Covers melee, duel system, lock ons, swooping. Original stance idea by Zeonix
Design Goals
1. Integrate advanced melee with simple melee
2. It must stay true to the game
3. Allow for duels
4. Automate what should be automated
Introduction
We’re probably never going to reach a consensus on what the perfect melee system is. In this design we’ve tried to come up with something that we would like while keeping in mind the desires of other people.
Before we delve into the actual melee concept, it's important to look back and realize why the system in 1.2 was a failure.
1. We had two separate, competing melee systems. Logically, someone trying to get good at the game is going to opt to use whichever system does the most damage.
2. Advanced melee required little skill and did little damage.
3. The outcome of an advanced melee fight relied heavily on luck
4. Advanced melee amounted to what was essentially DDR
5. Players became too good at simple melee making the game hard to learn for new players.
6. The recovery time for simple melee was a bit much. A player stuck on the ground would end up dying rather quickly.
7. There were many things that should have been automatic and weren't (ie: A player hit to the wall should jump off that wall automatically provided they have enough ki, recovery after a simple melee hit should be automatic, etc.). These are things that the player is expected to know, but of course no one new to the game does.
8. Simple melee combos too easy to do
I personally feel that what we've come up with addresses every one of these points.
Integrating Advanced Melee and Simple Melee
Instead of advanced melee being separate from simple melee, the entire melee system should be viewed as one whole experience.
- In order to initiate a melee hit, one swoops into the opponent with melee selected. No mouse buttons will be held down
- Depending on where you hit your opponent determines what type of move is initiated. For example
Hits from above / below: Quick throws
Side hits: Grab divebomb
Back hits: Simple melee
Head on hits: Rock paper scissors (read next section)
This brings us to the next aspect of our melee system
Fighting Stances
There will be three fighting stances. You can cycle between fighting stances by pressing left click or right click with melee selected. There can be a part on the hud that tells you your current stance
Offensive / Strong: Deals more damage, uses more ki/stamina, less speed
Defensive: Can guard against damage (so it can kinda cancel out strongs power), a good balance on speed, quick attacks and more use out of block
Neutral: Accentuates ki use, everything from flying to teleporting costs less, raises speed and endurance (less stamina use), good use of combo's
When you make a hit, depending upon what fighting stance you're on will determine what type of move is performed. For example, if you perform a melee hit from below in the offensive fighting stance, a quick throw would be performed, but in a defensive fighting stance, a prepunch like attack might be performed.
Head on hits will be a rock paper scissors like system with the winner performing a simple melee hit. If two people that are on the same stance collide with one another, I think it would be cool if they were randomly teleported around the map a few times with one of those sprites that makes it look like a big hit. During this automated scuffle, the player can do nothing but watch, both players will take a hit in health.
This system allows us to add 6 unique moves, 2 for each form (back hits will always be simple melee as back hits are hard to perform and simple melee hits are instant damage).
The following is a quickly thrown together list of possible moves. It is only used to better explain our melee concept, the moves themselves are all just fillers
Offensive / Strong:
- above / below: A far simple melee hit akin to 1.1, hit does more damage than a regular simple melee hit
- side hits: Dive bomb
- back hits: Simple melee
Defensive:
- above / below: Quick throws
- side hits: Prepunch like attack
- back hits: simple melee
Neutral:
- above / below: some type of hit followed by a ki move
- side hits: We ran out of ideas, use your imagination
- back hits: simple melee
Lock On
Do you remember the lock on target box from 1.1? This should be brought back, but it should work automatically. If you hit another player with melee, the lock on box (no longer will it be a red box, it should be a nifty looking sprite) will automatically appear around that player. If you get hit by another player with melee, the lock on box should appear around that player. The box goes away when you die or the opponent dies. You can only be locked onto one person at once.
This will allow for one to easily keep track of their opponent and best of all, requires no effort at all from the player. When a new lock on is made, text should appear on a players screen telling them who they are locked onto.
Duel System
A duel system, similar to that of the game "Jedi Knight: Jedi Outcast".
Initiating the duel
- Initiated by opening up the scoreboard (tab) and right clicking on a players name
- Upon right clicking a players name, text will appear on your screen stating "You have challenged (Player name here) to a duel!"
- Upon right clicking a players name, text will appear on their screen stating "Sub has challenged you to a duel! Press J to accept or K to reject"
- If a player does not press J or K after 20 seconds, the game assumes that the duel is rejected
The actual duel
- Health resets for both players
- PL is set to 800,000 for both players
- The two players in the duel will be invincible to everyone not in the duel
- Likewise, everyone not in the duel will be invincible to everyone in the duel
- Before the duel starts, both players are frozen for three seconds, with text flashing on their screen stating "3... 2... 1... GO!"
- Duels are limited to melee, kiblasts and generic beams. No other attacks allowed
- No one else will appear on radar except for the other player participating in the duel
Exiting a duel (Need suggestions / crits)
- When one player dies, the duel ends
- Players may cancel a duel in progress by pressing the button K
- Upon pressing K, the player choosing to cancel will be frozen in place for 20 seconds. He is at the mercy of the player he is canceling on. This is to prevent players from exiting a duel in order to avoid death
- The player who is not canceling will get text which appears on their screen stating "(Player name here) is canceling the duel! Press K to cancel the duel immediately, wait 20 seconds for the duel to be over, or finish him off"
- Upon leaving a duel, your PL and Health return to the state they were in before entering the duel
Misc.
- Cvar to turn duels on / off. This cvar should be on by default
- Cvar to turn off duels canceling after one player dies. This will eliminate the need for private duel servers (Pretty cool if you think about that). This cvar should be off by default
- In the advanced section of the options menu will be a checkbox stating "Disable duel requests" This will be for players who never want to partake in duels, it'll be off by default
- Duels are limited to 1 v 1's
- Multiple duels will allowed to be going on at once
This duel suggestion written by Zeonix and Sub. Original thread
Automation
- For simple melee hits, when one is hit against a wall, they should automatically jump off provided they have the ki.
- When hit directly onto the ground with simple melee, one should automatically jump up provided they have the ki
Swooping
While technically not apart of the melee system, it is very important to melee. When swooping, pressing the fly button should make you perform a drift, dropping you out of fly mode.
We still have two swoops, and it's still completely unnecessary. I suggest we have a single swoop where you start out with a base speed, and the longer you swoop the faster you go until you reach that particular character's max speed. This eliminates the need for a second faster swoop. Alternatively, you start off with a base speed and you can control your speed by scrolling up or down on the mouse wheel. The faster you go, the more ki you use.
That is all. If you have read all of this, you are my hero.
Design Goals
1. Integrate advanced melee with simple melee
2. It must stay true to the game
3. Allow for duels
4. Automate what should be automated
Introduction
We’re probably never going to reach a consensus on what the perfect melee system is. In this design we’ve tried to come up with something that we would like while keeping in mind the desires of other people.
Before we delve into the actual melee concept, it's important to look back and realize why the system in 1.2 was a failure.
1. We had two separate, competing melee systems. Logically, someone trying to get good at the game is going to opt to use whichever system does the most damage.
2. Advanced melee required little skill and did little damage.
3. The outcome of an advanced melee fight relied heavily on luck
4. Advanced melee amounted to what was essentially DDR
5. Players became too good at simple melee making the game hard to learn for new players.
6. The recovery time for simple melee was a bit much. A player stuck on the ground would end up dying rather quickly.
7. There were many things that should have been automatic and weren't (ie: A player hit to the wall should jump off that wall automatically provided they have enough ki, recovery after a simple melee hit should be automatic, etc.). These are things that the player is expected to know, but of course no one new to the game does.
8. Simple melee combos too easy to do
I personally feel that what we've come up with addresses every one of these points.
Integrating Advanced Melee and Simple Melee
Instead of advanced melee being separate from simple melee, the entire melee system should be viewed as one whole experience.
- In order to initiate a melee hit, one swoops into the opponent with melee selected. No mouse buttons will be held down
- Depending on where you hit your opponent determines what type of move is initiated. For example
Hits from above / below: Quick throws
Side hits: Grab divebomb
Back hits: Simple melee
Head on hits: Rock paper scissors (read next section)
This brings us to the next aspect of our melee system
Fighting Stances
There will be three fighting stances. You can cycle between fighting stances by pressing left click or right click with melee selected. There can be a part on the hud that tells you your current stance
Offensive / Strong: Deals more damage, uses more ki/stamina, less speed
Defensive: Can guard against damage (so it can kinda cancel out strongs power), a good balance on speed, quick attacks and more use out of block
Neutral: Accentuates ki use, everything from flying to teleporting costs less, raises speed and endurance (less stamina use), good use of combo's
When you make a hit, depending upon what fighting stance you're on will determine what type of move is performed. For example, if you perform a melee hit from below in the offensive fighting stance, a quick throw would be performed, but in a defensive fighting stance, a prepunch like attack might be performed.
Head on hits will be a rock paper scissors like system with the winner performing a simple melee hit. If two people that are on the same stance collide with one another, I think it would be cool if they were randomly teleported around the map a few times with one of those sprites that makes it look like a big hit. During this automated scuffle, the player can do nothing but watch, both players will take a hit in health.
This system allows us to add 6 unique moves, 2 for each form (back hits will always be simple melee as back hits are hard to perform and simple melee hits are instant damage).
The following is a quickly thrown together list of possible moves. It is only used to better explain our melee concept, the moves themselves are all just fillers
Offensive / Strong:
- above / below: A far simple melee hit akin to 1.1, hit does more damage than a regular simple melee hit
- side hits: Dive bomb
- back hits: Simple melee
Defensive:
- above / below: Quick throws
- side hits: Prepunch like attack
- back hits: simple melee
Neutral:
- above / below: some type of hit followed by a ki move
- side hits: We ran out of ideas, use your imagination
- back hits: simple melee
Lock On
Do you remember the lock on target box from 1.1? This should be brought back, but it should work automatically. If you hit another player with melee, the lock on box (no longer will it be a red box, it should be a nifty looking sprite) will automatically appear around that player. If you get hit by another player with melee, the lock on box should appear around that player. The box goes away when you die or the opponent dies. You can only be locked onto one person at once.
This will allow for one to easily keep track of their opponent and best of all, requires no effort at all from the player. When a new lock on is made, text should appear on a players screen telling them who they are locked onto.
Duel System
A duel system, similar to that of the game "Jedi Knight: Jedi Outcast".
Initiating the duel
- Initiated by opening up the scoreboard (tab) and right clicking on a players name
- Upon right clicking a players name, text will appear on your screen stating "You have challenged (Player name here) to a duel!"
- Upon right clicking a players name, text will appear on their screen stating "Sub has challenged you to a duel! Press J to accept or K to reject"
- If a player does not press J or K after 20 seconds, the game assumes that the duel is rejected
The actual duel
- Health resets for both players
- PL is set to 800,000 for both players
- The two players in the duel will be invincible to everyone not in the duel
- Likewise, everyone not in the duel will be invincible to everyone in the duel
- Before the duel starts, both players are frozen for three seconds, with text flashing on their screen stating "3... 2... 1... GO!"
- Duels are limited to melee, kiblasts and generic beams. No other attacks allowed
- No one else will appear on radar except for the other player participating in the duel
Exiting a duel (Need suggestions / crits)
- When one player dies, the duel ends
- Players may cancel a duel in progress by pressing the button K
- Upon pressing K, the player choosing to cancel will be frozen in place for 20 seconds. He is at the mercy of the player he is canceling on. This is to prevent players from exiting a duel in order to avoid death
- The player who is not canceling will get text which appears on their screen stating "(Player name here) is canceling the duel! Press K to cancel the duel immediately, wait 20 seconds for the duel to be over, or finish him off"
- Upon leaving a duel, your PL and Health return to the state they were in before entering the duel
Misc.
- Cvar to turn duels on / off. This cvar should be on by default
- Cvar to turn off duels canceling after one player dies. This will eliminate the need for private duel servers (Pretty cool if you think about that). This cvar should be off by default
- In the advanced section of the options menu will be a checkbox stating "Disable duel requests" This will be for players who never want to partake in duels, it'll be off by default
- Duels are limited to 1 v 1's
- Multiple duels will allowed to be going on at once
This duel suggestion written by Zeonix and Sub. Original thread
Automation
- For simple melee hits, when one is hit against a wall, they should automatically jump off provided they have the ki.
- When hit directly onto the ground with simple melee, one should automatically jump up provided they have the ki
Swooping
While technically not apart of the melee system, it is very important to melee. When swooping, pressing the fly button should make you perform a drift, dropping you out of fly mode.
We still have two swoops, and it's still completely unnecessary. I suggest we have a single swoop where you start out with a base speed, and the longer you swoop the faster you go until you reach that particular character's max speed. This eliminates the need for a second faster swoop. Alternatively, you start off with a base speed and you can control your speed by scrolling up or down on the mouse wheel. The faster you go, the more ki you use.
That is all. If you have read all of this, you are my hero.