Their is a reason NOT to view my ideas from the perspective of 1.3. And thats because of the way in which 1.3's swoop speeds, turning speeds and new turbo feature completely changed the game. It gave it an awkward feel to many players and when the beta came out, many complained about it.
1.2.3 is a great version of esf and should be the BASES to build off of for 1.3.
Which is why I said i HOPE people VIEW my outline from the perspective of 1.2, because THAT is how it's meant to be seen.
ps Stop flaming this thread. Critique or get out
Wow.. just wow.
Right, so you want all of us to spend however long it takes to read this thread just to find out that all of the changes you're suggesting are meant for 1.2, and not for 1.3. That doesn't help anyone at all. 1.2 isn't going to suddenly become their flagship. Stop pretending that they're going to see your thread and say "Oh wow, **** 1.3. Let's just re-release 1.2 with Jinx's ideas!" It's not going to happen, so suggest things that work alongside 1.3's features, and not things that completely disregard everything we've been told about the next version.
I'll do what everyone else did and "critique" your ideas just to shut you up when you stop planning everything as though 1.3 doesn't exist. Until then, I just don't see the point in going line by line criticisms of ideas that have no basis in reality and are merely additions to a version of ESF that is meant to be replaced.
Edit: You know what? I'll criticize your outline. I just read some of it and it's ridiculous, so I'll try to make sure no one on the team thinks "Hey, let's add that!"
Running:
75% of Goku's swooping speed? Why the hell does running need to be so quick and why doesn't it use an ki or stamina, since you're basically sprinting at super human speeds? In fact, why is running even something that needs to be looked at? Ground combat rarely ever takes place, and even if you throw Advanced melee into the mix, it still makes absolutely no sense to make running 3/4 of the speed of a swoop. You go on to say it'll help noobs run away from pros. How, exactly, is that a good thing and how does that not transfer over to pros, who have a habit of doing nothing but running away? Yes, Jinx, you're one of those players. If you forget about running and make those percentages affect swooping speed, I'm with you. You shouldn't be able to fly as quickly backwards or to the side as you can while flying forwards, especially if you're chain swooping which requires you to completely change direction. I don't know how many times I've brought this point up, but I think it's worth looking at.
Jumping:
Because you bunny hopping around the map to get away wasn't bad enough. This is idea number 2 of 2 that looks as though it were designed to make running away easier and more effective than it already is. I fail to see how that is a good thing. The only way I'd support this idea if you could only do a leap once per x amount of seconds, and should be used only as an evasive maneuver, not as a way to run away forever until the person chasing runs out of ki and charges. No, holding jump down for 3 seconds isn't a fix since you're covering far more distance than a normal jump would, forcing the poor person who has to chase you to cover that same distance. A Hulk jump should take a good third of your stamina so that it'll force you to continue fighting rather than leaping all over the place. We also don't need 3 different types of jumps. A regular jump is fine, and I'll buy the Hulk jump if it can only be used to dodge to the side or to jump over an opponent without being able to do so repeatedly, making the fight retarded.
Flying:
Why should swooping affect your stamina? You're using ki to move yourself around. You're not actually using your body to force yourself through the air, unless you're suggesting posing in the air is tiresome. Turbo flight sounds exactly like that charged swoop crap that's already in 1.3. It isn't needed, and it doesn't help new players in the least. It's easier to simply double tap a key than charge and wait and move forward. And why the hell would you remove hovering? Why are you trying to force us to stay on the ground? So you can hulk jump everywhere and then run at 75% of the speed of a swoop away from your opponent? Gliding shouldn't be "a given". It should be something you choose to use when the situation calls for it, not because you're being forced to do so.
Explain to me why we should be able to fire gigantic beams from the air, but shooting tiny balls of energy causes us to drop.
Gliding:
Keep gliding the way it is in 1.2, and add the grapple feature. The grapple feature should take no longer than 1 to 2 seconds, or else you're just holding up the fight. It's retarded to see someone falling, grabbing an opponent, and then twirling around for 3 or 4 revolutions.
Teleporting:
No. Stop trying to find ways to run away faster. Just teleport away if you need to run.
Recovering:
Recovering should be responsive to holding down the left clicker. It used to work that way, but it seems not to anymore. I'll eventually make a thread on recovering, swooping and general flying dynamics and physics but I generally don't like this idea. I do think, however, that recovering should either use less ki than it does now or just no ki at all. I don't now how many times over the years I've been forced to recover, only to find myself with very little ki because I decided to do a flip in the air rather than going with the force in the direction of which I was hit and powering myself away from my opponent using his force and my ki.
Trailing:
I don't like double teaming people, and I don't like being double teamed. Giving people effective way to gang bang me isn't a good thing.
Ground Melee:
Probably the best part of the outline. It leaves it up to my imagination.
Air Melee:
Definitely my second favorite part.
Head-Ons
I don't think either person should take damage from the collision unless one person has a significantly higher power level than the other. I'd like it if after slamming into each other, you could fly upside down and come from under your foe.
Blocking:
Anything involving that kind of timing is a no go for a game like ESF, where your ping determines how quickly you're able to react. It also doesn't make sense that someone would be able to block a speeding train with one hand and then fire a beam with the other. I kept reading and it seems like this blocking system is limited to blocking beams. My suggestion to you is just fire a beam before his hits you or evade it altogether. Eazy peazy.
Surprise Attacks:
The only surprise attacks that belong in this game are the ones you didn't see because you were outmaneuvered and outsmarted by your opponent. In other words, no.
SSJ:
Again with ridiculous things using stamina. I really don't think crouching and yelling for 12 seconds is physically draining, or else they'd be weaker as a super saiyan than they were in their normal form. I agree with Sub's idea. The ki drain of a ssj should be proportional to how much ki is used in your normal form, but I'll throw in my idea and say after you achieve a perfect transformation, you no longer use as much ki.
Miraculously enough, I knew I wouldn't like your ideas before I even read it. Why? Because I've read all of your threads and I haven't agreed with most of the things you said. Now stop pitching a fit. I critiqued your outline.