New melee system

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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?).
 
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ok.. which part of my idea you dont like? lol.. the blocking? and not moving or something?
I just came up with an idea for blocking and countering.. hehe.. its very possible to do as well. :)
 

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There are a couple of things I don't like about your system. Fisrt, your system is too similar to the current one. Actaully, the advanced melee part is worse then the current one (no offense, im just trying to be honest). Blocking would go slower, which means arrows would come up slower. All blocking would be is luck anyway, you have no idea what the opponent is going to do and your forced to guess. The other thing I don't like is your character is still in a locked on position. I hate not having complete control over my character. The last thing I don't like is theres no solution for the akward (sp?) pausing of gameplay to choose your arrows.
 
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the system i postin doesnt pause. You just have .5 secs to react to the attack. Every attack doesnt happen in a sequence its like 1. Attack, Block, Attack, Counter, Attack, Block, Dodge. Like that, and Arrows come up, but they come on the side that the attack is coming from its your choice how you want to block/dodge the attack.
 
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you cant do timed blocking.. if you have 20 ping and I have 300.. Id never be able to block..

Hybrid, I think your talking about the blocking in adv melee. hehe, just a thought. I hope you guys like my idea for blocking pre-punches with a counter kinda thing. Would actually give people blocking a way to attack back after getting hurt from the pre-punches

and joe, I wanna hear his system for adv melee.
I had another idea similar to his where you can move around and what not, using a little fighting script used to attack.

The fighting script was so I can make up any attack I want and make them play when the player does a certain combination. A lot more variety than now.
 
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Umm... here's a very very small visual suggestion (which i know isn't what is needed right now.. but it's simple)

In duels.. make the aura surrounding the players the same as it was in the Frieza Saga. Where frieza fought Goku, and and an aura surrounded them both in the fight, half of it was friezas color, half of it was goku's. I'll find a pic when i have the time.


:::::::::::::

As for the ping issue. I really think that Pcjoe had the right idea of leaving pingers inthe dust.. and surrounding the game around those with more up to date connections. In order for the mod to move forward it can't be held backwards by those that don't have a better connection. I really think that with the addition of bots, it would be ok if it a melee system was made with timed blocking. Because those that have pings too high could go offline and play with bots. That was the main purpose of bots was it not? For offline play?... so lets give it a real use.

I really think the new system should be geared towards better connections. And let those that are at a loss, play offline with bots. (which are very good fun in themselves)
 
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Like joe said, about 150 ping doesn't mean your connection is bad, yet you have a dissadvantage, if you're going to make that disadvantage even bigger, you'll get people complaining about that. About the bots, yes, they were ment for offline gameplay, but online is alot more fun, so I think that everybody would agree that online > offline.

I'm glad to see people are thinking along, but I'd like to know what I could improve on my system other than advanced melee, what do you people think is wrong or should simply change? That would help alot, thanks.
 
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Okay this has become a system suggestions thread and I got tired of reading at the 2nd page so if I say something that was said sry. Darktooth's idea (atleast what I read) is pretty good but if you know all the arrows there is no chance you'll miss therefor no point in keeping them which is fine btw. And Killa's idea (again what I read) is nice but if someone is losing/afraid/stupid he can run away from the fight all the time. Sry if you already took care of that.
I would like to post my system aswell. But instead just go to the threads in my sig. I recommend reading both :yes:
 

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Okay this has become a system suggestions thread and I got tired of reading at the 2nd page so if I say something that was said sry. Darktooth's idea (atleast what I read) is pretty good but if you know all the arrows there is no chance you'll miss therefor no point in keeping them which is fine btw. And Killa's idea (again what I read) is nice but if someone is losing/afraid/stupid he can run away from the fight all the time. Sry if you already took care of that.
I would like to post my system aswell. But instead just go to the threads in my sig. I recommend reading both
I read your melee system idea. No offense, but the system was bad. It takes the button smashing of dmz's melee and mixes it in with rock paper scissors.
The other idea seemed cool though :yes:.

And I'll say it again I guess, the problem with darktooths idea isn't that they'll never miss, it's that they'll always miss.
 
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Hybird said:
And I'll say it again I guess, the problem with darktooths idea isn't that they'll never miss, it's that they'll always miss.
yeah that's right. But it's not just button smashing. Maybe I didn't make myself clear but the punches/kicks are charged so you cant smash buttons. It is unfriendly to poor laggers but you can always make your own server.
 

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You were clear enough. I just skimmed through it to be honest.

Charged punches and kicks? That solves the button smashing to a degree, but it creates its own problems. Imagine goku, someone who can do 100 punches/kicks per second standing still next to vegeta charging a punch. Not only that, do you really want to wait for your character to finish charging a punch? If you really want different strenghts of punches and kicks, just have three buttons. Button 1 would do a strong kick, button 2 would do a medium, button 3 would do strong. Imo, that would improve upon your idea, but it wouldn't make it good. Your idea is just too simple for a melee system. No offense.
 
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Well sorry if I burst your bubble but this isn't DBZ-world. Just kidding but siriously I don't think ESF or any other game can make 100 punches per sec happen. Maybe the charging wont be that long something like 1.5 sec max for a kick and 7.5 sec max for a punch.
Off-topic if that scenario would happen in esf goku would probably teleport the heck out of there. ;)
 
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Yes, Online > Offline.

And the thing is... someone with 150 ping, prolly has a good connection. They are just on a server thats located too far away. In that case, why would you play on a server in thailand if you are in California?

See what i mean... You should only be playing on servers located near you. You shouldn't base pings around people that connect to servers too far away from them.

Yes... online > offline.. but not when you have high ping. When you have high ping, it's not fun online the majority of the time. Noone wants to get pummeled constantly with no chance of re-acting. Which is why the offline mode is available for those that can't find servers close enough, or have a bad connection.
 
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there isnt to many server located on Hawaii.. so sadly.. I have to deal with high pings :(

I wonder if the rest of the team is even reading these posts?
 
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This thread is turning into the big melee suggestion thread, I appreciate you guys are thinking along here but that wasn't really my intention. I made this thread so I could tell how I would imagine the new melee system. But since everybody is posting his own system, I'm kinda losing my goal here...

Don't get my wrong, I'm not trying to get rid of you guys or anything but I don't think ideas should get mixed up. Perhaps it's a good idea to create a big melee suggestion thread but I don't want this one to turn into it, know what I mean?
 
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-edit- ill make my own thread so you dont lose your goal. ;)
 
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Don't get me wrong, feel free to post suggestions, but don't create a totally different melee system :p
 
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theres alot of great suggestions here from every one, i dont think anyones system is all that great but i like alot of the little ideas like the divebomb and the ability to teleport behind someone for a surprise attack during adv melee (i didnt like the part about only being able to to damage from behind tho). i also like the idea of being able to boost the speed of your swoop by turning on the turbo.and the idea of not taking outside damage while engaged in melee combat. i think all of these little things can add the depth needed to improve on an already good melee system.these things along with new transformations would make esf 1.3 one hell of a game. i just hope the other creators of esf pay attention to this thread cuz there are alot of great ideas here and id hate for them to all be disregarded oh.. and to anybody whos i ideas i didnt mention plese dont be offended as i skiped the first page and deciede my post was long enough as it is
 
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Yah. Alot of these melee suggestions are good. But like what Pcjoe, and myself have said. They require a ping of 15 or lower (LAN games). There is really no perfect system, that has been suggested yet. The only good system made up is the one currently being used in ESF. Hopefully one day a new system will be suggested that can replace the old one.
 

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