New Member
I haven't thought about it too much... yet. But if Turbo was regular combat, and Charged Turbo was offensive combat, maybe not using Turbo could be a defensive/conservative combat.
Ki could regenerate more quickly without Turbo. That way you could either have Turbo on and need to stop to recharge, or you could turn Turbo off and continue fighting and let it regenerate naturally. This would give options, depending if the player was coming after you or not, for recharging during or between fighting.
This flows well with the concepts in mind. If you use Turbo and you're landing hits, you have time to recharge. Because you have to recharge, you can't just spam Ki attacks after every hit either, unless you're confident you'll land the next hit so you can recharge.
If the player being hit doesn't pressure the person overpowering them with Turbo, then they'll be getting hit constantly with Ki attacks in between hits. It encourages the defender to counter-attack more quickly.
I know this is one thought that influences every aspect of the game previously considered. If done right though, I think it might allow combat to be continuous and making it less repetitive. You've got options, you don't HAVE to sit there and be vulnerable while you recharge. You can recharge and defend yourself at the same time.
Ki could regenerate more quickly without Turbo. That way you could either have Turbo on and need to stop to recharge, or you could turn Turbo off and continue fighting and let it regenerate naturally. This would give options, depending if the player was coming after you or not, for recharging during or between fighting.
This flows well with the concepts in mind. If you use Turbo and you're landing hits, you have time to recharge. Because you have to recharge, you can't just spam Ki attacks after every hit either, unless you're confident you'll land the next hit so you can recharge.
If the player being hit doesn't pressure the person overpowering them with Turbo, then they'll be getting hit constantly with Ki attacks in between hits. It encourages the defender to counter-attack more quickly.
I know this is one thought that influences every aspect of the game previously considered. If done right though, I think it might allow combat to be continuous and making it less repetitive. You've got options, you don't HAVE to sit there and be vulnerable while you recharge. You can recharge and defend yourself at the same time.
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