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Melee for ESF seems like a very delicate thing to come up with, so I will try to fabricate a system that would work for everyone.
Basic Melee
Basic Melee
Basic melee will still work as it is. You right click, a person whill be sent flying. The screen will shake somewhat hwen you do this (can be turned off/on). Increase the max hits to four, but damage decreasing by each hit.
Basic melee should be chargeable when in turbo mode. Not so much that a green bar is necessary, but basically how high jump works. If you hold down the right click, when you release, you will send a ki-using attack that does more damage and gives farther, longer knockback.
New Advanced MeleeBasic melee should be chargeable when in turbo mode. Not so much that a green bar is necessary, but basically how high jump works. If you hold down the right click, when you release, you will send a ki-using attack that does more damage and gives farther, longer knockback.
This kind of melee needs to be revamped so that it is something that new layers can easily do, but better players would be able to master and have fun with.
When two people collide with advanced melee, instead of a hand struggle, they will begin doing one of those classic DBZ battles when the punches and kicks start flying randomly. For equal oppurtunity, the arrow part will remain the same.
When advanced collides with basic melee, same thing happens as it is now.
Now the new advanced melee would work like this...Instead of going into a new mode that isolates the two playes from the rest of the game, it will be more of a real-time fight.
How it would workWhen two people collide with advanced melee, instead of a hand struggle, they will begin doing one of those classic DBZ battles when the punches and kicks start flying randomly. For equal oppurtunity, the arrow part will remain the same.
When advanced collides with basic melee, same thing happens as it is now.
Now the new advanced melee would work like this...Instead of going into a new mode that isolates the two playes from the rest of the game, it will be more of a real-time fight.
Player A flies into player B using Advanced melee. Does something like a prepunch. After that, two bars appear, which I will explain later. There are no taking turns. Player A must use W,A,D, S, Mouse 1 and Mouse 2 to fight. Mouse one handles punches, mouse 2 handles kicks, and WASD dictates the direction of the attack.
So Player A could press mouse1 and hold w, he will do a weak punch up, then he can hold A and press mouse2 to do a weak kick to the left. If Player A wants to, he can hold down mouse1/2 to make it go from weak, to medium, to strong. This is where one of the bars some in, the "Stamina" bar. The longer you charge an attack, the more the bar depletes. It will charge on it's own when not attacking.
Now what is Player B doing during this? Defending himself. By using the WASD buttons, he can hold one of them to dodge to the right, left, up, or down. So if Player A sends an upwards attack, he will need to dodge down. If it's a straight attack, any button would do. For every attack dodged, Player B's Stamina goes up. For every attack landed, Player B's stamina goes down. If Player A is throwing extremely fast weak punches and you can not dodge all of them, pressing the block button wil have you block any attack, but will decrease the second gauge, the "guard gauge". Stronger attacks deplete more of it and it can eb recovered over time or by landing hits. Player B does not have to wait for an artificial time to strike, he can strike when he sees an opening, whether it be Player A losing all of his stamina or missing a blow. However, if he presses it at the wrong time, he will suffer a counter blow.
Now what happens if the Stamina Bar is depeted? The player is stunned and can not move until it is recovered, giving the other player a chance to charge a strong attack to knock them back. Any time a hard attack lands, it will be a knockback. The bar can go empty if a) One uses too many stamina-burning attacks, causing exhaustion or b) One recieves such a good combo that they become stunned.
If the guard bar depletes, you can not guard until it recovers.
If the Stamina bar happens to be full and the opponent is stunned, weapons like the kamehameha are usable, except instead of blowing up, it sends the person flying, being engulfed by the beam/blast.
Advanced melee ends when a person is knocked back, a person dies, or no action is taken after a length of time.
MovementSo Player A could press mouse1 and hold w, he will do a weak punch up, then he can hold A and press mouse2 to do a weak kick to the left. If Player A wants to, he can hold down mouse1/2 to make it go from weak, to medium, to strong. This is where one of the bars some in, the "Stamina" bar. The longer you charge an attack, the more the bar depletes. It will charge on it's own when not attacking.
Now what is Player B doing during this? Defending himself. By using the WASD buttons, he can hold one of them to dodge to the right, left, up, or down. So if Player A sends an upwards attack, he will need to dodge down. If it's a straight attack, any button would do. For every attack dodged, Player B's Stamina goes up. For every attack landed, Player B's stamina goes down. If Player A is throwing extremely fast weak punches and you can not dodge all of them, pressing the block button wil have you block any attack, but will decrease the second gauge, the "guard gauge". Stronger attacks deplete more of it and it can eb recovered over time or by landing hits. Player B does not have to wait for an artificial time to strike, he can strike when he sees an opening, whether it be Player A losing all of his stamina or missing a blow. However, if he presses it at the wrong time, he will suffer a counter blow.
Now what happens if the Stamina Bar is depeted? The player is stunned and can not move until it is recovered, giving the other player a chance to charge a strong attack to knock them back. Any time a hard attack lands, it will be a knockback. The bar can go empty if a) One uses too many stamina-burning attacks, causing exhaustion or b) One recieves such a good combo that they become stunned.
If the guard bar depletes, you can not guard until it recovers.
If the Stamina bar happens to be full and the opponent is stunned, weapons like the kamehameha are usable, except instead of blowing up, it sends the person flying, being engulfed by the beam/blast.
Advanced melee ends when a person is knocked back, a person dies, or no action is taken after a length of time.
A swooping aura will only appear when using turbo, faster than normal swoop.
teleporting leaves after images for certain players, but Characters that can use instant transmission get "lines" and can teleport through players instead of into them.
Ki Used in Meleeteleporting leaves after images for certain players, but Characters that can use instant transmission get "lines" and can teleport through players instead of into them.
If a target is directly under the cross hair, the right click ki blast will be slighly homing, so they have a purpose instead of just making ki blobs.
If an attack is delfectable, holding right click while melee is selected will send the attack back where it came from.
Good luck to anyone who reads all of this.If an attack is delfectable, holding right click while melee is selected will send the attack back where it came from.