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Jinx's Personal ESF 1.3 Outline
Jinx's Personal ESF 1.3 Outline
(In Progress)
The purpose of this Thread is to Re-invent esf 1.2 for the better. Team feel free to **** all over this thread, but also feel free to take from it w/e ude like to use. I want people to read here constantly to constantly Critique the outline. Hopefully the result will be a Outline superior to the 1.3 outline.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
:: New Default Configuration ::
:: Permanent Camera View ::
- New Unchangable Cam View: Cam_Idealdist 130, Default_fov 50, Cam_zoffset 7
- This levels the playing field for all players, by not letting any player have the "better view" over another player.
- This view also makes maps now seem "Worldy", instead of box-like, emerging the gamer into his/her environment.
- Teleports are now more effecient and may need to be modified for less Spam-ability to improve gameplay.
- Beams now seem more sudden and suprising, so are melee attacks. Players will be even more tempted to make use of their radar.
:: Stamina ::
- Stamina is only lost when a player is Hit, or is spending a certain amount to perform a move.
- The stamina meter now takes place of the CF meter, because it is no longer needed.
- Stamina recovers at a constant rate, but when on the ground stamina recovers at a faster rate.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
:: Movement ::
Strictly Air Movement:
- Swooping for every player has been changed. No longer is "How long you swoop" Based on TIME. Instead, how long you swoop, is based on Distance. The distance in which Goku travels in 1 single swoop, for esf 1.2 is now the standard distance for every player in esf 1.3. Meaning this.. Krillin may not swoop as fast as Goku, but his advantage is that he may now swoop LONGER then goku because of his slower speed. This forces Goku to try and use his speed in a more "Controlled(accurate)" manner, because krillin being slower, may easily and accurately turn and get the hit; Instead of having to struggle to move as far and as fast as goku. This also applies to SSJ or any other transformation. Ki Burn is also unique for every player, and is determined based on the speed of the player. For example, Krillins "Ki Burn" for 1 swoop is equal to the Ki Burn of 1 swoop for goku. The significance is that because Krillin is slower so is his ki burn during a swoop. This balances all extremely fast players extremly well, and forces them to use their speed Skillfully instead of in a cheap method of run-hit-and-run. For example, SuperBuu in his transed state is extremely fast, but in order continue swooping he'll have to chainswoop more often.
- The Teleport command is now disabled when a player is unable to fly(Having less then 25 to 30% stamina). To make the teleport command available, the player only needs to swoop. 3 seconds after a swoop, the command will once again disable.
- A new mode of flight called "Turbo-Flight" has been added in order to give newer players a fighting chance. This mode requires a slight cost of stamina to active. Once actived, a player can press and hold(no double tap) any directional key to fly and a simple release to stop.
- "Hover" no longer works the same. You must hold powerup to begin hovering, and after releasing the "Powerup" button, a player has 4 full seconds to powerup again or they will automaticlly fall.
- Gliding is now a given, when a player stop swooping they will automaticly glide.
- The teleport hasn't been changed, but the delay has been VERY slightly shortened.
- There are now two new aspects to Recovery. 1) You are now able to curve your player as you are recovering. 2) After recieving second basic melee hit, the player taking damage will fall and must double tap jump key to flip back up into the air. 3) If a player doesn't recover after a 2nd hit, they may recover with "Spring Action Jump" when they hit the ground.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Recovering:
- 2 new features have been added to the regular recovering method, after being hit with basic melee.
- The first feature, applies after being hit one time with basic melee. The player once hit will recover just like in esf 1.2.3, except now when a player holds right click, they may curve their player by turning their mouse.
- The second features, applies after being hit a second time with basic melee. Once hit a 2nd time with basic melee, the player is knocked out of flight and goes into a falling state. In this state a player may recover by holding any direction key while double tapping jump. Once this accomplished, the player will flip back up into the air in the direction corressponding to the directional key they pressed. During the sate of both falling, and flipping up into the air... players are capable of curving their motion. View 2:09 to 2:12 , an example of what the falling will look like after a 2nd basic melee hit http://youtube.com/watch?v=PxMcNCa1M-Y
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Strictly Ground Movement:
Running--(General Idea)
- Running is now .5 to 2 times faster.
- A player running now has the ability to press "Mouse2", while running to perfrom a "Ground Dash" at the cost of Stamina.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Ground-Dash-Attack--(General Idea)
- Pressing "Mouse2" while running begins a Ground Dash-Attack. This is when a player who is running swings back their arm, and suddenly increases speed by pushing off the ground into a forward motion, leaving a mist of smoke at the point of takeoff. During a Ground Dash your player is unable to curve their momentum, but may turn their body during the attack. By holding "Mouse2" the dash is able to continue, and when "Mouse2" is released, the player will swing(punch or kick) in the direction of the mouse before landing back on the ground. Here is a perfect examlpe of what a ground dash would look like. Watch from 2:39 to 2:48 http://youtube.com/watch?v=PxMcNCa1M-Y
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Jumping--(General Idea)
- Jumping is now "leep-like", and their are now a variety of jumps.
- A player may "Super Jump", at the cost of stamina.
- A player can now Super Jump into a "Boosted Dash", by holding forward during the super jump.
- The regular Jumping height has been shortened, to forplay ground melee.
- The height/distance for of a Super Jumping exceeds esf 1.2.3's maximum height for jumping
:: Specifics ::
- Pressing jump has no effect, Releasing jump causes a player to jump in the direction of their momentum. This type of jump allows a player to jump from 15 degrees or wider, from the ground. If a player holds jump for 2 seconds, their character transitions to a crouching position. On the 3rd second, the character auto-releases to perform a superjump into any direction corresponding to the direction key held down. This type of jump allows a player to jump at an angle of 45degrees or wider to the ground.
:: Purpose ::
:: Pros ::
:: Cons ::
:: Melee ::
Grapple--(General Idea)
-The grappling feature is only available when gliding. When melee is selected and L-Click is held down, if you manage to come close enough to your oponent without being hit by basic melee or anyother type of melee you will automaticly perform a quick throw.
- This feature can be done with in Flight, or not.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Strictly Ground Melee:
Strictly Air Melee:
Basic Melee Head Ons--(General Idea)
-No longer do Basic Melee headons cause a crashing affect where both players are knocked back and both players recieve little to no damage. Instead, players trade blows/hits during the second they head on, causing both players to recieve 1/3 or less of the normal damage. During a headon players don't stop swooping, instead their swoop ricochets and knocks both players out of flight, and into a falling state. Watch from 1:42 to 2:00, Here is a good example of what this will look like:
http://youtube.com/watch?v=PxMcNCa1M-Y
Blocking--(General Idea)
- During a block struggle, players may continue blocking with 1 arm while charging a beam in the other. This is at the cost of taking gradual Damage while blocking with one arm.
- I'f timed correctly a player could return a blocked strong beam with an energy attack of their own. Perfect example, Watch 2:20 to 2:23 http://youtube.com/watch?v=PxMcNCa1M-Y Notice how goku punches the beam away, just imagine him returning it with a beam attack of his own.
:: Beams ::
Strictly Ground Beams:
Beam Jumping--(General Idea)
- Beam Jumping has been fine tuned for less spammage.
- A beam jump is automatically cut short after a certain fairly short distance. This causes players to resort to beam jumping for weaker attacks or a last resort for a strong beam attack.
Strictly Air Beams:
Generic Ball Attack--(General Idea)
- Gen Balls work just the same, except now they have an "auto-curve" feature which causes the attack to automaticly curve towards the intended target, or the last target that highlighted your cross hair. If the target is out of range, then the gen ball will fire without any curve.
Finales--(General Idea)
Regular--(General Idea)
Suprise Attacks--(General Idea)
As a result of some buttons being removed from the default controls, there is now a space for a new feature called the "Suprise Attack". You are able to prepare yourself for a Suprise attack on your opponent by holding down the "Preperation Button" (bad name, I know). When this button is pressed and held down, it begins to fill up an already full or not full stamina meter with an overlaying glow. This Signals the player how much stamina will be used during a suprise attack. If the player releases this button, the glow gradually decreases back to 0. To innitiate or start a suprise attack, merely select an energy(beam/blast) attack and double L-click for your player to autocharge the beam or blast within 1.5 to 2 seconds before firing. If the attack is a beam, it fires as a large radius beam with a limited distance in which it reaches before fading out. The beam can't be turned, and acts like a line expanding quickly from point A to point B. If a player is hit with this nearly instant beam, an explosion appears at the point of contact, and the beam instantly fades away. If a player blocks this beam, the person shooting the beam may manually continue "pushing" ki into the beam at a constant rate. This only keeps the beam alive, and doesn't increase it's power. To do so they must hold L-click which will gradually drain their ki as fast as swooping would. At this point, any other player who flies into the beam will take half the damage of being hit directly. Yet, this is a risky move considering you'll have low stamina after. If a player counters with a "Suprise-Beam-Attack" of their own, then both beams collide and a mini game pops up on both players screen.
In this mini game, a holo circle appears, symbolizing the center of the current beam's force. Also a larger circle appears around it, symbolizing the area of "Struggle". Outside of the larger circle appears a small radial blurred circle that symbolizes the where your energy force is being directed. Using the Directional keys, both players must move the Small-radial-blurred-circle, through the area of struggle and into the smaller centered circle, Symbolizing the center of the current beam's force. The first player to put it in the center wins the struggle. Yet, the "area of difficulty" throws off your direction and makes it difficult to get to the center. The player who wins the struggle, lets out a loud struggle cry before automaticly thrusting more power into the beam for the win.
The effect of being hit by this type of beam is the same as being hit by the 2nd basic melee hit, you except you can't recover from the air.
Here is a good example mini game:
http://youtube.com/watch?v=Qylf38gdanU
Watch from 2:46 to 2:52, notice how the circles are trying to reach the middle circle but are struggling to do so. The idea is similar
The difficultly should be equal for both players for fairness. (to be continued)
:: Buddy System::
- Capt. Ginyu's buddy system, doesn't allow more then one player to be ingame at one time. Instead players can swap out by pressing the LEft-ALT key during flight. This causes the current character to teleport to their designated point at the cost of the curent character's ki, but the character being used will be swapped out in sequencial order with a different buddy.
- While any character is in the "Resting Status", each characer's stats regenerate "seperately" at a gradual pace.
- In the buddy system, HP is divided equally to all players. So, each of the 3 characters would have 1/3 of 120hp, which is 40 hp
- While fighting, only the character being used will grow stronger. For example, If i used ginyu all the time.. then ginyu would be the player that grew stronger even tho I could swap out my other characters.
- This system allows a player to win over his enemies, not just with skill, but with the confusion of swapping players, and also a larger ki pool, when each character is combined.
:: Map Walls::
:: Map Ceiling::
:: Weapon Select ::
:: Balance ::
:: Stamina ::
:: Ki Energy::
:: Camera Movement::
:: SSJ::
"8) Ascending to ssj is no longer done by pressing Z. To ascend you hold powerup + turbo for longer then 3 seconds spending MORE stamina to obtain ssj(the exact amount uncertain). This brings a new risk to going ssj. If you're able to go ssj( if you have enough stamina) but have barely enough stamina for it, you'll obtain ssj,
but you will have low stamina and a high risk of losing ssj easier. This gives the feel of needing to train or master ssj.
If stamina goes below 20% you lose ssj, and since stamina isn't "rechargable" like ki, the player won't be able to go ssj for a while.
Yet for players who can go ssj without the risk of losing stamina, I feel you're right when a balance needs to be added. My suggestion is to increase the ki burn so it feels exactly like being in normal form.
As for ssj beams, I believe they should only have a Stronger"DIRECT" impact. The splash damage should "NOT" increase, but should only grow larger in diameter
2 Reasons supporting this:
-SSJs need to use/burn more ki inorder to do the stronger attacks an ssj does.
-Secondly, experienced players will actually use ssj for fighting, and not seeing it as cheap.
Edit:
I also believe, the swooping TIME for an ssj should cut slightly shorter... SO that an SSJ in 1 swoop, covers the SAME distance as a Non-ssj SWOOPER. This will balance the swooping, and gives ssj a better feeling overall. This also makes players use of the SPEED of the ssj, and improves gameplay. SSJ2's swoop should be faster then ssj1 and non-ssjform, BUT ssj2's swoop-time should be cut short so that ssj 2 cover the same exact distance as a full non-ssj swoop.
This also applies to ssj3.
This would dramatically improve the feeling off ssj and all other transformations. Players would easily notice the change in swooping speed by the shorter time it takes to get from point a to point b. This also helps player determine how fast they need to turn inorder to control their swoop.
To summarize SSJ
- Beams are stronger from a direct impatc
- Beams have a larger splash damage radius. Splash damage doesn't increase
- SSJ and all other transformations fly the same distance in a single swoop, as the swoop of a NON-Transed swooper. The difference is, SSJ flies from point A to point B at a faster rate.
- The ki of an SSJ should be larger, BUT in balancing it, it should also have a higher ki burn. So that ssj FEELS EXACTLY like being non ssj. In order to do the stronger attacks, ssj SPENDS more ki then a non ssj. The ki of an ssj and the ki of a non-ssj SHOULD feel the same
- SSJ melee should feel slighitly stronger
- The Perfect Form of an SSJ form, a small amount of extra ki should be added on, increasing the ki pool"
Jinx's Personal ESF 1.3 Outline
(In Progress)
The purpose of this Thread is to Re-invent esf 1.2 for the better. Team feel free to **** all over this thread, but also feel free to take from it w/e ude like to use. I want people to read here constantly to constantly Critique the outline. Hopefully the result will be a Outline superior to the 1.3 outline.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
:: New Default Configuration ::
:: Permanent Camera View ::
- New Unchangable Cam View: Cam_Idealdist 130, Default_fov 50, Cam_zoffset 7
- This levels the playing field for all players, by not letting any player have the "better view" over another player.
- This view also makes maps now seem "Worldy", instead of box-like, emerging the gamer into his/her environment.
- Teleports are now more effecient and may need to be modified for less Spam-ability to improve gameplay.
- Beams now seem more sudden and suprising, so are melee attacks. Players will be even more tempted to make use of their radar.
:: Stamina ::
- Stamina is only lost when a player is Hit, or is spending a certain amount to perform a move.
- The stamina meter now takes place of the CF meter, because it is no longer needed.
- Stamina recovers at a constant rate, but when on the ground stamina recovers at a faster rate.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
:: Movement ::
Strictly Air Movement:
- Swooping for every player has been changed. No longer is "How long you swoop" Based on TIME. Instead, how long you swoop, is based on Distance. The distance in which Goku travels in 1 single swoop, for esf 1.2 is now the standard distance for every player in esf 1.3. Meaning this.. Krillin may not swoop as fast as Goku, but his advantage is that he may now swoop LONGER then goku because of his slower speed. This forces Goku to try and use his speed in a more "Controlled(accurate)" manner, because krillin being slower, may easily and accurately turn and get the hit; Instead of having to struggle to move as far and as fast as goku. This also applies to SSJ or any other transformation. Ki Burn is also unique for every player, and is determined based on the speed of the player. For example, Krillins "Ki Burn" for 1 swoop is equal to the Ki Burn of 1 swoop for goku. The significance is that because Krillin is slower so is his ki burn during a swoop. This balances all extremely fast players extremly well, and forces them to use their speed Skillfully instead of in a cheap method of run-hit-and-run. For example, SuperBuu in his transed state is extremely fast, but in order continue swooping he'll have to chainswoop more often.
- The Teleport command is now disabled when a player is unable to fly(Having less then 25 to 30% stamina). To make the teleport command available, the player only needs to swoop. 3 seconds after a swoop, the command will once again disable.
- A new mode of flight called "Turbo-Flight" has been added in order to give newer players a fighting chance. This mode requires a slight cost of stamina to active. Once actived, a player can press and hold(no double tap) any directional key to fly and a simple release to stop.
- "Hover" no longer works the same. You must hold powerup to begin hovering, and after releasing the "Powerup" button, a player has 4 full seconds to powerup again or they will automaticlly fall.
- Gliding is now a given, when a player stop swooping they will automaticly glide.
- The teleport hasn't been changed, but the delay has been VERY slightly shortened.
- There are now two new aspects to Recovery. 1) You are now able to curve your player as you are recovering. 2) After recieving second basic melee hit, the player taking damage will fall and must double tap jump key to flip back up into the air. 3) If a player doesn't recover after a 2nd hit, they may recover with "Spring Action Jump" when they hit the ground.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Recovering:
- 2 new features have been added to the regular recovering method, after being hit with basic melee.
- The first feature, applies after being hit one time with basic melee. The player once hit will recover just like in esf 1.2.3, except now when a player holds right click, they may curve their player by turning their mouse.
- The second features, applies after being hit a second time with basic melee. Once hit a 2nd time with basic melee, the player is knocked out of flight and goes into a falling state. In this state a player may recover by holding any direction key while double tapping jump. Once this accomplished, the player will flip back up into the air in the direction corressponding to the directional key they pressed. During the sate of both falling, and flipping up into the air... players are capable of curving their motion. View 2:09 to 2:12 , an example of what the falling will look like after a 2nd basic melee hit http://youtube.com/watch?v=PxMcNCa1M-Y
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Strictly Ground Movement:
Running--(General Idea)
- Running is now .5 to 2 times faster.
- A player running now has the ability to press "Mouse2", while running to perfrom a "Ground Dash" at the cost of Stamina.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Ground-Dash-Attack--(General Idea)
- Pressing "Mouse2" while running begins a Ground Dash-Attack. This is when a player who is running swings back their arm, and suddenly increases speed by pushing off the ground into a forward motion, leaving a mist of smoke at the point of takeoff. During a Ground Dash your player is unable to curve their momentum, but may turn their body during the attack. By holding "Mouse2" the dash is able to continue, and when "Mouse2" is released, the player will swing(punch or kick) in the direction of the mouse before landing back on the ground. Here is a perfect examlpe of what a ground dash would look like. Watch from 2:39 to 2:48 http://youtube.com/watch?v=PxMcNCa1M-Y
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Jumping--(General Idea)
- Jumping is now "leep-like", and their are now a variety of jumps.
- A player may "Super Jump", at the cost of stamina.
- A player can now Super Jump into a "Boosted Dash", by holding forward during the super jump.
- The regular Jumping height has been shortened, to forplay ground melee.
- The height/distance for of a Super Jumping exceeds esf 1.2.3's maximum height for jumping
:: Specifics ::
- Pressing jump has no effect, Releasing jump causes a player to jump in the direction of their momentum. This type of jump allows a player to jump from 15 degrees or wider, from the ground. If a player holds jump for 2 seconds, their character transitions to a crouching position. On the 3rd second, the character auto-releases to perform a superjump into any direction corresponding to the direction key held down. This type of jump allows a player to jump at an angle of 45degrees or wider to the ground.
:: Purpose ::
:: Pros ::
:: Cons ::
:: Melee ::
Grapple--(General Idea)
-The grappling feature is only available when gliding. When melee is selected and L-Click is held down, if you manage to come close enough to your oponent without being hit by basic melee or anyother type of melee you will automaticly perform a quick throw.
- This feature can be done with in Flight, or not.
:: Specifics ::
:: Purpose ::
:: Pros ::
:: Cons ::
Strictly Ground Melee:
Strictly Air Melee:
Basic Melee Head Ons--(General Idea)
-No longer do Basic Melee headons cause a crashing affect where both players are knocked back and both players recieve little to no damage. Instead, players trade blows/hits during the second they head on, causing both players to recieve 1/3 or less of the normal damage. During a headon players don't stop swooping, instead their swoop ricochets and knocks both players out of flight, and into a falling state. Watch from 1:42 to 2:00, Here is a good example of what this will look like:
http://youtube.com/watch?v=PxMcNCa1M-Y
Blocking--(General Idea)
- During a block struggle, players may continue blocking with 1 arm while charging a beam in the other. This is at the cost of taking gradual Damage while blocking with one arm.
- I'f timed correctly a player could return a blocked strong beam with an energy attack of their own. Perfect example, Watch 2:20 to 2:23 http://youtube.com/watch?v=PxMcNCa1M-Y Notice how goku punches the beam away, just imagine him returning it with a beam attack of his own.
:: Beams ::
Strictly Ground Beams:
Beam Jumping--(General Idea)
- Beam Jumping has been fine tuned for less spammage.
- A beam jump is automatically cut short after a certain fairly short distance. This causes players to resort to beam jumping for weaker attacks or a last resort for a strong beam attack.
Strictly Air Beams:
Generic Ball Attack--(General Idea)
- Gen Balls work just the same, except now they have an "auto-curve" feature which causes the attack to automaticly curve towards the intended target, or the last target that highlighted your cross hair. If the target is out of range, then the gen ball will fire without any curve.
Finales--(General Idea)
Regular--(General Idea)
Suprise Attacks--(General Idea)
As a result of some buttons being removed from the default controls, there is now a space for a new feature called the "Suprise Attack". You are able to prepare yourself for a Suprise attack on your opponent by holding down the "Preperation Button" (bad name, I know). When this button is pressed and held down, it begins to fill up an already full or not full stamina meter with an overlaying glow. This Signals the player how much stamina will be used during a suprise attack. If the player releases this button, the glow gradually decreases back to 0. To innitiate or start a suprise attack, merely select an energy(beam/blast) attack and double L-click for your player to autocharge the beam or blast within 1.5 to 2 seconds before firing. If the attack is a beam, it fires as a large radius beam with a limited distance in which it reaches before fading out. The beam can't be turned, and acts like a line expanding quickly from point A to point B. If a player is hit with this nearly instant beam, an explosion appears at the point of contact, and the beam instantly fades away. If a player blocks this beam, the person shooting the beam may manually continue "pushing" ki into the beam at a constant rate. This only keeps the beam alive, and doesn't increase it's power. To do so they must hold L-click which will gradually drain their ki as fast as swooping would. At this point, any other player who flies into the beam will take half the damage of being hit directly. Yet, this is a risky move considering you'll have low stamina after. If a player counters with a "Suprise-Beam-Attack" of their own, then both beams collide and a mini game pops up on both players screen.
In this mini game, a holo circle appears, symbolizing the center of the current beam's force. Also a larger circle appears around it, symbolizing the area of "Struggle". Outside of the larger circle appears a small radial blurred circle that symbolizes the where your energy force is being directed. Using the Directional keys, both players must move the Small-radial-blurred-circle, through the area of struggle and into the smaller centered circle, Symbolizing the center of the current beam's force. The first player to put it in the center wins the struggle. Yet, the "area of difficulty" throws off your direction and makes it difficult to get to the center. The player who wins the struggle, lets out a loud struggle cry before automaticly thrusting more power into the beam for the win.
The effect of being hit by this type of beam is the same as being hit by the 2nd basic melee hit, you except you can't recover from the air.
Here is a good example mini game:
http://youtube.com/watch?v=Qylf38gdanU
Watch from 2:46 to 2:52, notice how the circles are trying to reach the middle circle but are struggling to do so. The idea is similar
The difficultly should be equal for both players for fairness. (to be continued)
:: Buddy System::
- Capt. Ginyu's buddy system, doesn't allow more then one player to be ingame at one time. Instead players can swap out by pressing the LEft-ALT key during flight. This causes the current character to teleport to their designated point at the cost of the curent character's ki, but the character being used will be swapped out in sequencial order with a different buddy.
- While any character is in the "Resting Status", each characer's stats regenerate "seperately" at a gradual pace.
- In the buddy system, HP is divided equally to all players. So, each of the 3 characters would have 1/3 of 120hp, which is 40 hp
- While fighting, only the character being used will grow stronger. For example, If i used ginyu all the time.. then ginyu would be the player that grew stronger even tho I could swap out my other characters.
- This system allows a player to win over his enemies, not just with skill, but with the confusion of swapping players, and also a larger ki pool, when each character is combined.
:: Map Walls::
:: Map Ceiling::
:: Weapon Select ::
:: Balance ::
:: Stamina ::
:: Ki Energy::
:: Camera Movement::
:: SSJ::
"8) Ascending to ssj is no longer done by pressing Z. To ascend you hold powerup + turbo for longer then 3 seconds spending MORE stamina to obtain ssj(the exact amount uncertain). This brings a new risk to going ssj. If you're able to go ssj( if you have enough stamina) but have barely enough stamina for it, you'll obtain ssj,
but you will have low stamina and a high risk of losing ssj easier. This gives the feel of needing to train or master ssj.
If stamina goes below 20% you lose ssj, and since stamina isn't "rechargable" like ki, the player won't be able to go ssj for a while.
Yet for players who can go ssj without the risk of losing stamina, I feel you're right when a balance needs to be added. My suggestion is to increase the ki burn so it feels exactly like being in normal form.
As for ssj beams, I believe they should only have a Stronger"DIRECT" impact. The splash damage should "NOT" increase, but should only grow larger in diameter
2 Reasons supporting this:
-SSJs need to use/burn more ki inorder to do the stronger attacks an ssj does.
-Secondly, experienced players will actually use ssj for fighting, and not seeing it as cheap.
Edit:
I also believe, the swooping TIME for an ssj should cut slightly shorter... SO that an SSJ in 1 swoop, covers the SAME distance as a Non-ssj SWOOPER. This will balance the swooping, and gives ssj a better feeling overall. This also makes players use of the SPEED of the ssj, and improves gameplay. SSJ2's swoop should be faster then ssj1 and non-ssjform, BUT ssj2's swoop-time should be cut short so that ssj 2 cover the same exact distance as a full non-ssj swoop.
This also applies to ssj3.
This would dramatically improve the feeling off ssj and all other transformations. Players would easily notice the change in swooping speed by the shorter time it takes to get from point a to point b. This also helps player determine how fast they need to turn inorder to control their swoop.
To summarize SSJ
- Beams are stronger from a direct impatc
- Beams have a larger splash damage radius. Splash damage doesn't increase
- SSJ and all other transformations fly the same distance in a single swoop, as the swoop of a NON-Transed swooper. The difference is, SSJ flies from point A to point B at a faster rate.
- The ki of an SSJ should be larger, BUT in balancing it, it should also have a higher ki burn. So that ssj FEELS EXACTLY like being non ssj. In order to do the stronger attacks, ssj SPENDS more ki then a non ssj. The ki of an ssj and the ki of a non-ssj SHOULD feel the same
- SSJ melee should feel slighitly stronger
- The Perfect Form of an SSJ form, a small amount of extra ki should be added on, increasing the ki pool"