New Member
Consider removing the recharge button or give it a completely different function. I know that it's been brought up before, but I'm bringing it up again with, possibly, my own unique outlook on it.
KI rate would replenish automatically and depend upon two factors: Level of current Stamina and Turbo. High Stamina causes it to recover really fast, so you never have to worry about it, while Turbo causes it to recover more slowly as it reduces Stamina. This then also reduces swoop speed when it gets low enough. The balance would essentially allow a person to use Turbo with half stamina, but recover KI more slowly and make them less mobile, but potentially just as strong.
Turbo off increases Stamina recovery rate, so it creates a triangle relationship.
Currently it's sort of like this, but it's not. Turbo decreases KI at a direct and fixed linear rate. It doesn't rely on Stamina at all. By making Stamina determine the recovery rate, we can remove the Recharge button's current use. This means if you're getting low on KI you can't just tele-spam away and heal it back wing-a-ding-ding... UNLESS your Stamina levels are high.
So maintaining full stamina bar against a new or better opponent will often be your best bet, as it will allow you to play better defensively. If you overextend yourself, you're forced to play defensively in all aspects to recover your Stamina naturally, so you can then not have to worry about KI anymore. If you're a good player you'll never overextend yourself to the point of exhaustion, and you can both bounce back and forth between offense and greater offense (I said it right).
Recharge could do something else. Maybe it could sustain your current level of stamina and/or simply boost Turbo while in use.
Also, consider the possibilities of making KI attacks consume the BP bar instead of the KI bar, where the KI bar is solely the player's mobility and evasive tactics. Quick-recovery could use strictly KI, so players with more stamina can quick recover more often. This prevents them from being chain attacked as often. Blocking could use only KI, so a player with high stamina can recover from multiple blocks without tiring. On the flip side, he can't deal any damage until he transforms or charges Turbo. However if he does this, he becomes less mobile after a period of time and more vulnerable to attacks. I'm talking like maybe a straight minute of fighting untrans with charged Turbo.
Also, consider that BP will only accumulate while a player has Turbo enabled. He can get up to the 2nd bar with just regular Turbo. He can only reach the 3rd bar if he charges Turbo. This gives players incentive to attempt a grab at their current momentum to reach a devastating 3rd bar attack. If they fail, they need to play defensively to recover stamina and start over again. If they succeed at reaching the 3rd bar... look out! To make it fair, just balance it out so they actually have to work at it to get the 3rd up within a certain time frame.
The higher up players trans, the harder it is to get the 3rd bar, as it drains stamina faster. This creates a skill curve. If you can't handle fighting at SSJ2 and reaching the 3rd bar, then stay at SSJ1 until you get better. Make some characters noob friendly and able to do consistently well with their BP bars. Like Frieza, Krillin, and Piccolo maybe. They can transform and their charged Turbo stamina penalties remain the same. Cell could permanently have a higher stamina penalty with his charged Turbo, making his 3rd bar harder to reach. But his attack would be slightly greater than your average SSJ2 3rd bar moves. Character selection alone would tell you, based on this, how good the person is that you're fighting, or how confident they are that they can beat you down.
Kid Buu would be completely opposite, where he could maintain a charged Turbo almost all the time, but he would have no special 3rd bar finisher. Instead, he would have the benefit of using all of his lower level moves with a higher PL behind them.
Just some ideas, let me know what you like and we'll talk more about them hopefully.
KI rate would replenish automatically and depend upon two factors: Level of current Stamina and Turbo. High Stamina causes it to recover really fast, so you never have to worry about it, while Turbo causes it to recover more slowly as it reduces Stamina. This then also reduces swoop speed when it gets low enough. The balance would essentially allow a person to use Turbo with half stamina, but recover KI more slowly and make them less mobile, but potentially just as strong.
Turbo off increases Stamina recovery rate, so it creates a triangle relationship.
Currently it's sort of like this, but it's not. Turbo decreases KI at a direct and fixed linear rate. It doesn't rely on Stamina at all. By making Stamina determine the recovery rate, we can remove the Recharge button's current use. This means if you're getting low on KI you can't just tele-spam away and heal it back wing-a-ding-ding... UNLESS your Stamina levels are high.
So maintaining full stamina bar against a new or better opponent will often be your best bet, as it will allow you to play better defensively. If you overextend yourself, you're forced to play defensively in all aspects to recover your Stamina naturally, so you can then not have to worry about KI anymore. If you're a good player you'll never overextend yourself to the point of exhaustion, and you can both bounce back and forth between offense and greater offense (I said it right).
Recharge could do something else. Maybe it could sustain your current level of stamina and/or simply boost Turbo while in use.
Also, consider the possibilities of making KI attacks consume the BP bar instead of the KI bar, where the KI bar is solely the player's mobility and evasive tactics. Quick-recovery could use strictly KI, so players with more stamina can quick recover more often. This prevents them from being chain attacked as often. Blocking could use only KI, so a player with high stamina can recover from multiple blocks without tiring. On the flip side, he can't deal any damage until he transforms or charges Turbo. However if he does this, he becomes less mobile after a period of time and more vulnerable to attacks. I'm talking like maybe a straight minute of fighting untrans with charged Turbo.
Also, consider that BP will only accumulate while a player has Turbo enabled. He can get up to the 2nd bar with just regular Turbo. He can only reach the 3rd bar if he charges Turbo. This gives players incentive to attempt a grab at their current momentum to reach a devastating 3rd bar attack. If they fail, they need to play defensively to recover stamina and start over again. If they succeed at reaching the 3rd bar... look out! To make it fair, just balance it out so they actually have to work at it to get the 3rd up within a certain time frame.
The higher up players trans, the harder it is to get the 3rd bar, as it drains stamina faster. This creates a skill curve. If you can't handle fighting at SSJ2 and reaching the 3rd bar, then stay at SSJ1 until you get better. Make some characters noob friendly and able to do consistently well with their BP bars. Like Frieza, Krillin, and Piccolo maybe. They can transform and their charged Turbo stamina penalties remain the same. Cell could permanently have a higher stamina penalty with his charged Turbo, making his 3rd bar harder to reach. But his attack would be slightly greater than your average SSJ2 3rd bar moves. Character selection alone would tell you, based on this, how good the person is that you're fighting, or how confident they are that they can beat you down.
Kid Buu would be completely opposite, where he could maintain a charged Turbo almost all the time, but he would have no special 3rd bar finisher. Instead, he would have the benefit of using all of his lower level moves with a higher PL behind them.
Just some ideas, let me know what you like and we'll talk more about them hopefully.
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