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Gameplay Mechanics
* Health is increased by at least ten fold, or health changes based on power, not ascension. Ie: You might have twice the health for having ten-times the power.
* Flight is changed to be more like that of the flight from Mechmod. Players can cycle between different types of flight, Stationary, Fast, and Fastest. Add in a Booster to enable rushes as well. Change the current combat system so that if you fly into someone in stationary it goes directly to advanced melee (no prepunching), in fast and fastest it goes to prepunch, and with the booster it does a basic melee attack or throw (depending on which button is held).
* Turbo is a toggle that does not wear off in melee. While in turbo you become faster, but perhaps at the expense of a little bit of power. Turbo can be toggled during power struggles, and melee combat.
* Beam attacks can be triggered while in stationary or fast flight modes, but not while in fastest or boosted. Beam attacks while in fast take one half as much more ki because you are concentrating on both improved movement and technique usage at the same time.
* A changed power system to emulate that of the source material. Characters start off at approximately 20,000 Battle Power. Each character could have a technique that may improve themselves (not to mention Turbo). For example, Son Gokou could utilize Kaiouken. He could go from 1x to 20x. Each use is temporary and dependant on his power has a chance to instantly kill him. A transformation could more accurately resemble that of the source, as well, for example, you can obtain SSJ at 300,000 power and it increases power by 50x, causing your power to rocket up to 15,000,000... Perhaps coupled with this are power gain modifiers (ie: Saiyajins would gain slower than others). Characters would still gain power quickly, ie: could get from 20,000 to 1,000,000 in maybe 20 minutes, but some characters could gain faster to make up for the strengths/weaknesses of their characters/species.
* Reduced costs of differing attacks. For example, to utilize the Ki blast, it would cost next to nothing (say 0.5% of Ki). The attacks would also be reduced in power to compensate for this (as it currently stands you can kill anyone with the ki blast, but noone ever died of a ki blast in the source material because they are so utterly weak, the best the ki blast ever did was cause small amounts of damage, nothing substantial).
* A better ki efficiency system... Allow characters to fly around longer, use more low-power techniques, and be more powerful.
* If not hard coded changes like this, perhaps the ability to adjust for these options for servers?
Technique Changes
* Change Gohan's power shield. Make the shield have no cost, or a cost closer to 0.5% ki per second. When explosions or ki blobs happen around the shield, they are negated (at some ki cost). Beams or other attacks that come into contact with the power shield go into a struggle. Winning the struggle explodes both the attack and the shield (causing 2x damage), losing the struggle causes the attack to explode harmlessly (for those inside of the shield anyway) on the surface of the shield.
* An addition of shishinnoken (the four clone attack) that allows for Piccolo (and possibly Tien-Shinhan if added) to spawn three clones of themselves. These clones are only 1/4 as powerful, however, and offer no power growth for the main user unless he manages to merge with the clones once more before someone else destroys them.
* Enerugiikyuushuu (energy absorbtion) for android-type characters (ie: #18, #17) to both drain players and reduce the power of techniques used on them that are successfully blocked.
* The Kakusendan (Kulilin's multiple bullet shot) becomes a semi-controlled beam. In this the character has no control over where the beam goes after release, but at any time as long as it's not blown up, they may use the alternate fire button to split the beam into smaller beams that then go forth and try to strike dead on with any valid enemy targets.
* Changing Vegita's renzoukou energy dan to be rapid fire, as it should be. It would be like with other characters using alternative fire, save that it's twice or even three times as fast. Ki cost would be 0.33% per ki shot, however, they would also be half-as strong as other ki shots (see earlier note to make ki shots weaker than they already are, and then half that).
* Changing Zanzouken so that rather than just teleporting a couple of metres away, characters can hold the button for a variable length (1-3 seconds). The longer the button is held, the further away they appear. Characters can either hold a direction before it is utilized or during, or if they do neither they will teleport in a random direction (while of course avoiding redundancies, ie: it would be useless to transport yourself downward if there's 2 feet between yourself and the ground, or if you're standing on the ground). Perhaps the ability to do a "backtrack" zanzouken as well to appear where you originated afterwards, but only if you don't move.
* Make high-power attacks more worthwhile, and low-power attacks also more worthwhile. While it costs more of your ki pool to utilize the high-power attacks (ie: 50% to use a full-power high-power attack), make it efficient to use low-power attacks (ie: 20% to use a full-power low-power attack). Such attacks have damage relative to their power and usage (ie: what could be 200 damage for a full-power high-power, could be 80 damage for a full-power low-power). Perhaps some attacks could be classified as medium-power (ie: 140 damage at expense of 35% ki pool for full-power). As examples: Kamehameha would be high-power, Makkankousappou would be high-power, Masenko would be medium-power, power blast (also known as generic) would be low-power.
Gameplay Mechanics
* Health is increased by at least ten fold, or health changes based on power, not ascension. Ie: You might have twice the health for having ten-times the power.
* Flight is changed to be more like that of the flight from Mechmod. Players can cycle between different types of flight, Stationary, Fast, and Fastest. Add in a Booster to enable rushes as well. Change the current combat system so that if you fly into someone in stationary it goes directly to advanced melee (no prepunching), in fast and fastest it goes to prepunch, and with the booster it does a basic melee attack or throw (depending on which button is held).
* Turbo is a toggle that does not wear off in melee. While in turbo you become faster, but perhaps at the expense of a little bit of power. Turbo can be toggled during power struggles, and melee combat.
* Beam attacks can be triggered while in stationary or fast flight modes, but not while in fastest or boosted. Beam attacks while in fast take one half as much more ki because you are concentrating on both improved movement and technique usage at the same time.
* A changed power system to emulate that of the source material. Characters start off at approximately 20,000 Battle Power. Each character could have a technique that may improve themselves (not to mention Turbo). For example, Son Gokou could utilize Kaiouken. He could go from 1x to 20x. Each use is temporary and dependant on his power has a chance to instantly kill him. A transformation could more accurately resemble that of the source, as well, for example, you can obtain SSJ at 300,000 power and it increases power by 50x, causing your power to rocket up to 15,000,000... Perhaps coupled with this are power gain modifiers (ie: Saiyajins would gain slower than others). Characters would still gain power quickly, ie: could get from 20,000 to 1,000,000 in maybe 20 minutes, but some characters could gain faster to make up for the strengths/weaknesses of their characters/species.
* Reduced costs of differing attacks. For example, to utilize the Ki blast, it would cost next to nothing (say 0.5% of Ki). The attacks would also be reduced in power to compensate for this (as it currently stands you can kill anyone with the ki blast, but noone ever died of a ki blast in the source material because they are so utterly weak, the best the ki blast ever did was cause small amounts of damage, nothing substantial).
* A better ki efficiency system... Allow characters to fly around longer, use more low-power techniques, and be more powerful.
* If not hard coded changes like this, perhaps the ability to adjust for these options for servers?
Technique Changes
* Change Gohan's power shield. Make the shield have no cost, or a cost closer to 0.5% ki per second. When explosions or ki blobs happen around the shield, they are negated (at some ki cost). Beams or other attacks that come into contact with the power shield go into a struggle. Winning the struggle explodes both the attack and the shield (causing 2x damage), losing the struggle causes the attack to explode harmlessly (for those inside of the shield anyway) on the surface of the shield.
* An addition of shishinnoken (the four clone attack) that allows for Piccolo (and possibly Tien-Shinhan if added) to spawn three clones of themselves. These clones are only 1/4 as powerful, however, and offer no power growth for the main user unless he manages to merge with the clones once more before someone else destroys them.
* Enerugiikyuushuu (energy absorbtion) for android-type characters (ie: #18, #17) to both drain players and reduce the power of techniques used on them that are successfully blocked.
* The Kakusendan (Kulilin's multiple bullet shot) becomes a semi-controlled beam. In this the character has no control over where the beam goes after release, but at any time as long as it's not blown up, they may use the alternate fire button to split the beam into smaller beams that then go forth and try to strike dead on with any valid enemy targets.
* Changing Vegita's renzoukou energy dan to be rapid fire, as it should be. It would be like with other characters using alternative fire, save that it's twice or even three times as fast. Ki cost would be 0.33% per ki shot, however, they would also be half-as strong as other ki shots (see earlier note to make ki shots weaker than they already are, and then half that).
* Changing Zanzouken so that rather than just teleporting a couple of metres away, characters can hold the button for a variable length (1-3 seconds). The longer the button is held, the further away they appear. Characters can either hold a direction before it is utilized or during, or if they do neither they will teleport in a random direction (while of course avoiding redundancies, ie: it would be useless to transport yourself downward if there's 2 feet between yourself and the ground, or if you're standing on the ground). Perhaps the ability to do a "backtrack" zanzouken as well to appear where you originated afterwards, but only if you don't move.
* Make high-power attacks more worthwhile, and low-power attacks also more worthwhile. While it costs more of your ki pool to utilize the high-power attacks (ie: 50% to use a full-power high-power attack), make it efficient to use low-power attacks (ie: 20% to use a full-power low-power attack). Such attacks have damage relative to their power and usage (ie: what could be 200 damage for a full-power high-power, could be 80 damage for a full-power low-power). Perhaps some attacks could be classified as medium-power (ie: 140 damage at expense of 35% ki pool for full-power). As examples: Kamehameha would be high-power, Makkankousappou would be high-power, Masenko would be medium-power, power blast (also known as generic) would be low-power.