Streamlined Melee Conept

Misanthropist
🌠 Staff
🌈 Beta Tester
β˜… Black Lounger β˜…
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Sep 18, 2003
Messages
1,406
Best answers
1
Location
Perth, Australia
=======================

= Streamlined Melee Concept =

=======================


Just couldnt stay off the melee-design bandwagon =þ



^^ BIG READ AHEAD ^^

I wanted to compliment basic melee, and still keep it simple but a versatile feature when mastered. Ive shaped a little system. Ive tried to keep latency issues at a minimum but still maintain freedom and strategy. I doubt is perfect but should work in theory. Figured it would be good food for thought regardless.


The Concept:

Instead of having Basic and Advanced Melee as two separate entities, Ive tried to amalgamate them. Ive split it up into Basic, Heavy and Power attacks.

Basic = quick punches and kicks,
Heavy = stunner, and
Power = knockback.

Throws and tackles can also be incorporated, as well as meatshielding.
This system gives you the ability to fight 1v1 or multiple opponents, and still retain our beloved Basic Melee.

Everything below happens with melee selected.

Heres the breakdown;

__________

BASIC ATTACKS
__________

Parameters
- When not swooping (while on ground or hovering), tapping LMB at any time will cycle through say, a preset six hit combo. The animation itself will vary between classes though of course. The sixth blow, however, will be a Heavy Blow(see heading below for detail).

- You must be aiming accurately and be in range of enemy to make contact. With good reflexes and accuracy, you should be able to attack multiple enemies around you.

- Each attack will cost a small portion of stamina per blow.

- There will be a cool off time after the sixth attack before you can begin again. A slight cool off time between attacks allows you to have a slight delay and continue the combo, or continue with the first blow.

- While at least 2 players are within a small range (say 3m), normal flight speed is slightly increased. You cannot move whilst attacking or blocking.

- The attack animation may vary based on direction of movement but its not necessary.

- You are free to teleport/swoop/change weapon between attacks as normal.

- When attacking the objective is to maintain aim and strafe around to the opponents side and rear. When defending, the idea is to maintain your aim and not let the opponent get around you. The attacker can exploit strafing to get around the opponent. The defender can also exploit strafing to dodge attacks instead of blocking them. Dont forget you can still teleport normally too.

- If 2 attacks collide, the damage is nullified, allowing a kind of rapid spar

- If both players manage to attack each other with the sixth blow simultaneously, both players take damage and are knocked backwards.

- Will not knock an enemy out of swoop.

Effect on Opponent
- If an enemy is in range and you are aiming at them, they receive a very quick stun and minor knockback, enough to force you to move a little to follow them. The enemy loses a portion of HP per blow. If the opponent is hit by the sixth blow, they become heavily stunned, and lose a moderate chunk of Stamina.


Defense
- Simply hold block and aim at the enemy to defend yourself, allowing you to escape, or attack in return. Each block will consume a small portion of stamina. If the player doesnt have sufficient stamina to withstand blocking, they are hit by the attack.

- Another possibility, borrowing Nixanthros' 'Spin Dodge' concept, is to perform a quick dodge to the left or right, by holding Block and tapping left or right. This maneuver would look similar to bobbing and weaving - Block+Left would move the player to the left quickly and then return to its original position. The player will be invulnerable during this animation to counter latency dramas. This technique would consume a portion of stamina relative to the attack being avoided.


__________

HEAVY ATTACKS
__________

Parameters
- Holding LMB when swooping will hit the enemy with a heavy attack, but without knockback. The enemy is sufficiently stunned, like a heavy blow to the gut for example. The 6th consecutive basic attack will also perform this technique.

- The attacker has normal controls after striking, free to continue with a basic or power attack, or move around.


- If 2 players swooping at each other holding LMB collide, both players engage in a hyperspeed spar then get blown apart, at a loss of stamina.


Effect on Opponent
- Enemy loses a moderate chunk of Stamina and HP, and is also rendered helpless for a brief moment.


Defense
- Hold block and aim to defend, allowing you to escape, or attack in return. Each block will consume a modest portion of stamina. If the player doesnt have sufficient stamina to withstand blocking, they are hit by the attack.


__________

POWER ATTACKS
__________

Parameters
- Tapping RMB when an opponent is within range will do basic melee as normal with the standard knockback.This works whether swooping or not, but only if aiming at enemy closeup. Animation matches direction player was moving/pressing as is the norm.

- Essentially no different than existing Basic Melee.

- The idea is to use this as a finisher attack after dealing a combo assault. From here you can teleport/swoop after the enemy as he hurtles through the air and continue your onslaught , or start charging a ki wave.

- If 2 players swooping at each other holding RMB collide, both players get knocked back and take damage.

- If 2 players swooping collide, and one is holding LMB and the other RMB, the player with higher ki has the successive attack.


Effect on Opponent
- Enemy loses a large portion of HP and is sent hurtling through the air.


Defense
- Hold block and aim to defend, allowing you to escape, or attack in return. Each block will consume a large portion of stamina. If the player doesnt have sufficient stamina to withstand blocking, they are hit by the attack.


__________

THROWING
__________

Parameters
- Holding LMB down for a certain time will attempt to grab the opponent. The optimal time to attempt a throw is when your enemy is stunned.. At the most basic level, swoop into an enemy holding LMB, you perform a heavy blow, stunning your opponent and giving you the time to land the throw.

- A failed throw attempt will leave you momentarily vulnerable, and cost Stamina.

- When 2 opponents attempt to grab each other the attack is nullified and both players get a slight knockback.

- Drains stamina/ki while swinging opponent around.

Effect On Opponent
- Once the grab has been landed, the enemy cannot escape and will be swung around. When you let go of LMB or run out of stamina/ki, you will let go of the opponent.


Defense
- If the you are not stunned, you can escape by quickly attacking as soon as you are grabbed.



__________

MEATSHIELDING
__________

Parameters
- If a person is grabbed from behind, they can be used as a meatshield. As the LMB is held down, the attacker holds the opponent in a lock from behind, and can freely face wherever you are looking.

- Whilst holding LMB the attackers stamina/ki drains rapidly. The throw will be cancelled if you run out of stamina/ki or let go of LMB, however you will not be able to attack if you are exhausted. You must be careful about how much stamina/ki you are willing to sacrifice.

- If the attacker runs out of stamina/ki, he lets go of the opponent but is exhausted, allowing the opponent to counter attack. If the attacker releases LMB, he simply lets go, allowing him to escape, or Powerhit (RMB) the enemy in the back before he turns around or escapes.

- The attacker can move around using normal slow flight, but cannot dash/swoop.

- The attacker is invulnerable to frontal damage whilst holding the enemy. If the attacker is struck by a melee or ki attack from behind by a third player, the grab is cancelled.

- Useful method to avoid frontal damage, or to fight as a team.


Effect on Enemy
- The enemy is next to helpless and will take damage from other players. He will face whatever direction his attacker is facing.


Defense
- Rapidly press attack to struggle against the hold. This will cost stamina/ki of your own, and increase the rate of the attackers stamina/ki drain. The higher the attackers PL relative to you, the more it will take to break free.

- If the attacker runs out of stamina/ki, you will break free, knocking the enemy backwards.

- If you have Perfect Trans, pressing ascend should blast you free also.

__________

TACKLING - Excellent idea Nix ^_^
__________

Parameters
- If you swoop into an opponent without holding any mouse buttons, you tackle the enemy, pushing them where you want them to go. Also works if swooping into a plummeting enemy.

- If the enemy is swooping and holding either LMB or RMB you will lose.

- If 2 players swooping collide and neither are pressing mouse buttons, they engage a quick hyperspeed spar and blow apart.

- This can be a tackle or divebomb depending on player animation and angle of approach being horizontal or vertical.

To quote Nixanthros ;

"...You'd grab their trunk, and guide them wherever you want to go for X seconds. It'd be useful for slamming people into things, which already incurs damage. In addition to just guiding them, perhaps you could have the ability to let them go before your tackle time has run out, forcing them to travel in the direction you were just flying towards. Inertia and all that. What would be the purpose? Positioning them in such a way that you'd have the upper hand."

__________




__________

ATTACK COLLISIONS CLARIFICATION
__________

When not swooping:
- Basic melee against basic melee nullifies the attack. no damage or knockback ie keep fighting. Perhaps player with greater ki may win over the other instead?
- Basic will not effect swooping enemies (unless PL difference is great?)
- Heavy Blow wins against Basic
- Power Attack wins against Basic
- Power Attack wins against Heavy (if Ki is greater?)
- Any attack against a grapple attempt wins with the appropriate effect, thats why you stun enemy before attempting. Once the throwing sequence has begun, no other enemy can interfere, only the person being thrown has the chance to struggle.
- During the MeatShield technique, the attacker will let go of his victim if attacked from behind with any melee.


When swooping ;
- If 2 players swooping at each other holding LMB collide (Heavy VS Heavy), both players engage in a hyperspeed spar then get blown apart, at a loss of stamina.

- If 2 players swooping at each other holding RMB collide (Power VS Power), both players get knocked back and take damage.

- If 2 players swooping collide, and one is holding LMB and the other RMB (Heavy VS Power), the player with higher ki has the successive attack.

- If 2 players swooping collide and neither are pressing mouse buttons, they engage a quick hyperspeed spar and blow apart (lose damage/stamina?)



_________

Quick Swoop Suggestion
__________


A quick idea I had for swooping thats not needed but would be handy.

- Whilst swooping left or right, I should be able to hold Fly Up/Fly Down to swoop diagonally up or down.

Also, does the HL engine allow something where, during flight, i can tilt my player to the left or right as i face forward, thereby tilting the camera view aswell? It would be interesting to be able to spin upside down, whether barrelrolling or loop-de-looping, though Im not sure how the engine supports it.




Anyways let me know what you guys think, mull it over, critique and point out the flaws.
 
Last edited:
Misanthropist
🌠 Staff
🌈 Beta Tester
β˜… Black Lounger β˜…
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Sep 18, 2003
Messages
1,406
Best answers
1
Location
Perth, Australia
No comments? o_O
 
Beta Tester Squad
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Jan 26, 2005
Messages
3,089
Best answers
0
Location
Romania
well to be hones this will probabli have a big ping(lancity) problem ,It will be more simple this way.
two buttons LMB and RMB
LMB will enable melee combos , Melee combos will start dealing dmg as long as you hold the buton , enemy get hit and get move back a bit after 6 hits so that the defender can attack as well.And Right click will do simple melee.Simple and to the point
 
Freelance Mappzor
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Nov 21, 2003
Messages
17,065
Best answers
0
Location
Stairing at the Abyss
Ill coment on it tomorrow. When i actually have enough time to read it.
 
Misanthropist
🌠 Staff
🌈 Beta Tester
β˜… Black Lounger β˜…
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Sep 18, 2003
Messages
1,406
Best answers
1
Location
Perth, Australia
well to be hones this will probabli have a big ping(lancity) problem ,It will be more simple this way.
two buttons LMB and RMB
LMB will enable melee combos , Melee combos will start dealing dmg as long as you hold the buton , enemy get hit and get move back a bit after 6 hits so that the defender can attack as well.And Right click will do simple melee.Simple and to the point

It is as simple as LMB and RMB.
LMB will do one thing if youre swooping(Heavy) and another thing if you arent(Basic).
RMB is exactly the same as it exists now.
Pretty straightforward really.

Your suggestion only changes holding LMB instead of tapping for Basic attacks. I dont see how this will come to pings rescue.

By tapping LMB instead of holding, you do the next attack at your own disposal, and are free to move between attacks. Also it becomes harder to add controls for things like grabs.
Tap it quickly to proceed through the combo sequence and end on the sixth blow, or stop for a second to begin again from the first blow.By being able to do this anywhere a n00blet will know what they can do before an enemy gets in range.

The attacker can attack back as well at any point. One can block, nullify the attack by attacking at the same time, or move out of the way. When you are hit by Basic attack, you are just stunned for a very very short moment, only long enough to see an animation of being hit and put you off your next move. Its not so much being stunned its just playing a very very quick hurt animation. Its the sixth hit that will stun them effectively. Both can block/teleport/move between basic hits, you just have to be quick and accurate to avoid getting hit.

Its like tapping LMB and you fire a single kiblast, but instead theres no projectile, and youre throwing a punch. I suppose on each tap of LMB a 1sec timeout will have to begin, and that would add to latency issues, but nothing drastic.It doesnt have to be a timer, the game can perhaps check what frame the animation is up to, as opposed to counting up to a variable per frame.
 
Misanthropist
🌠 Staff
🌈 Beta Tester
β˜… Black Lounger β˜…
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Sep 18, 2003
Messages
1,406
Best answers
1
Location
Perth, Australia
o_O

So little comments Im stunned.
 
Freelance Mappzor
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Nov 21, 2003
Messages
17,065
Best answers
0
Location
Stairing at the Abyss
Well i read it. It has some nice ideas.

Well the only problem in there i see is the throw and basic attack.

The thing is tapping the button at the right time is very hard if you have a slightly bigger ping. To fix it it would have to be set to hold the button while not swooping. That would ofcourse eliminate your throw. But since you have not yet used hold LMB and RMB at the same time yet that can be used for throwing instead.

Now the second ping problem with the basic attack is allmost the same as the first one. if you have a slightly bigger ping you would not be able to pull off the 6 hit combo you mentioned.

Other than that it seems pretty solid. One thing that is still unclear though,

What happens if different styles collide. Lets say Person A is holding RMB and person B is holding LMB and they are swooping at each other. What would happen then?

Also a collision between melee and throw. Add those in and you have a full design doc :p
 
Misanthropist
🌠 Staff
🌈 Beta Tester
β˜… Black Lounger β˜…
βœ”οΈ HL Verified
πŸš‚ Steam Linked
πŸ’» Oldtimer
Joined
Sep 18, 2003
Messages
1,406
Best answers
1
Location
Perth, Australia
Thanks Grega ^_^

I like the LMB+RMB idea. Initially i wanted to conserve using it as a spare move slot in case I thought of something else, but with latency issues it makes sense to use it. In any case i need to reconsider latency stuff a bit more (used to building designing single player stuff :p)

I wonder, if reducing the combo down from 6 hits make it a bit more practical concerning latency?

I did put a parameter for your first collision example but ill clarify them.

When not swooping:
- Basic melee against basic melee nullifies the attack. no damage or knockback ie keep fighting. Perhaps player with greater ki may win over the other instead?
- Basic will not effect swooping enemies (unless PL difference is great?)
- Heavy Blow wins against Basic
- Power Attack wins against Basic
- Power Attack wins against Heavy (if Ki is greater?)
- Any attack against throw/grapple wins with the appropriate effect, thats why you stun enemy before attempting.


When swooping ;
- If 2 players swooping at each other holding LMB collide (Heavy VS Heavy), both players engage in a hyperspeed spar then get blown apart, at a loss of stamina.

- If 2 players swooping at each other holding RMB collide (Power VS Power), both players get knocked back and take damage.

- If 2 players swooping collide, and one is holding LMB and the other RMB (Heavy VS Power), the player with higher ki has the successive attack.

- If 2 players swooping collide and neither are pressing mouse buttons, they engage a quick hyperspeed spar and blow apart (lose damage/stamina?)
 
Last edited:

Users who are viewing this thread

Top Bottom