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Jinx's Personal ESF 1.3 Outline
(Continued)
Camera View:
-Cam View is locked for fairness. (No custom views)
-It changes depending upon which situation the player is in. If a player is hit the camera may zoom out. While recovering it may zoom back in. When teleporting it may zoom in closer to focus on the point where you teleported.
Stamina:
-It's purpose is to eliminate all sorts of spam.
-Reduces when your hit or when it's used.
-Recharges at different rates, depending on which move is used. Teleporting allows stamina to recharge quickly, while beaming causes it to recharge at slower paces, depending on which beam.
-If stamina goes lower then 15% the recharge rate changes to it's slowest possible rate.
Ki Energy:
-Used to strengthen all beam attacks, and is used during swoop.
Health:
-The same for all players for equality.
-When hit, your health recharges 50% of the damage taken. Your health recharge can be interupted by another attack. (Example: If your attacked for 80 damage, you'll gradually recover 40 hp. While recovering if someone ki blasts you then you'll only recover 50% of the damage that ki blast did to you.)
Concentrated Energy Burst: (example: http://www.youtube.com/watch?v=g0sE2JDQ_ok 1:02 in watch piccolo )
-Once per life, a player may use this attack to knock back all players within range. A player presses Z to activate it. When used the character lets out a large yellow as a wave of energy bursts from him. If a player is hit by the way then they are knocked back, as if hit by basic melee. The wave disperses quickly, and does NOT take away from the speed of esf. The wave also fades away after 3 seconds. It can be blocked, and it can be used at ANY moment. Except while falling or being knocked back.
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---To be continued shortly---
-----------------------------
Flying/Swooping:
-Toggle Fly, no longer exists.
-To maintain flight in the air without swooping, you now have to press or hold the "Powerup Button". After letting go of this button, a player will maintain flight for 5 seconds before automaticly falling.
-The second way to maintain flight in the air without swooping is to charge a beam, after a player stops charging a beam the player will fall automaticly after 3 seconds.
-The third way to maintain flight in the air without swooping is to block, after a player stops blocking they will automaticly fall after 2 seconds.
-The last way to maintain flight, is to swoop. After a player stops swooping the player will immediately fall.(This causes a drifting motion)
Turbo:
-Increases damage.
-Increases turning speed.
-A player now keeps turbo on if hit. Turbo is only lost if it is turned off, or if a player is knocked into an object, or is hit with one.(Example: Car, Ground, Wall, Pillar, Building)
-Turbo is turned on by simply pressing turbo. The same button turns it off.
-Turbo can only be turned on when the Ki Meter, is at its' maximum.
Ascending:
-While holding powerup a player must double tap Turbo in order to begin ascending. To continue you must continue to hold down Turbo and Powerup as the ascending animation plays out. If you wish to stop ascending simply let go of turbo or powerup.
Rolling:
-While rolling you cant be hit with melee, but you can take damage from beams.
-Doubletap Jump to recover from a roll. After the recovery you will still slide back, until you "RecoveryJump" or stop sliding.
Recovery Jump:
-Works same as in 1.2
-If you hold jump before your are slammed into the ground, you may press jump again while holding any direction to jump in that direction.
-Is now available after recovering from a role.
-Now has a New Feature, when you catch yourself as your smacked into the ground or after recovering from a roll, if you hold jump and hold Forward, instead of pressing jump again, when the animation finishes your player will take off with a "Boosted Swoop".
-The 2nd New Feature enables a player, during a recovery, to begin chargin any Beam Attack that allows you to move while charging it.
Boosted Swoop:
-Is the same as a normal swoop, except it has 1/2 the Ki Burn and it travels twice the distance of a normal swoop.
Teleporting:
-Consumes Ki and Stamina.
-Has no delay, but a teleport can not overlap another teleport.
-You can only teleport up to 3 times when teleporting back to back, as fast as posible. This is because each teleport consumes 27pts of the a 100pointstamina bar. (Keep in mind that stamina recharges quickly)
-Players can teleport more often if they teleport gradually instead of spamming it.
Basic melee:
-A new feature has been added to basic melee. Now a player can control which way they hit a player using L-Click and R-Click.
-If you hold R-Click and fly into an opponent, basic melee works "normally", you knock them back in the direction u hit them.
-If you hold L-Click and fly into an oppnent, your player will either hit the enemy straight up or straight down, depending on which position your closer to.(Example: If your located near the top of a player when you make contact, you'll hit them down, if your located on the bottum of a player when you make contact you'll hit them up)
- If you hold R-Click and L-Click you'll hit them directly to your right or left depending on which side your closer to when you make contact..(Example: If your located near the left of a player when you make contact, you'll hit them right, if your located on the right of a player when you make contact you'll hit them to your left)
-The New Features are blocked just like normal basic melee would be blocked(By facing the enemy), except the new features are much easier to block.. then the regular basic melee.
-The new features only effect the first basic melee hit, so a player may not continually bounce a player off the cieling.
Melee Blocking:
-Blocking works the same, except now there is a new "Exchange Mode" available.
-To activate the "Exchange Mode" first a player must block a basic melee attack, then counter with a basic melee attack of his/her own. If that attack is blocked by the enemy then both players enter the "Exchange Mode."
-In the Exchange Mode, both players exchange Rabbit Punches/Kicks for 4 seconds. During these 4 seconds, both players are playing a "Mini Game" that involves the mouse. In this mini game a hollow circle will appear in the middle of the screen. Each player's objective is to put their crosshair in the inside the circle. Of course, as the crosshair moves closer to the circle it becomes harder to move it towards it, because the crosshair will move and jerk in random directions. The frst player to move their crosshair inside the circle within 4 seconds will win the minigame and will overpower his opponent wth rabbit punches/kicks before knocking them back. If neither player wins then both players will be pushed apart without taking damage.
-----------------------------
---To be continued ---
-----------------------------
Ground Sprinting:
-This New Feature allows a player to run on the ground at a slightly slower pace then swooping.
-To activate this feature a player must double tap forward, which will cause them to begin swooping. Before the swoop ends, swoop into the ground and when the swoop stops, the player will then transition to Ground Sprinting. (You must be swooping forward for this to work.)
-While Ground sprinting, there is no limit to how far you can run,and there is no ki/stamina cost, yet your ki and stamina don't recharge until you've stopped sprinting.
-While Ground Sprinting you may also beam or Transition into a Recovery Jump.
-If you stop running, or attempt to change direction using the arrow keys. The you'll lose momentum and the Ground Sprint will cancel.
-Being hit by any beam will also disrupt the GroundSprinting action.
Power/Strong Beam Attacks:
-Now has a new feature called "Power Change"(thanks for the name DJ)
-While charging a Power/Strong Beam, press and hold the Powerup button to charge your beam 2x faster, at the cost of burning ki 2x faster as well.
-When a PowerCharge is activated, the beam's splash damage will change. A fairly large buble surrounding the beam head would be the "main splash damage range", if the beam exploads while your in that range, you receive a good amount of damage. Outside of that beam-head-splashdamage-bubble, there would be a larger splash damage range. If your within that one when the beam exploads, then u recieve considerably less damage. Also, this kind of beam attack is much harder to turn or control.
New 3rd Mode Function For Generic Beam Attacks:
-To use this function, first charge up a Gen beam by using L-Click, then to fire press R-lick while still holding L-Click.
-The beam shoots in wide angle shotgun-like spray, effective for stopping a suprise attack while charging the beam.
-----------------------------
---To be continued ---
-----------------------------
Swooping Speeds/Distance:
-Swooping speeds for each character are the exact same speeds in 1.2, except for the new characters who aren't in 1.2.
-The distance ALL players can travel in 1 swoop is exactly the same. For esf 1.3 all players fly the exact same distance, Goku flies in esf 1.2 with one swoop.
-This means Krillin will swoop longer then Goku, because he swoops slower then goku. This also means that Goku's swoops end quicker then Krillins because Goku flies faster.(This balances the different speeds of all players)
-This also applies when a player transcends, the player will gain speed, but the swooping distance will not change. (This makes a player who's faster use skill to make use of his quicker swoops)
Critical Slam:
-This is a New type of knockback that causes a player to fly back at extremly fast speeds. Like the "Critical Hit" from ESF 1.2, and does extra damage.
-To do a "Critical Slam", a player must find a player who's falling, then swoop into that player with basic melee. On contact, the Hit sound will be distinct.. and as the player goes flying back you hear the whistling sound of the wind.
-----------------------------
---To be continued ---
-----------------------------
Wall Jump:
-This works exactly the same as in esf 1.2, except now there is 1 new ability.
-Now a player may charge a Generica beam/ball attack while on the wall, before jumping.. this includes when being knocked into a wall.
Turbo Flight/Swoop:
-This is a swoop that's faster then the normal swoop, and it doesn't have a limited distance of how far you may fly.
-This flight not only consumes ki, but also stamina. The stamina consumed by this move recharges pretty slow. So when a player uses this move they must be carefull not to over use it or they may not have enough stamina for a while.
-This type of swoop is Mainly used to travel large distances at a faster speed. All types of melee can NOT be used when in this swoop mode. (Regular swooping, is an attacking swoop.)
-----------------------------
---The next 2 sections have options A,B,C,ect.. all options under the section A,B,C,ect.. correspond with each other. Meaning they go together.. not seperately. The same applies to each section.
-----------------------------
Mechanics of the Regular Swoop:
Option A:
The mechanics of this swoop works exactly like ESF 1.2's swoop. (This satisfies the few old players, while continually annoys the new players.)
Option B:
The mechanics of this swoop doesn't require a double tap and hold of any direction to swoop. Instead it now requires a player to first, hold the Powerup button, then press and hold any direction to swooping. Once a player has begun swooping, they no longer need to hold the powerup button. To change directions, a player only needs to press a different direction to begin swooping in that direction. Once a player has STOPED there swoop, by releasing the a directional button, they must hold the Powerup button and press and hold any direction to begin another swoop.
Mechanics of the Turbo Swoop:
Option A:
The mechanics of this swoop works exactly like ESF 1.3 beta's swoop. ( This annoys the old player and limits freedom of movement, but may attract some new players. )
Option B:
The mechanics of this swoop involves ESF 1.3 beta's animation for the Turbo Swoop. In order to turbo swoop, the player only needs to first hold the Powerup button, then double tap and hold any direction. This causes the character to animate as if they're about to take off. When the character does take off into a boosted swoop(few seconds of delay), then the player may not change the direction of their swoop. They may only swoop in 1 direction and turn with the mouse.
Jumping:
-The jumping works the exact same way as it did in esf 1.2 except there is now one New Feature.
-When a player holds the Back button and presses Jump, that player will not jump in an arch, instead that player will spring/thrust backwards at a 20 to 50 degree angle.
Beam Blocking:
-Blocking works the same exact way as it did in esf 1.2, except now 2 new features.
-When a player holds Block + forward, they can now aim all deflected beams with the crosshair.
-When a player is in a block struggle with a beam, if the player times the measuring line of the Block Meter correctly.. when it reaches the center line of the meter, the player may press right or left while blocking to deflect the beam. If a player times it incorrectly, they'll attempt to push the beam to the side and it will fail, resulting in a beam in their face.
Beam Meter:
-----------------------------
---To be continued ---
-----------------------------
(Continued)
Camera View:
-Cam View is locked for fairness. (No custom views)
-It changes depending upon which situation the player is in. If a player is hit the camera may zoom out. While recovering it may zoom back in. When teleporting it may zoom in closer to focus on the point where you teleported.
Stamina:
-It's purpose is to eliminate all sorts of spam.
-Reduces when your hit or when it's used.
-Recharges at different rates, depending on which move is used. Teleporting allows stamina to recharge quickly, while beaming causes it to recharge at slower paces, depending on which beam.
-If stamina goes lower then 15% the recharge rate changes to it's slowest possible rate.
Ki Energy:
-Used to strengthen all beam attacks, and is used during swoop.
Health:
-The same for all players for equality.
-When hit, your health recharges 50% of the damage taken. Your health recharge can be interupted by another attack. (Example: If your attacked for 80 damage, you'll gradually recover 40 hp. While recovering if someone ki blasts you then you'll only recover 50% of the damage that ki blast did to you.)
Concentrated Energy Burst: (example: http://www.youtube.com/watch?v=g0sE2JDQ_ok 1:02 in watch piccolo )
-Once per life, a player may use this attack to knock back all players within range. A player presses Z to activate it. When used the character lets out a large yellow as a wave of energy bursts from him. If a player is hit by the way then they are knocked back, as if hit by basic melee. The wave disperses quickly, and does NOT take away from the speed of esf. The wave also fades away after 3 seconds. It can be blocked, and it can be used at ANY moment. Except while falling or being knocked back.
-----------------------------
---To be continued shortly---
-----------------------------
Flying/Swooping:
-Toggle Fly, no longer exists.
-To maintain flight in the air without swooping, you now have to press or hold the "Powerup Button". After letting go of this button, a player will maintain flight for 5 seconds before automaticly falling.
-The second way to maintain flight in the air without swooping is to charge a beam, after a player stops charging a beam the player will fall automaticly after 3 seconds.
-The third way to maintain flight in the air without swooping is to block, after a player stops blocking they will automaticly fall after 2 seconds.
-The last way to maintain flight, is to swoop. After a player stops swooping the player will immediately fall.(This causes a drifting motion)
Turbo:
-Increases damage.
-Increases turning speed.
-A player now keeps turbo on if hit. Turbo is only lost if it is turned off, or if a player is knocked into an object, or is hit with one.(Example: Car, Ground, Wall, Pillar, Building)
-Turbo is turned on by simply pressing turbo. The same button turns it off.
-Turbo can only be turned on when the Ki Meter, is at its' maximum.
Ascending:
-While holding powerup a player must double tap Turbo in order to begin ascending. To continue you must continue to hold down Turbo and Powerup as the ascending animation plays out. If you wish to stop ascending simply let go of turbo or powerup.
Rolling:
-While rolling you cant be hit with melee, but you can take damage from beams.
-Doubletap Jump to recover from a roll. After the recovery you will still slide back, until you "RecoveryJump" or stop sliding.
Recovery Jump:
-Works same as in 1.2
-If you hold jump before your are slammed into the ground, you may press jump again while holding any direction to jump in that direction.
-Is now available after recovering from a role.
-Now has a New Feature, when you catch yourself as your smacked into the ground or after recovering from a roll, if you hold jump and hold Forward, instead of pressing jump again, when the animation finishes your player will take off with a "Boosted Swoop".
-The 2nd New Feature enables a player, during a recovery, to begin chargin any Beam Attack that allows you to move while charging it.
Boosted Swoop:
-Is the same as a normal swoop, except it has 1/2 the Ki Burn and it travels twice the distance of a normal swoop.
Teleporting:
-Consumes Ki and Stamina.
-Has no delay, but a teleport can not overlap another teleport.
-You can only teleport up to 3 times when teleporting back to back, as fast as posible. This is because each teleport consumes 27pts of the a 100pointstamina bar. (Keep in mind that stamina recharges quickly)
-Players can teleport more often if they teleport gradually instead of spamming it.
Basic melee:
-A new feature has been added to basic melee. Now a player can control which way they hit a player using L-Click and R-Click.
-If you hold R-Click and fly into an opponent, basic melee works "normally", you knock them back in the direction u hit them.
-If you hold L-Click and fly into an oppnent, your player will either hit the enemy straight up or straight down, depending on which position your closer to.(Example: If your located near the top of a player when you make contact, you'll hit them down, if your located on the bottum of a player when you make contact you'll hit them up)
- If you hold R-Click and L-Click you'll hit them directly to your right or left depending on which side your closer to when you make contact..(Example: If your located near the left of a player when you make contact, you'll hit them right, if your located on the right of a player when you make contact you'll hit them to your left)
-The New Features are blocked just like normal basic melee would be blocked(By facing the enemy), except the new features are much easier to block.. then the regular basic melee.
-The new features only effect the first basic melee hit, so a player may not continually bounce a player off the cieling.
Melee Blocking:
-Blocking works the same, except now there is a new "Exchange Mode" available.
-To activate the "Exchange Mode" first a player must block a basic melee attack, then counter with a basic melee attack of his/her own. If that attack is blocked by the enemy then both players enter the "Exchange Mode."
-In the Exchange Mode, both players exchange Rabbit Punches/Kicks for 4 seconds. During these 4 seconds, both players are playing a "Mini Game" that involves the mouse. In this mini game a hollow circle will appear in the middle of the screen. Each player's objective is to put their crosshair in the inside the circle. Of course, as the crosshair moves closer to the circle it becomes harder to move it towards it, because the crosshair will move and jerk in random directions. The frst player to move their crosshair inside the circle within 4 seconds will win the minigame and will overpower his opponent wth rabbit punches/kicks before knocking them back. If neither player wins then both players will be pushed apart without taking damage.
-----------------------------
---To be continued ---
-----------------------------
Ground Sprinting:
-This New Feature allows a player to run on the ground at a slightly slower pace then swooping.
-To activate this feature a player must double tap forward, which will cause them to begin swooping. Before the swoop ends, swoop into the ground and when the swoop stops, the player will then transition to Ground Sprinting. (You must be swooping forward for this to work.)
-While Ground sprinting, there is no limit to how far you can run,and there is no ki/stamina cost, yet your ki and stamina don't recharge until you've stopped sprinting.
-While Ground Sprinting you may also beam or Transition into a Recovery Jump.
-If you stop running, or attempt to change direction using the arrow keys. The you'll lose momentum and the Ground Sprint will cancel.
-Being hit by any beam will also disrupt the GroundSprinting action.
Power/Strong Beam Attacks:
-Now has a new feature called "Power Change"(thanks for the name DJ)
-While charging a Power/Strong Beam, press and hold the Powerup button to charge your beam 2x faster, at the cost of burning ki 2x faster as well.
-When a PowerCharge is activated, the beam's splash damage will change. A fairly large buble surrounding the beam head would be the "main splash damage range", if the beam exploads while your in that range, you receive a good amount of damage. Outside of that beam-head-splashdamage-bubble, there would be a larger splash damage range. If your within that one when the beam exploads, then u recieve considerably less damage. Also, this kind of beam attack is much harder to turn or control.
New 3rd Mode Function For Generic Beam Attacks:
-To use this function, first charge up a Gen beam by using L-Click, then to fire press R-lick while still holding L-Click.
-The beam shoots in wide angle shotgun-like spray, effective for stopping a suprise attack while charging the beam.
-----------------------------
---To be continued ---
-----------------------------
Swooping Speeds/Distance:
-Swooping speeds for each character are the exact same speeds in 1.2, except for the new characters who aren't in 1.2.
-The distance ALL players can travel in 1 swoop is exactly the same. For esf 1.3 all players fly the exact same distance, Goku flies in esf 1.2 with one swoop.
-This means Krillin will swoop longer then Goku, because he swoops slower then goku. This also means that Goku's swoops end quicker then Krillins because Goku flies faster.(This balances the different speeds of all players)
-This also applies when a player transcends, the player will gain speed, but the swooping distance will not change. (This makes a player who's faster use skill to make use of his quicker swoops)
Critical Slam:
-This is a New type of knockback that causes a player to fly back at extremly fast speeds. Like the "Critical Hit" from ESF 1.2, and does extra damage.
-To do a "Critical Slam", a player must find a player who's falling, then swoop into that player with basic melee. On contact, the Hit sound will be distinct.. and as the player goes flying back you hear the whistling sound of the wind.
-----------------------------
---To be continued ---
-----------------------------
Wall Jump:
-This works exactly the same as in esf 1.2, except now there is 1 new ability.
-Now a player may charge a Generica beam/ball attack while on the wall, before jumping.. this includes when being knocked into a wall.
Turbo Flight/Swoop:
-This is a swoop that's faster then the normal swoop, and it doesn't have a limited distance of how far you may fly.
-This flight not only consumes ki, but also stamina. The stamina consumed by this move recharges pretty slow. So when a player uses this move they must be carefull not to over use it or they may not have enough stamina for a while.
-This type of swoop is Mainly used to travel large distances at a faster speed. All types of melee can NOT be used when in this swoop mode. (Regular swooping, is an attacking swoop.)
-----------------------------
---The next 2 sections have options A,B,C,ect.. all options under the section A,B,C,ect.. correspond with each other. Meaning they go together.. not seperately. The same applies to each section.
-----------------------------
Mechanics of the Regular Swoop:
Option A:
The mechanics of this swoop works exactly like ESF 1.2's swoop. (This satisfies the few old players, while continually annoys the new players.)
Option B:
The mechanics of this swoop doesn't require a double tap and hold of any direction to swoop. Instead it now requires a player to first, hold the Powerup button, then press and hold any direction to swooping. Once a player has begun swooping, they no longer need to hold the powerup button. To change directions, a player only needs to press a different direction to begin swooping in that direction. Once a player has STOPED there swoop, by releasing the a directional button, they must hold the Powerup button and press and hold any direction to begin another swoop.
Mechanics of the Turbo Swoop:
Option A:
The mechanics of this swoop works exactly like ESF 1.3 beta's swoop. ( This annoys the old player and limits freedom of movement, but may attract some new players. )
Option B:
The mechanics of this swoop involves ESF 1.3 beta's animation for the Turbo Swoop. In order to turbo swoop, the player only needs to first hold the Powerup button, then double tap and hold any direction. This causes the character to animate as if they're about to take off. When the character does take off into a boosted swoop(few seconds of delay), then the player may not change the direction of their swoop. They may only swoop in 1 direction and turn with the mouse.
Jumping:
-The jumping works the exact same way as it did in esf 1.2 except there is now one New Feature.
-When a player holds the Back button and presses Jump, that player will not jump in an arch, instead that player will spring/thrust backwards at a 20 to 50 degree angle.
Beam Blocking:
-Blocking works the same exact way as it did in esf 1.2, except now 2 new features.
-When a player holds Block + forward, they can now aim all deflected beams with the crosshair.
-When a player is in a block struggle with a beam, if the player times the measuring line of the Block Meter correctly.. when it reaches the center line of the meter, the player may press right or left while blocking to deflect the beam. If a player times it incorrectly, they'll attempt to push the beam to the side and it will fail, resulting in a beam in their face.
Beam Meter:
-----------------------------
---To be continued ---
-----------------------------