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Well, Sonic, my melee concept comes most directly from what the team said. I never had any idea of using some sort of directional combo system with the movement keys until I saw it on the main page. I never thought of the admittedly complex melee powerstruggle system until I had talked with some of the team members. I was simply going off of what they told me. What I had wanted to do was take what they wanted, and take what I wanted, and try to mesh them together. I don't think it would be all that hard to code, since it would mostly be taking a lot of what they already coded with the combo system, and taking what was already coded with knockbacks, and just slapping them together with some modifications. I guess what I'm trying to say is that most of the code should alrady be more or less worked out for what I was trying to do. You all saw the video, right? They had directions already in the game, so.. it wouldn't be too hard to have the directions done during the autopunches. Team members told me that that's what they planned on doing, and they were planning on using some of my ideas, so I don't think it could be that impossible. The hardest thing I would see to code would really be the teleport in a combo, because of map terrain issues that could arise. That was just an idea that I figured couldn't hurt; that it would add some variety.
And to Bones, apparently you didn't read the disclaimer. Please do before you say I'm complaining.
To Hibiki, I think that this melee concept would work best with beams, in actuality. If you look at the time frame that would be adjusted, it would take a max of 3 seconds to come up with your combo and release it, but it could be sooner than that. The combo plays out, and then if the defender blocked everything, they can try to attack back. At the most it'd be around 6 seconds or so. Actually, the other day I was talking to Mastasurf or PcJoe, I can't remember which one, and I had said it would be a great idea for my melee concept to have a two delays for the combos. Say if player A hit up down left right REALLY fast, player B would see each command come up say, .1 seconds later, but only at .12 seconds at a time, so no matter how fast the attacker inputted them in, the defender would see them in a smooth, concise flow. I know those numbers may not fit best, but it's off the top of my head, heh. Give me a break. I think that would be the closest way to get to realtime in combo'ing as anyone can get. The video portrayed melee to be much slower than realtime, though I know it was a work in progress. Also, team member told me that they had actually planned on beams doing no damage at all during a combo, making it easy to just, 'latch' onto a player to combo so you don't take beam damage. In my melee concept, you'd take reduced damage in combos, and the combos would end within 5 seconds with the 2 delays involved. I don't really think trying to make beams 50/50 is the way to go anyway, if you want a skill-based game. They're about at a 70/30 ratio in my opinion in 1.1, and that seems to work. Is there something else that doesn't sound beam friendly in my concept? Actually, a while ago I had remember making a post in the suggestions thread about beams instead of exploding doing wave damage where the player was pushed back like you would see in the cartoon, but I guess that got swept away. 1.3? lol
To SaiyanPride, this melee concept isn't really about preserving the old way of fighting as it is about providing the player with as many options of attack as possible. Yes, knockbacks will still be in, but as I said, the distance would be shortened, and the person attacked would actually be in a good position to return an attack. The attacker would not be able to swoop for a moment, just as things are now, but I wanted it to be that the person attacked would be right back into the fray upon taking the hit to a point it looked almost elastic how they bounced back. The main point of knockbacks, in my mind for my concept, is to stave off any attacks in a more than two person setting and as some sort of diversion to keep your opponent on their toes. Also, resourceful people can be rewarded in their efforts by knocking someone into a wall for extra damage. That could open up a whole realm of KB combos by cutting the distance down so much that they could get in for those hits that they couldn't before. And I believe that Half-Life can handle all of my concept, as it's mostly just a modification of the team's concept, and since they apparently are using it, it's possible, eh? Combos would still be the premeir method of attack because it does the most damage potentially and it will stun for longer and it just be plain funner, but I think that knockbacks still have plenty purpose in the game and shouldn't be taken out, only balanced in.
Also, my melee concept is in some ways less complex. It'd basically get rid of the need for simple melee for one, since it'd be possible to continue the old way of fighting, even if it isn't as lucrative or advantageous. The team wanted to have diagonals involved, and I don't see how that's not complicating. I had talked to Mastasurf about an idea using diagonals. Maybe he'll take my idea for it.
I'm not saying what I proposed is perfect for everyone, but I do think that everyone gets what they want in some shape or form.
And to Bones, apparently you didn't read the disclaimer. Please do before you say I'm complaining.
To Hibiki, I think that this melee concept would work best with beams, in actuality. If you look at the time frame that would be adjusted, it would take a max of 3 seconds to come up with your combo and release it, but it could be sooner than that. The combo plays out, and then if the defender blocked everything, they can try to attack back. At the most it'd be around 6 seconds or so. Actually, the other day I was talking to Mastasurf or PcJoe, I can't remember which one, and I had said it would be a great idea for my melee concept to have a two delays for the combos. Say if player A hit up down left right REALLY fast, player B would see each command come up say, .1 seconds later, but only at .12 seconds at a time, so no matter how fast the attacker inputted them in, the defender would see them in a smooth, concise flow. I know those numbers may not fit best, but it's off the top of my head, heh. Give me a break. I think that would be the closest way to get to realtime in combo'ing as anyone can get. The video portrayed melee to be much slower than realtime, though I know it was a work in progress. Also, team member told me that they had actually planned on beams doing no damage at all during a combo, making it easy to just, 'latch' onto a player to combo so you don't take beam damage. In my melee concept, you'd take reduced damage in combos, and the combos would end within 5 seconds with the 2 delays involved. I don't really think trying to make beams 50/50 is the way to go anyway, if you want a skill-based game. They're about at a 70/30 ratio in my opinion in 1.1, and that seems to work. Is there something else that doesn't sound beam friendly in my concept? Actually, a while ago I had remember making a post in the suggestions thread about beams instead of exploding doing wave damage where the player was pushed back like you would see in the cartoon, but I guess that got swept away. 1.3? lol
To SaiyanPride, this melee concept isn't really about preserving the old way of fighting as it is about providing the player with as many options of attack as possible. Yes, knockbacks will still be in, but as I said, the distance would be shortened, and the person attacked would actually be in a good position to return an attack. The attacker would not be able to swoop for a moment, just as things are now, but I wanted it to be that the person attacked would be right back into the fray upon taking the hit to a point it looked almost elastic how they bounced back. The main point of knockbacks, in my mind for my concept, is to stave off any attacks in a more than two person setting and as some sort of diversion to keep your opponent on their toes. Also, resourceful people can be rewarded in their efforts by knocking someone into a wall for extra damage. That could open up a whole realm of KB combos by cutting the distance down so much that they could get in for those hits that they couldn't before. And I believe that Half-Life can handle all of my concept, as it's mostly just a modification of the team's concept, and since they apparently are using it, it's possible, eh? Combos would still be the premeir method of attack because it does the most damage potentially and it will stun for longer and it just be plain funner, but I think that knockbacks still have plenty purpose in the game and shouldn't be taken out, only balanced in.
Also, my melee concept is in some ways less complex. It'd basically get rid of the need for simple melee for one, since it'd be possible to continue the old way of fighting, even if it isn't as lucrative or advantageous. The team wanted to have diagonals involved, and I don't see how that's not complicating. I had talked to Mastasurf about an idea using diagonals. Maybe he'll take my idea for it.
I'm not saying what I proposed is perfect for everyone, but I do think that everyone gets what they want in some shape or form.