Topic: Saberplay
Right well I was thinking (never a good thing), about if they're where jedi in any point in the mod, how would lightsaber fighting work. I mean, they're haven't been many 1st person sword games out there. But ( ), there was elder scrolls oblivion. I don't know how many of you have played that game, but if you have then surely you know how majorly kick pie it was. And the sword fightng controls (its 1st person like bf2) were stupendous. So if you ask me, the best way to make lightsaber fighting is to emulate oblivion as close as possible. Which is what this thread is about.
There where some crucial features in oblivion that are what made the sword play so good, but some of them I'm not sure bf2 could do. The most important feature of oblivion swordplay was blocking, and teh effect it had on an opponent when he hit a blocking person. If you hit someone currently blocking it made the attacker stagger back, leaving him vunerable to be hit.
I believe bf pirates had a block feature on the cutlasses (dont quote me, my memory sucks), so I'll assume for now that thats codeable. But since I doubt bf2 can make you stagger, I was thinking maybe instead of staggering, the player could get the 'shellschock' effect to variying degrees, and his fatigue could be hurt alot.
Perhaps it could be possible to tie a player's fatigue to how quickly he can swing and block. If a player hits another blocking player to many times in rapid succesion, his fatigue would be so low that he wouldn't be able to raise his sword to block quickly. That in conjunction with the shellshock would force players to be very cautious about 'makin the first move' in a light saber duel. It would also probally due away with something that heavily plagued bf pirates, swordfighting men running at each other hitting teh swing button a million times, then goin in circles . I think that would be enough to slow down a duel enough to make it a very fun and intense experience.
Another big thing in oblivion was heavy attacks, where you'd hold down the attack to do a heavy swing. Using these after an opponent's guard is down makes quick work of them. The gernades in bf2 have a charing meter, where the longer you hold down the right button, teh farther they go. Perhaps something similar could be applied to the saber. The down sides to power attacks is they take longer (leavin ya open) and they drain ur fatigue.
Thats about all I can think of for now. I think the target the devs should set for saber combat should be a slow paced, drawn out battle (takin several hits to subdue teh other saberist). This would raise tensions very high between 2 dueling players, as they battle to get an edge. They could try to jump behind each other, get up to a roof, so tehy can hurl force powers at each other until teh enemy closes the gap again...I could go on all day. First off what pace do you think a duel should go for? I don't know how many of you have played pirates, but duels there sucked (imho). Further more, can the things I suggested above (tieing swing attacks to your fatigue bar, creating a block, and adverse effects on someone who hits a block) be done in your opinions? I know half of you don't want jedi in any period, but...that stuff sounded at least moderately cool didn't it...?

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