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Forum: All Forums : Jedi Knight
Category: Jedi Knight - Jedi Academy
General, mapping, modeling, scripting, etc. game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Siege
dollarfiveo~rb
General Member
Since: Dec 23, 2006
Posts: 4
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Saturday, Mar. 5, 2005 06:18 am
I am one of the few to still play the dying game type of siege in jedi academy.  I wanted to talk to one of the designers of siege about their intent on several of the aspects of siege, such as the fire rate of trip mines, the jumps possible, or tactics such as pull-throwing.  I can be contacted at dollarfiveo@hotmail.com or dollarfiveo (AIM)  I contacted lucas arts first and they directed me here.  Any insight into siege would be much appreciated.
~Kevin
P.S My only problem with siege is that now it makes all other games seem boring as there is no Korriban.
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Jedi Knight - Jedi Academy
Posted: Wednesday, Mar. 9, 2005 12:05 pm
why do you want to know just out of interest?!
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dollarfiveo~rb
General Member
Since: Dec 23, 2006
Posts: 4
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Wednesday, Mar. 9, 2005 02:59 pm
Because the few remaining players of siege have gotten to know each other quite well and with those relationships comes a bit of strife over certain tactics.  I want to know how the original game designers wanted level 3 grip to be used, how they wanted dark rage to be used, and whether or not it is cheap to "MeX" (the act of laying down secondary trip mines in the hopes that you will hit your opponent.  There are a lot of things like this in JA that I'm not sure what the designers of the maps and games had in mind for it (Like all the wall runs in siege.)
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: Jedi Knight - Jedi Academy
Posted: Friday, Mar. 11, 2005 12:19 pm
I don't think you'll get an answer. But basically, it's not about how the designers WANTED you to play. They've given you certain options to play the game, and you play the game you see fit. It's not about some tactics being lame etc. The rules of the game are in the end decided by the clans playing each other in competition. On public servers, you'll just have to learn to live with the fact that people will use tactics that you don't like. The basic rule is : try to win in the limits of the game, lame or not...
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Jedi Knight - Jedi Academy
Posted: Friday, Mar. 11, 2005 12:38 pm
Quote (UniKorn @ Mar. 11 2005, 6:19 am)
I don't think you'll get an answer. But basically, it's not about how the designers WANTED you to play. They've given you certain options to play the game, and you play the game you see fit. It's not about some tactics being lame etc. The rules of the game are in the end decided by the clans playing each other in competition. On public servers, you'll just have to learn to live with the fact that people will use tactics that you don't like. The basic rule is : try to win in the limits of the game, lame or not...

:s10:
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dollarfiveo~rb
General Member
Since: Dec 23, 2006
Posts: 4
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Sunday, Mar. 13, 2005 05:27 pm
Well actually that is the argument that spurred this post.  There are ways to make it impossible for the other team to win, literally.  Most of them aren't cheats or exploits.  So basically what you are saying is that you can do anything that would make it impossible for the other team to win because the basic objective is to win.
Plus some of the things I wanted to know about were direct products of designer settings.  Also, is the person with a negative 40 score supposed to be the only thing keeping the offense back? (as is the case with "shield whoring")
I was just wondering...
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