Saber pushing was a primitive real time combat system in Second Life. The combatants used specially scripted sabers to push their opponent closer than a certain low range when they were swinging. The victim was ejected many sims away and was considered out of the fight.
A Modern View / Weaknesses of Push CombatEdit
Now the sims can restrict the push and players prefer to use smoother combat systems, this technology is obsolete and not currently used by any SWRP sim for roleplaying purposes. Thus, as some players may still have sabers with push option turned on unintentionally (generally speaking LCK 2.0 and older), sims with unrestricted push deplore regrettable accidents.
An Alternative View / Strengths of Push CombatEdit
(By Leonardis Mission, specialist in push duelling)
The above description is how most in SWRP now regard push duelling.
However, before the advent of combat meters, push duelling was widely used as the method of warfare in SWRP, and also by some groups as a kind of sport. Certain special arenas at the bases of New Order of the Jedi, Jedi Master and other places were developed to try to limit the effect of push to manageable levels. Such arenas tended to have walls and/or a roof, and were often situated in the exact centre of a sim so that they were as far as possible away from sim boundaries which (as anyone who has ever flown a ship in SL can attest to) are terrible to cross at high speed due to the lag effect that is generated. Probably the last remaining custom push saber arena designed in this era remains at Ossus and is a floating platform in the centre of the sim with forcefield walls which were transparent from the outside (facilitating 3rd person view duelling) but which were semi-opaque on the inside (showing their position).
In fact, skilled duellists with push sabers could usually avoid being hit across several sims (unless the opponent was using an 'illegal' higher powered setting like 'high' or '1hitkill') with clever use of the SL flight controls and by developing fast reflexes. Push duelling also had the advantage over combat meter duelling in that the actual push is delivered by an invisiprim in the base of the saber blade. This meant that the position of the blade was crucial in determining the degree and effect of the push, which in turn meant that the particular animation used in that move gave different effects depending on where the 'push prim' was. Hence, the various saber forms gave different effects and also shot selection was important (as each move gave different effects), as well as timing. By contrast, combat meter duelling basically only registers keystrokes, which means that the particular 'move' that is used is irrelevant (and in fact the lightsaber itself is irrelevant and is only for show). Whilst the effect of being propelled around by a lightsaber is not realistic in the context of Star Wars, the fact that different moves have different effects and that shot selection is crucial, as well as the fact that a strike from a lightsaber is devastating (rather than just a few percentage points off one's health) most certainly is realistic and arguably surpasses that in combat meters.
Certainly, this method of duelling left much to mutual trust. 'High' and '1hitkill' modes were banned because they could propel the unfortunate recipient across sims; in general 'normal' mode was used as it was powerful enough to potentially send someone across a sim (as opposed to 'low' mode which was barely a nudge) but not so powerful as to be plainly a griefing tool. This meant that it was open to abuse, especially after the LCK Lightsaber system became opensource, which meant that the level of push could be adjusted. This meant that higher settings than 'normal' could be achieved without necessarily being as obviously illegal as 'high' and '1hitkill'. Clearly therefore, push duelling could no longer continue to be used in SWRP, especially after the advent of RCS.
The above notwithstanding, push duelling arguably has its place as an extremely skilful form of expression, more like a sport or a martial art. Those who still practice this form of duelling are enamoured of the greater speed and fluidity of the duels and the need for accurate shot selection, reflexes, timing and anticipation which is less apparent in combat meter duelling. Push duelling is also now much less intimidating now than it once was, due to changes made to Second Life's physics engine, which renders push less powerful.