Base belongs to me.
👑 Administrator
🌠 Staff
✔️ HL Verified
🚂 Steam Linked
💎Légéñdārý
So the re-make of the struggle system comes to a near completion, we still got one more thing to worry about. How exactly the ball type attacks such as the spirit bomb, death ball, etc comes into play with the struggle system.
As it stands right now in the public releases, you can spam(ish) the ball type attacks constantly without having to worry about anything. Either to kill your opponent(s) or let someone else struggle your attack with for example a beam attack. The major problem with this is that once that person is struggling your ball type attack, it leaves the person struggling defenseless. By the time that player has won (if that would be the case) he or she would have 'nearly' depleted his/her stamina/KI which in the end makes it more difficult to fight back.
The other problem is that when you do win, you have really nothing to win for. Sure, you pushed back the attack successfully until it hits something solid but then what? Your opponent is still alive as he would be able to walk/fly freely around the map outside of the explosion radius.
The team's current idea is once a ball type attack is fired, it leaves the person in a locking position. Unable to move, until the attack no longer exists in the battlefield. The user however still has the ability to control the attack by moving (controlling) it around which mimics the beam control system.
We are just curious to see what your opinions are how you think the system should work. So, got any other thoughts? Share your idea! We cannot guarantee it'll be in the game though, but it will give the team some more insight on how the system may work in the future.
If you like the current *idea* of "fire, cannot move but can control it" system for ball attacks, you are welcome to reply as well to share your kudos for the idea.
As it stands right now in the public releases, you can spam(ish) the ball type attacks constantly without having to worry about anything. Either to kill your opponent(s) or let someone else struggle your attack with for example a beam attack. The major problem with this is that once that person is struggling your ball type attack, it leaves the person struggling defenseless. By the time that player has won (if that would be the case) he or she would have 'nearly' depleted his/her stamina/KI which in the end makes it more difficult to fight back.
The other problem is that when you do win, you have really nothing to win for. Sure, you pushed back the attack successfully until it hits something solid but then what? Your opponent is still alive as he would be able to walk/fly freely around the map outside of the explosion radius.
The team's current idea is once a ball type attack is fired, it leaves the person in a locking position. Unable to move, until the attack no longer exists in the battlefield. The user however still has the ability to control the attack by moving (controlling) it around which mimics the beam control system.
We are just curious to see what your opinions are how you think the system should work. So, got any other thoughts? Share your idea! We cannot guarantee it'll be in the game though, but it will give the team some more insight on how the system may work in the future.
If you like the current *idea* of "fire, cannot move but can control it" system for ball attacks, you are welcome to reply as well to share your kudos for the idea.
Last edited: