Teras Kasi Archive

Thread: Easy fix for KD problems Holocron please read this

SEGEEK
Sat Aug 23, 2003 12:01 pm
#1

I know there is a lot of frustration for the costs of KD now, I have a suggestion that can help fix it, although i borrowed this suggestion from a post in the riffleman forum.


The problem with the old KD was the abilty to spam it endlessly without having to worry about running out, obviously we should not have a skill that keeps anything from attacking us indefinatly.


My suggestion is that we go back to the old costs for KD, but they affect the mind pool, not action. The post that i am borrowing this from in the riffleman forum suggested that all of the really powerful moves would drain the mind pool (which makes sense becuase the powerful moves should have some sort of concentraion involved).


Since mind pools cannot be fixed with stims, this would keep TK's from spamming KD over and over (which i believe was the developers original intent), without costing us 220 ham for 1 move ( that is my cost unarmed, i am not a big fan of VK's doesnt seem too 'unarmed' to me).


Besides i think this would help the game align closer to that part of the guide that says Teras Kasi involes the mind as well as the body(i am paraphrasing here)


-Hey You {Bria} Teras Kasi Master | Apprentice Sharpshooter

TheShagVirus
Sat Aug 23, 2003 12:11 pm
#2

not a bad thought....





----------------------------------------
LeXusValenTine - Master BountyHuntress
loomis001
Sat Aug 23, 2003 12:22 pm
#3

the cost for kd been reduced in test .... lets wait and see how it pans out before loom and gloom ok?



Member of the inqusitor of the Imperial Navy, imperial dark jedi
Page 1 of 1
Previous Next