New Member
I think the more unpredictable you make the game, and the more circumstantial factors you throw into the mix, the more skilled and interesting the game becomes. For example, teleport is one of the few current 'unpredictable' factors this game possesses, since it can be used for a variety of things. It consumes Ki to instantly move yourself to a nearby location. I think implementing more of this would make the game better.
For example:
Using a move to replenish Ki at the expense of Stamina immediately.
*The character could scream and their aura could flicker larger for an instant.
Initiating transformations reduces Stamina immediately (depending on PL to mastery).
*Maybe also make a person with less Stamina able to transform more quickly as a way to promote fighting untrans and creating a progressive fight.
Using a move to immediately stop yourself after being hit, and maybe make a loud boom noise and sprite animation behind them.
*This would be useful for blocking a second hit, or stopping a ki ball from hitting you. Otherwise, it becomes routine.
Curently Stamina works in Ki struggles to give an extra edge.
*That's an unpredictable factor.
Also, maybe have a Taunt, which in effect turns Ki into Stamina. I know Taunting has been considered before, but this gives it purpose.
*If there's concern about spamming, either allow it only after a kill or have a cool down set for it, like every minute.
The idea is... when used correctly, it allows a player to get out of tight spots and turn the tides in the short-term. However, if overused, timed poorly, or predicted constantly, it will make the player weaker as the fight progresses.
------------
This is all assuming Stamina takes awhile to regenerate and has long-term effects in a drawn out fight, such as taking more damage from melee attacks and consuming more Ki to stand.
For example:
Using a move to replenish Ki at the expense of Stamina immediately.
*The character could scream and their aura could flicker larger for an instant.
Initiating transformations reduces Stamina immediately (depending on PL to mastery).
*Maybe also make a person with less Stamina able to transform more quickly as a way to promote fighting untrans and creating a progressive fight.
Using a move to immediately stop yourself after being hit, and maybe make a loud boom noise and sprite animation behind them.
*This would be useful for blocking a second hit, or stopping a ki ball from hitting you. Otherwise, it becomes routine.
Curently Stamina works in Ki struggles to give an extra edge.
*That's an unpredictable factor.
Also, maybe have a Taunt, which in effect turns Ki into Stamina. I know Taunting has been considered before, but this gives it purpose.
*If there's concern about spamming, either allow it only after a kill or have a cool down set for it, like every minute.
The idea is... when used correctly, it allows a player to get out of tight spots and turn the tides in the short-term. However, if overused, timed poorly, or predicted constantly, it will make the player weaker as the fight progresses.
------------
This is all assuming Stamina takes awhile to regenerate and has long-term effects in a drawn out fight, such as taking more damage from melee attacks and consuming more Ki to stand.
Last edited: