new accended abillities ( suggestion for 1.3 )

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i was thinking that it would add abit more strattegy into the game if each time u accend for the first time u get a skill point u get to use wisely. Eg when u go ssj for the first time u get a pop up menu during ur transformation asking u what u want to put he point in , note: u only get a point when you accend into that level for the first time, this will be your new found abilities as a super saiyan or whatever u just transformed into . my ideas are,

evasion ] ~~~~~~~~~~~~~

1 point = 15% chance of automatic small teleport when struck ( not get hit but tele out of the way a bit [ only works on melee, not on beam ])

2 points ( get ur 2nd point when u go ssj2 for the first time ) 25 % chance to do the same.

critical hit ] ~~~~~~~~~~~~~~~~~

1 point = 15% chance to stun and give the opponent a half charged solar flaire effect when landing a powerful attack (combo struggle) or swoop attack. ( the solar flare effect would act as like a little KO effect )

2 points ( get 2nd point when go ssj2 for first time ) 25% chance to do the same thing .

pumping power ] ~~~~~~~~~~~~~~~~~~~

1 point = 15% chance to pump alot more power into a beam without the expense of any ki as soon as you launch the attack.

2 points = 25% chance of doing same thing.


etc, etc, there would be more you could have but that would be for the esf team to come up with if they like the idea.
 
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this is a cool idea...and it's balanced...everybody can do this...
but i think tzhe FF and Spirit bomb shouldnt get stronger...cause there are strong enough...but the other attacks could get this boost
 
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it will give a diffrence between 2 or 3 gokus...
so the idea will be cool, as long as it is not to much coding.
 
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assaf said:
it will give a diffrence between 2 or 3 gokus...
thats exactly one of the thing about it i like, that it also adds a touch of uniqueness to everyones fighting style and character. Even if the whole server is full of vegetas ( alpha 2 style ) everyone would be abit different.
 
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eaz135, even though it's a good suggestion to me i still wonder... Would it be able to select your choice at anytime? Cuz once you made your choice (since it could be an important one) you could be dead already. Not only that, you could lose PL (if i am correct) once an enemy of lower PL kills you. What would happen then? Same choice or has you choice been made already then?
 
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when u go ssj for the first time u will get a pop up menu asking what to put the point in, the menu will stay up until u make a selection, even if u die while transforming the menu will still be up and u can make ur choice while dead. These extra powers u get when transformed do not affect you when u are at base. example. if u used ur 2 points in evasion and you have powered down to normal u do not have the evasion powers anymore, if u power up to ssj u have 1 of the evasion points working, if u then power up to full to ssj2 than both of ur evasion points will be working.

Once u make ur choices thats it, u cant access the menu again and just change it to pumping power before u charge up a beam because than that would defy the whole purpsoe of it.

So if you go ssj for the first time, and make ur selection and than get killed and u no longer have the power to go ssj, the next time u go ssj u wont get the menu choice to use a point because u have allready made ur choice.
 
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atm i give this idea: :no: :no: (2 out of 5)

but if it gets a bit more advanced in ideas and what each character would get then it might go up to a 3 or a 4 :laff:

good suggestion though keep it comin :laff:
 
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ok lets c ive been thinking up of a slightly modified concept.

ok, you go ssj, a little s flashes somewhere on the hud indicating you have skill points to use. At the press and holding down of a button a skill tree shows up ( kind of like viewing the scorecard ). This skill sheet displays tree lil avatar like pics at the top of the skillcard representing the devided sections of the skill tree, 1 is represented using a picture of a clenched thist, it represents the melee strengh skill tree. another is represented using perhaps a picture of the chest of ussj brolly. this represents defense. the last is represented by a picture of a beam. this one represents the energy section.
On the click of one of the sections it opens up the lower section of the skill sheet for that particular tree, this lower section of the scorecard would list the skills you can choose which come under that category ( for example if i clicked on the strengh button at the top the bottom part of the skill card would make itself visable and display skills that fall under the strengh category) and would probably look something like the character selection sheet, it would have the name of the skill and a little box next to that skill indicating how many point you have in it.When u point your mouse over the name of a skill some information on this skill is displayed (like when u put ur cursor onto a character name and it displays their statistics in character selection screen), clicking on the name of the skill adds a point into it.

Ok now the hard part of this idea is the balancing etc, i might need some help from you guys with this.

I am hoping to think up of at least 4 useful skills to come under each category. the increase in ammount of skills means that i should increase the ammount of skill points given when a player assends. I am thinking of, when a player is first chosen you start off with 1 free skill point to use, when u accend to a new level for the first time you receive 3 new skill points. These skill points can be spread out across the skill tree or can all be packed into one section if thats what is wanted.

ok. here are some skills ive been thinking of, plz suggest some if yous have ideas.

Defensive ::.

- Multiblock -
a % chance to automatically block a multiderectional arrow in a combo struggle, ( % increases as your skill points in this skill increase )

- buff -
a 15% chance to reduce the ammount of damage received by a melee attack by a certain %. ( as skill points in this skill increase the ammount of damage that you receive is lowered )

- evasion -
a % chance to automatically short-teleport out of the way when on the receiving end of a prepunch or a 1.1 style swoop ( as skill up, % up )


Energy ::.

- pumping power -
% chance to pump large ammount of Ki into a beam attack at no expensve of Ki. ( skill up , % up )

- aura shot -
static shock using aura, ( a count-down timer is used to count down, when the timer reaches around 5 seconds electricity starts zapping around your boddy, when timer reaches 0 anyone within a certain radius receives a lil zap, the zap would stop some1 charging a beam and would stop some1 that is swooping and of course would do a tad bit of damage. If your aura isnt activated when the timer reaches 0 nothing happens. If 2 enemies both have aura shot and one of their timers reach 0, if both players aura shots are on the same skill level they will zap eachother and just a quick bright flash would occur.

- energy shift -
having a point in this will open up a new *attack* which u select trhough the number options, when this attack is selected u lock on one of your team mates 1.1 melee style, when this is done you press ur charge up button and you start giving them a max Ki limit and PL boost at the expense of ur Ki, After doing this you cannot do it again for a certain ammount of time and you cannot charge up your own ki for a lil while ( to prevent abuse of this skill ).


Attack ::.

- critical hit -
% chance to give enemy a half charged solar flare effect when landing a medium - heavy hit ( combo strugle ) or a 1.1 melee style swoop hit. ( skill up , % up ) ( the solar flare effect is like a lil KO/ dizziness effect from receiving a hard hit )

- pressure points -
15% chance to deal additional dammage of a certain %.

- bash -
20% chance of increasing the stun time of your preepunches by a certain percent

all these above increase % as skill point increases..


i need to think up for acouple more for each section ;/
 
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this is all based on warcraft 3 mod for counterstrike.

its fun in cs, but its not in esf, because it has a completely different gamestyle.

dont like this idea
 
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this aint based on that wc3 thing for cs, thats added just for fun, im trying to add some more strategy into esf and make it more like in the show because atm accending's only real advantage is the boost in speed, and i dont think that would make a difference much in 1.2 for melee players that would be in comobo strugles and such for the majority of the game so u need new advantages from accending to come that will be handy in 1.2
 

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