I was thinking the other day, that later in the DBZ series, you see that the characters can release beams that are much bigger than earlier in the series. This is evidently due to the fact that they can put more energy into their attacks / pump them afterwards. Well, I have thought up a simpler way of calculating beam chargeup than what is in the game now. No charge bar needed (unless the team wants players to visualize how powerful their attack is).
Anyway, this idea is focused around the fact that the charge limits of powerful attacks would have to be removed. Don't dis the idea yet, there's still the KI boundary that exists (running out when charging)!
Anyway, we know that when a player transforms, their KI maximum goes up, right? So, if we were to remove the beam charge limit (normally represented by a full bar when charging), then players would be able to pump energy into their beams equal to their KI at the time. Transformations control KI maximums, and therefore, maximum power that can be pumped into a beam. And not only that, but in the case of a power struggle, if the player has pumped too much energy into their beam at start, they would not be able to pump any more into their beam after they've released it.
I would suggest making it so that, even though there is no charge bar when charging, the speed at which a player can charge their beam increases with transformations as well, so they aren't standing around forever waiting for a third of their KI to be pumped into an attack. Also, I'd ask that the effectiveness of pumping KI into a beam after it's tossed be increased slightly to help halter the efforts of players who just pump all their energy into an attack without remembering that they have to back it up if they get into a struggle.
And, there ya go. Beams get bigger and more powerful more quickly with transes, and you can keep pumping energy into a beam before firing and after firing the beam, without any restriction of how much you can pump, with the exception of your own KI limit, AND by increasing the effectiveness of after-release energy pumping, the beam charging system tailors slightly less to beam spammers, and more to those who use their attacks on the go.
*Bows*
C&C.
Mods and fixes:
- Ki does not recharge when charging an attack.
Anyway, this idea is focused around the fact that the charge limits of powerful attacks would have to be removed. Don't dis the idea yet, there's still the KI boundary that exists (running out when charging)!
Anyway, we know that when a player transforms, their KI maximum goes up, right? So, if we were to remove the beam charge limit (normally represented by a full bar when charging), then players would be able to pump energy into their beams equal to their KI at the time. Transformations control KI maximums, and therefore, maximum power that can be pumped into a beam. And not only that, but in the case of a power struggle, if the player has pumped too much energy into their beam at start, they would not be able to pump any more into their beam after they've released it.
I would suggest making it so that, even though there is no charge bar when charging, the speed at which a player can charge their beam increases with transformations as well, so they aren't standing around forever waiting for a third of their KI to be pumped into an attack. Also, I'd ask that the effectiveness of pumping KI into a beam after it's tossed be increased slightly to help halter the efforts of players who just pump all their energy into an attack without remembering that they have to back it up if they get into a struggle.
And, there ya go. Beams get bigger and more powerful more quickly with transes, and you can keep pumping energy into a beam before firing and after firing the beam, without any restriction of how much you can pump, with the exception of your own KI limit, AND by increasing the effectiveness of after-release energy pumping, the beam charging system tailors slightly less to beam spammers, and more to those who use their attacks on the go.
*Bows*
C&C.
Mods and fixes:
- Ki does not recharge when charging an attack.