PRAETORIANN
Veteran
this mod changes game good job i fell like assasin when i play multiplayer on night map
good job
good job
If being just a multiplayer Naruto mod the below could work out.
First release would be a submod, so only focussing on a small portion of the Anime. Invasion of Pain Arc would be great for example.
In that situation there would be two factions:Konoha and Pain.
Pain: 7 Players Max. 1 Player max for each "Character" class. The player will be forced to look like the anime character their representing. (6 Paths of Pain and Konan)
So an example of one of the Classes for Pain
- Deva Path.
*Shinra Tensei (Pushes enemies away around you, knocking them down, and causes damage depending on distance.)
* Banso Tenin (Pulls enemies towards you, knocking them down)
* Chibaku Tensei ("Trows" a small orb, all enemies around it within a certain distance will be pulled towards it)
* Levitation (Bear Force II style.)
* Chakra Blade
Konoha: No Player Limit. 1 Player limit for each Character "Class"
So after picking Konoha you have to select either Character or General Ninja. If you pick character you will look like the character and only be able to pick out of their attacks.
So for example a Character Ninja:
- Sage Naruto
* Rasengan (If it hits it does a lot of damage and trows enemies backwards knocking them to the ground)
* Rasenrengan (Rasengan showing it both armes, same effect but more damage then ordinary Rasengan, 1 hit kills)
* Fuuton: Rasenshuriken (Trows it, where it hits it creates a "explosion" 1 hit kills)
* Kage Bunshin (Summons a clone with the same abilities as you)
* Tajuu Kage Bunshin (Summons several clones with the same abilities as you)
* Summoning Frogs (Can summon a large AI frog (It will be as large as possible without making it unhitable at certain points) which attacks enemies, it may also use special techniques at random)
* Kunai
* Shuriken
* Smokebomb
And a General Ninja:
- Konoha Ninja (Only forced armor for accurate looks)
* Kunai
* Shuriken
* Smokebomb
* Elemental Chakra Attacks (Have to specify on your element after picking a Ninja)
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What would make combat unique is the unique mobility and agility people have, having no pause after jumping and just increased genereal swiftness. However the players and attacks would be slowed down a bit, to make it possible to react to it in time.
Ofcourse there would also be unique buildings and maps to set the mood right.
Also making it unique would be a "Chakra" gauge below your health. (Again, Bear Force II style) Certain attacks need Chakra, so as you use them Chakra depletes. If you have 0 Chakra you can't use those attacks anymore. You regain Chakra if you kill a enemy Character so you would have to use it wisely. When using a Chakra attack you make a certain animation, leaving you open for a short time so its not really viable to use in close combat. To avoid Jump spam (It will be quicker to move with jumping), jumping should also deplete the Chakra bar. (At a very small cost ofcourse)
Whats also unique is that your Ninja has a certain elemental affinity (Or multiple for Character players). So a player having Earth affinity will get more damage if hit with a Lightning Attack for example.
The combat would make it most unique. With Melee, Ranged attacks but also powerfull Chakra attacks to mix things up. Melee while unarmed would also do more damage to reflect the combat. There will also be new unarmed melee animations to fit with the mood. A Kick will now do more damage and knocks opponents down. Damage will be "Realistic", so its easy to die and you need to rely on skill to survive.
Most special would be the the special characters, they will be stronger then general Ninja that people can be however its still skill and techniques which can make you win.
itsaraofgod said:in my late game some armor,clothes and throw sword are disappear from the shop. how can i fix this?
sorry for my bad english skill.
aronccs said:Angry Farmers? LOL
Constantinus said:I have just downloaded the mod yesterday after a few months break playing the M&B. The mod is awesome - especially animations. And it is not bugged like other modes (Shogun). The choice of weapons is awesome: I like O-Dachis and Ninja armor - and here they are. So first of all thanks for the great work.
But since I had a lot of experience playing other mods, I would like to share my thoughts on the possible improvements:
Realism (I know it is rather a cinematic mod, but this concerns fighting mechanics):
1) Shurikens overpowered (both range and damage). Originally this weapon is not designed to deliver lots of damage, but to cause pain and destraction.
2) Connected to the first one - the scripted injury shock would solve the problem. When the enemy recieves lots of non-lethal damage he is likely to be stuned for several seconds. Would be nice for the non-lethal katana strikes too, since this looks stupid when you deliver the swing to the opponent's body and he continues atacking you like nothing happened. This kind of injury was implemented in the 1866 mod for the first M&B - so that the bullet injury would stun enemies like in the films, when they got shot at and stay there looking where to fall down . Fits with the samurai theme pretty well too. Just look for the proper code in the 1866.
3) Thrown wakizashi can't do more damage than a thrusting atack by it hand-held. This is just not right. Lower the damage - it would still be beneficial to throw wakizashi if you implement no. 2. since it will stun the opponent giving you some time to get in close and finish him with the katana strike.
4) I believe, that the large (two handed only) swords are under-powered (those should by no means do less damage vs. naginatas ect. - since naginatas were designed as the cheaper versions of large swords). Maybe you can tweak this a bit to make them usefull - at present they are not better than the best one/two handed katanas, though obviously longer (which in my book means more damage due to the wider arc of the strike).
Shields:
Using off-hand katana and wrist-guard as a shield is fine idea, I love it. But those shouldn't block arrows. You can't block arrows with those really And there were special shields to protect from arrows in Japan:
http://t3.gstatic.com/images?q=tbn:ANd9GcSM0riIs4Z8rHabkxlBwmZ8QfkxeW6E1NEwl2b1BY91gTmiG5vV
Here is the historical reference link:
http://books.google.ru/books?id=eyMYelZlKekC&pg=PA89&lpg=PA89&dq=medieval+japanese+shields&source=bl&ots=mqxAuufNZ8&sig=TlBlgqLqaq3npjev6EMvrykb5n4&hl=ru&ei=mppnTsrCJIzt-gawhfDuCw&sa=X&oi=book_result&ct=result&resnum=5&ved=0CEEQ6AEwBA#v=onepage&q=medieval%20japanese%20shields&f=false
Basicaly those are the tower shields used during sieges and large battles to protect from arrows. Those should really be introduced into the mod. Make them cumbersome, so that one would want to drop it as soon as he got into the proximity of archers, rather than carry it over the back.
Basicly that's it. It would be nice to see the japanesse castles/taverns ect. instead of the european ones though.
Thanks for the great work again.
Montavious said:Does this work for the latest version of warband?