, just wastes force
25-90%: Makes targeted player see a flashing effect that flickers from solid to semi-transparent (To get what I mean, \place fx_runner 40 fxfile,demp2/altdetonate,delay,60) the flicker speed and duration (and thus how hard it is to see) depends on how much charge, but shouldn't last more than 3 seconds (i.e, charging for only 2 seconds would make a quick single flash but almost full charge will cause the user's view to flicker for several seconds)
Full Charge: Flickers rapidly for 4 seconds, and if used on a Sith, slows the Sith's force regen speed by 1% for the duration of the flash

Level 3
The user no longer needs to sit still to charge. Uses 15 force/second and takes 3 seconds to fully charge, will automatically fire after 5 additional seconds

Uncharged attack: Turns target's screen white for half a second
25-90%: Turns target's screen completely white for 1-3 seconds, depending on how much charge
Full Charge: Turns target's screen completely white for 4 seconds, and if used on a Sith, slows the Sith's force regen speed by 15% for the duration of the flash

Level 4
Uses 10 force/second and takes 3 seconds to fully charge, will automatically fire after 5 additional seconds

Uncharged attack: Turns target's screen white for half a second
25-90%: Turns target's screen completely white for 1-4 seconds, depending on how much charge
Full Charge: Turns target's -and anyone within a small distance of the target- screen completely white for 5 seconds, and if used on a Sith, slows the Sith's force regen speed by 30% for the duration of the flash

Level 5
Engulfs the user's body in a ball of light (effects/misc/possession?), blinding all who are looking.
Uses 10 force/second and does not need to be charged, will last as long as the user holds down the bind, up to 5 seconds

Turns the screen of anyone within a radius from the user completely white for 2 seconds, and the targeted -and anyone within a small distance of the target- player's for 5 seconds. And if targeted player (not others caught in radius, that'd be overpowered) is a Sith, slows the Sith's force regen speed by 90% for 6 seconds
If possible, radius blindness only applies to players facing the user of this force

Fairly sure this won't be added, but perhaps you would be open to other force powers, I had a bunch but forgot.

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Siebe
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Joined: 05/26/2010
not a bad idea, but then you

not a bad idea, but then you would have to add a dark side power as well, to keep the balance and number of forces the same, unless you wanted to have this replace a light side force

Hacky1432
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Joined: 05/20/2010
Wouldnt that

Wouldnt that Clientside?...
Btw really Nice Idea^^

Crazy Assassin
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Joined: 05/13/2010
I do believe the flashes are

I do believe the flashes are client-side.

I have a mod that removes the flash from the concussion/explosion.efx, and it always works, showing that effect data is not sent from the server to clients.

Caboose
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Joined: 05/08/2010
the server can tell the

the server can tell the client what effect to play though

Euclid
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Joined: 05/23/2010
this would be incredibly

this would be incredibly annoying

...i like it!

iMp
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Joined: 05/15/2010
interesting :o

interesting :o

Crazy Assassin
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Joined: 05/13/2010
Sure, you can make the client

Sure, you can make the client play an fx, but in 30 seconds I'll write you a replacement efx file that lacks the flash.

KOC
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Joined: 05/21/2010
IIRC, T2 had something that

IIRC, T2 had something that obstructed the user's view.

Crazy Assassin
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Joined: 05/13/2010
Maybe a fade-to-black concept

Maybe a fade-to-black concept would work better...

MontGomery
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Joined: 05/16/2010
Naiz

Nice idea, but it could cause some lags on client side.

Edit: One could use this as a neutral power, to replace force sight. That way both Dark and Light Force uses can use this.
Also, it might be complicated with the Force Resistance (Ysalamiri)

GiZkA
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Joined: 05/07/2010
I agree with Mont's

I agree with Mont's suggestion for it being added as a neutral power rather than a lightside power (I think that this was a darkside power in KotOR, though I'm not sure. If true, having it exclusive to lightside would not be correct), however I do not think that it should affect the availability of force sight.

KOC
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Joined: 05/21/2010
I'd rather see it as

I'd rather see it as light-only, I have an idea for a darkside power that balances it out but want to see if Robo will even entertain the idea of additional forcepowers first.

Siebe
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Joined: 05/26/2010
well go ahead and post the

well go ahead and post the ideas. because I'm sure he won't add it unless he knows there is a suitable balance for it. if he adds it at all

Euclid
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Joined: 05/23/2010
if he even still plans on

if he even still plans on coming back at all*

RoboPhred
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Joined: 05/06/2010
Additional force powers no,

Additional force powers no, alternate force powers yes. As long as the power is reasonably related to an existing one than it fits into 3.x/4.x plans. As for the effect, I can use the falling-to-death blackout but remove the death part, as I did in Euka. This does seem more like a dark side power though, and doesn't really fit into the idea of force sense. Perhaps use it as a method for an alternate force drain that drains stamina as opposed to health, causing the player to black out for a bit.