Great Idea's For Esf 1.3

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Me and Nge thought these through
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Idea #1

-Add a special meter.
-The meter gradually fills when giving dmg to others with *melee*.
-When the bar fills this enables players to use their special attack

Idea #2

-The Special Attack
-When a player's Special Meter is full they can activate their special attack by hitting an opponent with basic melee and then pressing E(the use button) 3-4 seconds after hitting someone.
-When Special attack is activated, the time it takes for a player to charge a beam is reduced by half for 3-5 seconds. This gives players just enough time to pull off a kameha, big bang, or anything they want without slowing down the pace of the game at all.
-Exceptions: Can only use the Spirit bombs secondary fire. Death ball isn't able to be used as a special.
-Friezas Special: Remeber in the show where frieza charges a ball on his finger then shoots it like a gun?. Same concept maybe a tiny death ball.
-ki blasts are shot at 2 times faster then normal. For vegeta's ki blast secondary fire they are shot 3 times faster.
-gen balls/beams are shoot 2 times faster.
-This is very real to the show, they did use strong attacks in fast paced battle..


Idea #3
-Boost Meter/Rage Meter (not sure what to call it)
-The meter gradually fills while taking and giving dmg.
-Not sure what button to press to activate it.
-Boosting/Raging only lasts for 13-15 seconds.
-During a Boost/Rage A player's speed is increased by half. Players can perform 3 hits in a row instead of 2. (notice that dmg is not increased)
-Great to use when multiple enemies are in 1 area. You can use the boost/rage to fight them all off you. You could also use this to go after a stronger character with hi pl. You could also use this to run.

Idea #4

-A stun hit
- It's a strong punch/knee to the stomach. To perform the move it costs half the amount of ki as a teleport.
- It can only be used as the First basic melee hit, not the 2nd.
- A person hit with this attack recovers at half the speed it takes to recover from a regular basic melee hit.
- Using this attack gives you the ability to aim where you want to hit a player, preferably into nearby objects(walls/buildings/rocks).

Idea #4

-The Grapple. *ONly available while boosting/raging*
-The grapple can be used as a 2nd hit in basic melee.
-To engage in a grapple you fly into your opponent without holding anything
-After engaging your player grabs the other player by the throat. From there you have 2 seconds to aim where you want to hit the player before you automaticly hit him.
-Comes in handy when fighting more then 1 opponent. You can knock the enemy into more enemies.

Idea #5

-Health for all players should be increased by 50%-100%.
-Reason people die too fast. If you notice in the show there were many times where vegeta took dmg from fighting then took a direct hit from a strong beam and didnt die but, was seriously dmged.
 
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Well ill go from the start.

Ideas 1 and 3 are already in teh design documents. (basicly they are the same thing) They will be made using stamina.

Idea 2 si OK. But you missed the use button beeing B not E XD

And the beams should have reduced damage to a minimum with taht special. CAuse it sounds to easy-kill

Idea 4 is already in teh design docs.

Idea 5 is good. More HP. But 100% would be a tad to mutch.
 
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Right now I believe that Transforming should unlock a new type of Melee or a new melee move.

A new melee that has great eye candy and is works very well with gameplay..

Im thinking right now.. ill edit when i come up with something.. please post on it if you come up with an idea.

-----------edit----------------
Here is an idea.. For each Transformation your beam's speed increases This includes ki blasts and gen balls/beams
 
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I like your hp idea, its too easy to die. And for 1.3, there will be more combo'ing (more then 2). So basically if a player can manage to pull of an 8 or 9 hit combo or more (with a beam attack at the end), then that will leave the enemy pretty much dead. There should be more room for damage from beams and melee overall.
 
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Teleports seems limited.

I think they should change it like so.

- Holding forward + left makes your character tele in a arch to the left wide enough to go around a player

- Same thing for the right.
 
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$sj Goku said:
Teleports seems limited.

I think they should change it like so.

- Holding forward + left makes your character tele in a arch to the left wide enough to go around a player

- Same thing for the right.
Teleport isnt based on what you are holding.

Its bassed in the direction you last traveled/are traveling.

If you move forward. and tsop moving. Than press teleport youll teleport forward. Its taht simple.

No nead to komplicate it aney further.
 
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Idea #1

IM sure everyone who's played esf has noticed the red diamonds above every player's head..

Well.. this is my idea. What if the team were To have the diamonds Represent a Player's ability to detect energy?

Example:

When a person uses ki for swooping the diamond could appear above the person's head but if he's not then the diamond doesn't appear. The same thing for the radar could apply. This would add New Gamplay.

Why? you ask? Because most players use the player's diamonds to track the players instead of actually looking at the player. Imagine this.. you swooping and intertwining with your enemy then you teleport out of there and float... the person looking for you wouldn't be able to see your diamond or even see your on radar because your not using ki. This would definately add a *new stealthy gameplay*, and if the team decided to make players powering a beam up visible on radar they shouldn't have a Pinpoint dot on the radar.. but instead they should have a Hollow circle of the *general area* where the player is powering up his beam.

-Here is another possibility for the diamonds-
a player that isn't much of a threat and has low powerlevel would have a yellow/green Diamond. If the person has a high power level then maybe that person could have a red diamond above his head.
 

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