I don't like darktooths idea for two reason. In advanced melee, I think that you should have control over your character and that he shouldn't be in some locked situation where he can't move. That's one reason I don't like his idea. The other reason is advanced melee would still be a guessing game so it would still be useless. With that being said, I just want to start off by saying that It's damn near impossible to think of a fun system that works well online. But I tried.
Basics:
Swooping:
Swooping will be the same in my system, except there will be one more mode of swooping. I'll call it boost swooping.
- Boost swooping will be the same as regular swooping, but you go significantly faster then regular swooping
- Boost swooping uses more ki then regular swooping
- To initiate, press the aura button while swooping (or have your aura on when before you start a swoop)
- Stops after a certian amount of time
- The only way to stop boost swooping is to let time run out. If you run out of ki, you stop flying and start falling. If you hit the ground, you lay on the ground until the remaining time is up.
- Aura will have a trail while boost swooping
(boost swooping has nothing to do with anything really, I just thought it would be cool)
Melee:
In my system, there are two types of melee. head on melee and backhitmelee (backhit melee.... name sucks but whatever). For example, holding mouse2 hitting someone head on does somthing different then holding mouse2 hitting them in the back.
Head on melee
When you're swooping and holding mouse1 and you hit your opponent head on, the person who was swooping longer has a choice. He can either press mouse 1 or mouse 2. While he is waiting to make a choice, instead of prepunching or them just waiting there looking at each other, a nice animation comes up of both the characters sparring (Hell, if you guys want, you don't even have to do any animating for this. You can use the animations you already have in place for advanced melee). No damage is done while they are sparring, it's just so there not standing still looking at each other. If the person chosing what attack doesn't do it fast enough, let's say for arguments sake if he waits longer then 2 seconds, the other person gets to choose (words could flash on that guys screen that it's his choice now). Mouse1 will enters into what ill call duel melee (Again, the name sucks, but i didn't want to get this versions advanced melee confused with my idea). Mouse 2 enters into a divebomb attack.
duel melee
I was trying to come up with ideas for "duel melee" last night. The best thing I came up with wasn't very good, but I liked it more then the current system.
I took ideas from jk2/3 for this system. Anyway, both players would be immune to outside attacks and both players can only do melee. Instead of having a bubble around both players, I thought there could be a different aura around the players (Only people not in the duel see this aura). You don't even have to change the aura model, you can just change the color of the aura. Thats not important though... Your movement isn't limited in this mode like advanced melee is. All your controls are the same as normal, except teleport is different. I'll explain whats different about it later. Anyway (god i say that word too much) left click will do a punch, right click will do a kick. You can do different combinations of these though, an example could be somthing like this: pressing left click, then pressing right click with left click still held on and then letting go of left click could do a dropkick. These special cominations could do somthing other then just doing more damage then just mashing mouse1 though. These combinations could send the guy your fighting flying, maybe about a little less then the distance of a simple melee hit. Different combinations could send them flying in different directions. For blocking, it should be fairly simple. In jediknight 2/3 when your facing the guy your fighting, you can't get hurt. I thought it should be the same for esf, except with one difference. You could have a super smash brothers type block like pcjoe said. There could be a fighting stance system like there is in jk2/3, a attack stance and defensive stance. In attack stance, you can do the special combos and your blocking lasts less then 1 second before your block breaks. In defensive stance, your block can take more hits and last longer before it breaks. Also in defensive stance, you can't do special combos. A note about kicking and punching though. To prevent people from punching and kicking air, a animation only shows up when your capible of doing damage to your opponent. Another idea I just thought of could be that you could enter a special combo while swooping and it would stay with you for about 2 seconds. For example, I'm swooping at my opponent. I enter a combo in mid swoop and hit him less then 2 seconds after I did my combo, it would unleash the combo once I get close to him.
note: The duel breaks up after a certian amount of time. The only way to end a duel is to wait for this time to end. Moving too far away from your opponent does not cancel the duel like in jediknight 2.
now, onto the teleport. This is the only different thing in duel mode. what this is is when you press the teleport key, an icon appears on the opponents screen letting him know your about to teleport. Teleport takes you directly behind someones back so your capible of doing damage. To escape this, the guy your fighting could press a teleport button to teleport out of the way. (the teleporting out of the way may not be a good idea)
Overview of duel melee:
- Same controls except teleport.
- Left click = punch
- Right click = kick
- You can do different combinations of punch/kick to form a combo.
- Combos make people knockback a little less then what simple melee is now
- Must be behind someone to do damage or opponents block must be broken
- The blocking system is a combination of supersmash brothers and jediknight 2
- After a certian amount of time dueling, the duel breaks up.
Divebomb attack
This isn't that complicated. Your character grabs the guy and starts swooping with him. It costs lets say double the ki normal swooping does. Once you stop swooping, the other guy keeps falling due to momentum. If he can recover before he hits the ground, no damage is done to him. The only way to get out of a divebomb is to let your opponents ki run out. I could see people spamming this attack though, so maybe the person getting divebombed can do punches to the guy divebombing him. The punches could do like 1 or 2 damage?
Throwing
Swooping into someone while holding mouse2 does a throw. Throwing is the same as it is now.
Backhit melee
To reward and encourage people to hit someone in the back, I tried to make this better then the three front attacks.
When your holding mouse1 while you hit someone in the back, you go into duel melee. This is the same thing as above, except you don't have a choice to do a divebomb before you go into it.
When your holding mouse2 while you hit someone in the back, you go into what I'll call simple combo mode (Another crappy name >< )you gain all of your ki back (It doesn't matter why... If you guys really care about that, just put in a recharge animation). Your opponent cannot move while in this mode(A stun animation?). Anyway, the only attack you can do is simple melee by holding mouse2. Once you hit him, he flys back the same knockback distance as 1.1 and the tele delay is taken away so you can do combos. The mode ends once your combo ends (Or if you wait to long to hit him). I made this mode is so you can do combos the same way you did in 1.1. You guys probably won't like this mode for a number a reasons, but I really like it. It would make a lot of 1.1 lovers out there happy and besides, 1.1 combos were kool and fun and this is an excuse to do them (To do this mode though, you would have to take the tele delay out...)
Random features
- I thought a nice feature to have would be an aware button. Basically what it does, is, when you have it held down, and you get hit in the back with mouse1 or 2(Not the front though.. This is just to balance it out since the 1.1 combo thing could be deadly), your character turns around and hits him using simple melee. The hit could send him half the knockback distance of 1.1 melee. Anyway, you can only do this while swooping so no one abuses it by just standing still and facing away from the guy hes fighting and it uses up a considerable amount of ki.
- The system needs a lockon button. If you have your crosshair over someone and press the lockon button, a box comes up around the character. Text appears saying his name (the text fades away after a couple of seconds). To detarget, press the lock on button again.
And, thats my idea. I don't know how well it would work or if it's even possible to code some of that in, but hey, atleast I tried. And btw, if some stuff doesn't make sense or i misspelled a lot of words... ignore it. I wrote most of this at like 3 last night.
edit: Incase I wasn't clear, in the advanced melee part you can still attack people from the front. It's just that people automaticly block in the front and you have to break the block to do any real damage (I guess once the block is broke, the person is stunned?).
Basics:
Swooping:
Swooping will be the same in my system, except there will be one more mode of swooping. I'll call it boost swooping.
- Boost swooping will be the same as regular swooping, but you go significantly faster then regular swooping
- Boost swooping uses more ki then regular swooping
- To initiate, press the aura button while swooping (or have your aura on when before you start a swoop)
- Stops after a certian amount of time
- The only way to stop boost swooping is to let time run out. If you run out of ki, you stop flying and start falling. If you hit the ground, you lay on the ground until the remaining time is up.
- Aura will have a trail while boost swooping
(boost swooping has nothing to do with anything really, I just thought it would be cool)
Melee:
In my system, there are two types of melee. head on melee and backhitmelee (backhit melee.... name sucks but whatever). For example, holding mouse2 hitting someone head on does somthing different then holding mouse2 hitting them in the back.
Head on melee
When you're swooping and holding mouse1 and you hit your opponent head on, the person who was swooping longer has a choice. He can either press mouse 1 or mouse 2. While he is waiting to make a choice, instead of prepunching or them just waiting there looking at each other, a nice animation comes up of both the characters sparring (Hell, if you guys want, you don't even have to do any animating for this. You can use the animations you already have in place for advanced melee). No damage is done while they are sparring, it's just so there not standing still looking at each other. If the person chosing what attack doesn't do it fast enough, let's say for arguments sake if he waits longer then 2 seconds, the other person gets to choose (words could flash on that guys screen that it's his choice now). Mouse1 will enters into what ill call duel melee (Again, the name sucks, but i didn't want to get this versions advanced melee confused with my idea). Mouse 2 enters into a divebomb attack.
duel melee
I was trying to come up with ideas for "duel melee" last night. The best thing I came up with wasn't very good, but I liked it more then the current system.
I took ideas from jk2/3 for this system. Anyway, both players would be immune to outside attacks and both players can only do melee. Instead of having a bubble around both players, I thought there could be a different aura around the players (Only people not in the duel see this aura). You don't even have to change the aura model, you can just change the color of the aura. Thats not important though... Your movement isn't limited in this mode like advanced melee is. All your controls are the same as normal, except teleport is different. I'll explain whats different about it later. Anyway (god i say that word too much) left click will do a punch, right click will do a kick. You can do different combinations of these though, an example could be somthing like this: pressing left click, then pressing right click with left click still held on and then letting go of left click could do a dropkick. These special cominations could do somthing other then just doing more damage then just mashing mouse1 though. These combinations could send the guy your fighting flying, maybe about a little less then the distance of a simple melee hit. Different combinations could send them flying in different directions. For blocking, it should be fairly simple. In jediknight 2/3 when your facing the guy your fighting, you can't get hurt. I thought it should be the same for esf, except with one difference. You could have a super smash brothers type block like pcjoe said. There could be a fighting stance system like there is in jk2/3, a attack stance and defensive stance. In attack stance, you can do the special combos and your blocking lasts less then 1 second before your block breaks. In defensive stance, your block can take more hits and last longer before it breaks. Also in defensive stance, you can't do special combos. A note about kicking and punching though. To prevent people from punching and kicking air, a animation only shows up when your capible of doing damage to your opponent. Another idea I just thought of could be that you could enter a special combo while swooping and it would stay with you for about 2 seconds. For example, I'm swooping at my opponent. I enter a combo in mid swoop and hit him less then 2 seconds after I did my combo, it would unleash the combo once I get close to him.
note: The duel breaks up after a certian amount of time. The only way to end a duel is to wait for this time to end. Moving too far away from your opponent does not cancel the duel like in jediknight 2.
now, onto the teleport. This is the only different thing in duel mode. what this is is when you press the teleport key, an icon appears on the opponents screen letting him know your about to teleport. Teleport takes you directly behind someones back so your capible of doing damage. To escape this, the guy your fighting could press a teleport button to teleport out of the way. (the teleporting out of the way may not be a good idea)
Overview of duel melee:
- Same controls except teleport.
- Left click = punch
- Right click = kick
- You can do different combinations of punch/kick to form a combo.
- Combos make people knockback a little less then what simple melee is now
- Must be behind someone to do damage or opponents block must be broken
- The blocking system is a combination of supersmash brothers and jediknight 2
- After a certian amount of time dueling, the duel breaks up.
Divebomb attack
This isn't that complicated. Your character grabs the guy and starts swooping with him. It costs lets say double the ki normal swooping does. Once you stop swooping, the other guy keeps falling due to momentum. If he can recover before he hits the ground, no damage is done to him. The only way to get out of a divebomb is to let your opponents ki run out. I could see people spamming this attack though, so maybe the person getting divebombed can do punches to the guy divebombing him. The punches could do like 1 or 2 damage?
Throwing
Swooping into someone while holding mouse2 does a throw. Throwing is the same as it is now.
Backhit melee
To reward and encourage people to hit someone in the back, I tried to make this better then the three front attacks.
When your holding mouse1 while you hit someone in the back, you go into duel melee. This is the same thing as above, except you don't have a choice to do a divebomb before you go into it.
When your holding mouse2 while you hit someone in the back, you go into what I'll call simple combo mode (Another crappy name >< )you gain all of your ki back (It doesn't matter why... If you guys really care about that, just put in a recharge animation). Your opponent cannot move while in this mode(A stun animation?). Anyway, the only attack you can do is simple melee by holding mouse2. Once you hit him, he flys back the same knockback distance as 1.1 and the tele delay is taken away so you can do combos. The mode ends once your combo ends (Or if you wait to long to hit him). I made this mode is so you can do combos the same way you did in 1.1. You guys probably won't like this mode for a number a reasons, but I really like it. It would make a lot of 1.1 lovers out there happy and besides, 1.1 combos were kool and fun and this is an excuse to do them (To do this mode though, you would have to take the tele delay out...)
Random features
- I thought a nice feature to have would be an aware button. Basically what it does, is, when you have it held down, and you get hit in the back with mouse1 or 2(Not the front though.. This is just to balance it out since the 1.1 combo thing could be deadly), your character turns around and hits him using simple melee. The hit could send him half the knockback distance of 1.1 melee. Anyway, you can only do this while swooping so no one abuses it by just standing still and facing away from the guy hes fighting and it uses up a considerable amount of ki.
- The system needs a lockon button. If you have your crosshair over someone and press the lockon button, a box comes up around the character. Text appears saying his name (the text fades away after a couple of seconds). To detarget, press the lock on button again.
And, thats my idea. I don't know how well it would work or if it's even possible to code some of that in, but hey, atleast I tried. And btw, if some stuff doesn't make sense or i misspelled a lot of words... ignore it. I wrote most of this at like 3 last night.
edit: Incase I wasn't clear, in the advanced melee part you can still attack people from the front. It's just that people automaticly block in the front and you have to break the block to do any real damage (I guess once the block is broke, the person is stunned?).