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If you hate long threads, look away.
I like throwing but the way it works is pretty bad, it takes more Ki than a Final Flash and you're not even using ki, just swinging someone around.
I suggest a new system whereby during the throwing animation the adv melee arrows come up, 10 for each player, and the outcome of the throw is based on who gets the majority right. I haven't spent hours thinking about this but here's roughly what I think would work:
The Basis
Whoever has a higher PL gets the advantage of arrow speed, for every 100,000PL they have over the opponent, the opponents arrows go 0.5 seconds faster. However, they (the victim) can still input the arrows if they (the player) have fast enough reflexes and can therefore still escape being thrown.
This means that power gives you an advantage, but it's much more about the players technique, which is much closer to the show when it comes to throwing enemies.
The Gauge
During the throwing animation while the players are inputting their directions and clearing the arrows, the faithful powerstruggle/blockstruggle/throwstruggle gauge appears as it does now, and slides up and down regarding correct button presses on both sides. Lets say the attacker gets 6 button presses correct and the defender gets 4, this puts the attacker up 2 marks on the gauge which means he wins the throw, and throws his opponent.
If the defender gets 8 right and the attacker gets a paltry 3, then the gauge slides down 5, which means the defender throws the attacker, countering the move.
If they're evenly matched, the throw ends with both players being knocked back, the defender takes 4 damage and the attacker takes 2.
The Gauge Mark Scheme
10-5 points more than your opponent - You throw them (strong)
4-2 points more than your opponent - You throw them (normal)
1 point more than your opponent - You throw them (weak)
Equally matched - Nobody throws, players take a little damage each
1 point less than your opponent - They throw you (weak)
4-2 points less than your opponent - They throw you (normal)
10-5 points less than your opponent - They throw you (strong)
The Result
It perfectly balances throwing, and the attacker gets a little advantage (taking less damage in a draw) it would stop people spamming throws, and make throws a lot harder to win. It would making throwing more skillfull, while still giving extra power an advantage. It's closer to the show. It doesn't unrealisticly use up masses of ki. You can take on a more powerful enemy with it and win if you have enough natural ability. It would be more fun than holding down the mouse buttons to no effect.
Phew! C&C please.
I like throwing but the way it works is pretty bad, it takes more Ki than a Final Flash and you're not even using ki, just swinging someone around.
I suggest a new system whereby during the throwing animation the adv melee arrows come up, 10 for each player, and the outcome of the throw is based on who gets the majority right. I haven't spent hours thinking about this but here's roughly what I think would work:
The Basis
Whoever has a higher PL gets the advantage of arrow speed, for every 100,000PL they have over the opponent, the opponents arrows go 0.5 seconds faster. However, they (the victim) can still input the arrows if they (the player) have fast enough reflexes and can therefore still escape being thrown.
This means that power gives you an advantage, but it's much more about the players technique, which is much closer to the show when it comes to throwing enemies.
The Gauge
During the throwing animation while the players are inputting their directions and clearing the arrows, the faithful powerstruggle/blockstruggle/throwstruggle gauge appears as it does now, and slides up and down regarding correct button presses on both sides. Lets say the attacker gets 6 button presses correct and the defender gets 4, this puts the attacker up 2 marks on the gauge which means he wins the throw, and throws his opponent.
If the defender gets 8 right and the attacker gets a paltry 3, then the gauge slides down 5, which means the defender throws the attacker, countering the move.
If they're evenly matched, the throw ends with both players being knocked back, the defender takes 4 damage and the attacker takes 2.
The Gauge Mark Scheme
10-5 points more than your opponent - You throw them (strong)
4-2 points more than your opponent - You throw them (normal)
1 point more than your opponent - You throw them (weak)
Equally matched - Nobody throws, players take a little damage each
1 point less than your opponent - They throw you (weak)
4-2 points less than your opponent - They throw you (normal)
10-5 points less than your opponent - They throw you (strong)
The Result
It perfectly balances throwing, and the attacker gets a little advantage (taking less damage in a draw) it would stop people spamming throws, and make throws a lot harder to win. It would making throwing more skillfull, while still giving extra power an advantage. It's closer to the show. It doesn't unrealisticly use up masses of ki. You can take on a more powerful enemy with it and win if you have enough natural ability. It would be more fun than holding down the mouse buttons to no effect.
Phew! C&C please.