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I've never posted a suggestion and this is obviously my first one, well here goes.
The ESF melee system is very cool and I think they shouldn't change it, but I was noticing that, while meleeing, it looks kinda static. The players aren't really moving around in the map. My idea was to let them move around while doing the advanced melee moves.
It's simple, whenever the attacking player in advanced melee makes a punch or kick that hits, the other player will be blown back a bit. That way, it looks like they are more moving around and fighting. I'll give an example:
A player finished prepunching and is starting to charge his moves and he does the following (just an example):
UP(strong), DOWN(strong), LEFT(weak), RIGHT(weak), LEFT(weak), RIGHT(weak), DOWN(medium), DOWN(STRONG).
If the other player doesn't block anything, then the attacking player will punch/kick him upwards first, so the defending player is flying upwards. The attacking player swoops/teleports upwards to wait for the defending player in order to punch/kick him down. Then, he swoops/teleports down again, waiting for the other player to arrive, he will continue with his left, right, left, right punches/kicks so the defending players moves back a little bit with every hit. Then the medium down will move the player a bit more further than the weak moves and he will finally be punched/kicked down by the last strong technique, ending up on the ground or in the air.
Now, in this situation, the defender didn't block anything and because of that they're moving in some sort of a straight line. But if the defending player blocks some moves, he'll actually dodges them according to the game. So when he dodges an attack by moving to the left a bit, the attacker will follow him with his next attack. That way, the fight won't have a straight line all the time, allowing players to fight and move through the whole map.
However, there are situations that players are fighting close to the ground, a wall or the top of the skybox. Let's say the players are doing advanced melee just a few meters from the ground and the attacker performs a down strong move. The defender doesn't block/dodge so according to this movement suggestion he will be smashed into the ground and the melee is over. That is wrong! The defending player will be smashed down towards the ground, but the attacker will teleport quickly enough to await him there and continue his combo.
This is my suggestion and it might need some tweaking and stuff. Personally, I think this is a good idea (I wouldn't have posted it otherwise) and I think it might give some more DBZ-feeling. What do you guys think?
The ESF melee system is very cool and I think they shouldn't change it, but I was noticing that, while meleeing, it looks kinda static. The players aren't really moving around in the map. My idea was to let them move around while doing the advanced melee moves.
It's simple, whenever the attacking player in advanced melee makes a punch or kick that hits, the other player will be blown back a bit. That way, it looks like they are more moving around and fighting. I'll give an example:
A player finished prepunching and is starting to charge his moves and he does the following (just an example):
UP(strong), DOWN(strong), LEFT(weak), RIGHT(weak), LEFT(weak), RIGHT(weak), DOWN(medium), DOWN(STRONG).
If the other player doesn't block anything, then the attacking player will punch/kick him upwards first, so the defending player is flying upwards. The attacking player swoops/teleports upwards to wait for the defending player in order to punch/kick him down. Then, he swoops/teleports down again, waiting for the other player to arrive, he will continue with his left, right, left, right punches/kicks so the defending players moves back a little bit with every hit. Then the medium down will move the player a bit more further than the weak moves and he will finally be punched/kicked down by the last strong technique, ending up on the ground or in the air.
Now, in this situation, the defender didn't block anything and because of that they're moving in some sort of a straight line. But if the defending player blocks some moves, he'll actually dodges them according to the game. So when he dodges an attack by moving to the left a bit, the attacker will follow him with his next attack. That way, the fight won't have a straight line all the time, allowing players to fight and move through the whole map.
However, there are situations that players are fighting close to the ground, a wall or the top of the skybox. Let's say the players are doing advanced melee just a few meters from the ground and the attacker performs a down strong move. The defender doesn't block/dodge so according to this movement suggestion he will be smashed into the ground and the melee is over. That is wrong! The defending player will be smashed down towards the ground, but the attacker will teleport quickly enough to await him there and continue his combo.
This is my suggestion and it might need some tweaking and stuff. Personally, I think this is a good idea (I wouldn't have posted it otherwise) and I think it might give some more DBZ-feeling. What do you guys think?