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the advance melee is a really good idea, im serious =p it's just that imo doesn't last long and is very short, then you're knocked back far away
so the current system is:
1. you input your attacks and wait for yourself to attack.
2. at the end of the input, your attacks are then initiated.
3. the opponent will then have to input the correct arrows to block/dodge your attacks.
4. the tables are then turned.
5. amount of time you have to input depends on when you start the combo, and how many arrows were dodged.
my idea is:
1. you are continously inputting arrows, which will show at the bottom.
2. once an arrow is inputted, your attack is then initiated.
3. your opponent will have to continuously dodge your attacks. if your opponent CANNOT dodge any of your attacks, there will be a max of 7 hits IN A ROW from your part then you are both knocked away from melee.
4. your opponent will have to dodge a total cumulative of 6 hits to be able to counter your attacks and then will be able to continously input their attacks.
5. you will then have to dodge a total cumulative of 6 hits for the tables to turn again.
6. this melee will go on continous and will not END unless one of the following happens: a) the opponent can't dodge 7 hits IN A ROW and you are both knocked away. b) either one dies. c) having two (or three) hard hits in a row connect which will have you hitting them far away.
how my system will benefit melee:
1. longer fights
2. if your oppoennt sucks, they can't retaliate. this makes more sense =o.
3. in order for an enemy to attack you they have to counter your hits first, instead of always giving a chance with the turn based melee. think about it, if you want the melee to end right away, take the damage and get knocked out. if you want to try your luck to counter attack, then try to dodge the arrows. light hits will have faster arrows with the least chance of random, medium hits will have regular arrows, hard hits will have slower arrows with the most chance of random.
wiill update more when i think about it.
so the current system is:
1. you input your attacks and wait for yourself to attack.
2. at the end of the input, your attacks are then initiated.
3. the opponent will then have to input the correct arrows to block/dodge your attacks.
4. the tables are then turned.
5. amount of time you have to input depends on when you start the combo, and how many arrows were dodged.
my idea is:
1. you are continously inputting arrows, which will show at the bottom.
2. once an arrow is inputted, your attack is then initiated.
3. your opponent will have to continuously dodge your attacks. if your opponent CANNOT dodge any of your attacks, there will be a max of 7 hits IN A ROW from your part then you are both knocked away from melee.
4. your opponent will have to dodge a total cumulative of 6 hits to be able to counter your attacks and then will be able to continously input their attacks.
5. you will then have to dodge a total cumulative of 6 hits for the tables to turn again.
6. this melee will go on continous and will not END unless one of the following happens: a) the opponent can't dodge 7 hits IN A ROW and you are both knocked away. b) either one dies. c) having two (or three) hard hits in a row connect which will have you hitting them far away.
how my system will benefit melee:
1. longer fights
2. if your oppoennt sucks, they can't retaliate. this makes more sense =o.
3. in order for an enemy to attack you they have to counter your hits first, instead of always giving a chance with the turn based melee. think about it, if you want the melee to end right away, take the damage and get knocked out. if you want to try your luck to counter attack, then try to dodge the arrows. light hits will have faster arrows with the least chance of random, medium hits will have regular arrows, hard hits will have slower arrows with the most chance of random.
wiill update more when i think about it.