New Member
I was just checking out the new FX video again and it got me thinking...
What if we altered the values in how a power struggle operates?
We'll assume that two players have the same PL, Ki levels, and stamina. There are no variances which exist, because I don't want to get into that at all. The idea is that the beam struggle will create the same number value regardless of distance, and it will be scaled. Like from say Goku to Vegeta, the path always has a value of 100. Based on the push behind the attacks, it will travel at a value per second.
Now when you look at the FX video, each pump pushes it from one end to the other at the same speed. It never slows down or speeds up once Ki is pumped into it. This tells me that the value is spread evenly throughout. Instead I suggest that on both ends closer to the players, the 'values to beat' gradually increase. So in the middle, it has a very low value to it.
Numerically, based on a 100 value scale, this is how it'd look.
[30][20][10][10][20][30]
P1 & P2 are perfectly even. Lets say P1 pushes the attack towards P2. The attack begins in the middle. The distance it travels is 10 value per second.
To cross the middle, it takes 1 second. To cross the next tier, it's 2 seconds. The last tier is 3 seconds. This will give the effect of the attack speeding up and slowing down as it approaches the other player, even though it's traveling at the same value per second. This adds a little suspense to the attack and in a close struggle can give the other player time to fight back. It also makes it seem like they're trying to fight back the attack on their own, and they need your help!!!
If the beam is on P1's side for say 4 seconds and he sends it back, it will slowly move back towards the other player before speeding up and slowing down again.
Unless he puts an incredible amount of power behind it, and it goes skyrocketing into him. That's also still a possibility.
EDIT: 30 + 20 + 10 = 60 x 2 = 120. doh
What if we altered the values in how a power struggle operates?
We'll assume that two players have the same PL, Ki levels, and stamina. There are no variances which exist, because I don't want to get into that at all. The idea is that the beam struggle will create the same number value regardless of distance, and it will be scaled. Like from say Goku to Vegeta, the path always has a value of 100. Based on the push behind the attacks, it will travel at a value per second.
Now when you look at the FX video, each pump pushes it from one end to the other at the same speed. It never slows down or speeds up once Ki is pumped into it. This tells me that the value is spread evenly throughout. Instead I suggest that on both ends closer to the players, the 'values to beat' gradually increase. So in the middle, it has a very low value to it.
Numerically, based on a 100 value scale, this is how it'd look.
[30][20][10][10][20][30]
P1 & P2 are perfectly even. Lets say P1 pushes the attack towards P2. The attack begins in the middle. The distance it travels is 10 value per second.
To cross the middle, it takes 1 second. To cross the next tier, it's 2 seconds. The last tier is 3 seconds. This will give the effect of the attack speeding up and slowing down as it approaches the other player, even though it's traveling at the same value per second. This adds a little suspense to the attack and in a close struggle can give the other player time to fight back. It also makes it seem like they're trying to fight back the attack on their own, and they need your help!!!
If the beam is on P1's side for say 4 seconds and he sends it back, it will slowly move back towards the other player before speeding up and slowing down again.
Unless he puts an incredible amount of power behind it, and it goes skyrocketing into him. That's also still a possibility.
EDIT: 30 + 20 + 10 = 60 x 2 = 120. doh
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