New Member
I was thinking of various ideas here, so instead of going into great detail about one, I'll just list them and see what you all think. I realize some are much more difficult to program than others, so just comment on what you like and don't like.
>When you shoot a Ki attack into another Ki attack, if it's weaker, it'll explode instead of disappear.
>Change swoop to take half a second to start, just to avoid players from gliding. I love gliding, but really, to make a new melee system, you need to get rid of it.
>Make Shift + Direction quickly spin your character that way. This can be used to avoid head-on attacks quickly or to put yourself in a better position to attack without teleporting. If this is used on the ground, it's much faster and more responsive. While on the ground, Shift + Up allows a short, quick jump that doesn't result in flying and may be used offensively.
>Reduce the melee range a bit to make it so you have to be more accurate and maybe closer.
>Make transformations either 5 seconds long with a taunt sound, or create ways for a player to transform faster WITHOUT having to increase their PL. The 10 second transformations lost its glamor to me awhile ago. A well-timed transformation seems cooler to me than one where you just sit there and wait while you get pelted with ki attacks.
>Thus I propose to add a Rage bar into the game that will allow the following:
The more you fight, the more the Rage bar builds up. It drains over time, and only builds when you land an attack.
-Knockback can be used to set up chain-melee attacks at a cost of Rage.
-Allows the player to transform faster and beyond what they can currently do depending how far the Rage bar is built up. There's too many ways to program this to discuss atm.
-Turbo drains Rage, but Turbo is improved to stay on even when hit, and allows more speed, recovery time, and PL.
This is how I see it:
Ki is the Pace bar to the fight. It prevents moves from being used continuously without end, and allows openings so players can be attacked. It sets the pace for how the fight works.
Stamina is a Defensive bar. It accounts for successive damage done in a shorter period of time, so if a player gets beat around for 10 seconds they'll feel penalties from it. In this regard, I don't think that Stamina should be used for teleporting, only Ki. Make it so certain moves can't be used when under a certain level of Stamina however, like Teleport and Swoop for example.
Rage is the bar that determines Offensive capabilities through an extended fight. The longer they fight, the more intense the fight becomes, and the more interesting it is.
So Ki sets the pace and creates openings, Stamina lost creates penalties and potential Finishers, and Rage allows the fight to become more interesting and intense over time. Even if Rage was ONLY used for transformations, it would still be extremely important.
You could make some classes benefit more from maintaining a higher Rage, like Vegeta. Or allow some classes to only transform through the Rage bar, like Buu. It'd just be another way to improve the overall scope of the game.
>When you shoot a Ki attack into another Ki attack, if it's weaker, it'll explode instead of disappear.
>Change swoop to take half a second to start, just to avoid players from gliding. I love gliding, but really, to make a new melee system, you need to get rid of it.
>Make Shift + Direction quickly spin your character that way. This can be used to avoid head-on attacks quickly or to put yourself in a better position to attack without teleporting. If this is used on the ground, it's much faster and more responsive. While on the ground, Shift + Up allows a short, quick jump that doesn't result in flying and may be used offensively.
>Reduce the melee range a bit to make it so you have to be more accurate and maybe closer.
>Make transformations either 5 seconds long with a taunt sound, or create ways for a player to transform faster WITHOUT having to increase their PL. The 10 second transformations lost its glamor to me awhile ago. A well-timed transformation seems cooler to me than one where you just sit there and wait while you get pelted with ki attacks.
>Thus I propose to add a Rage bar into the game that will allow the following:
The more you fight, the more the Rage bar builds up. It drains over time, and only builds when you land an attack.
-Knockback can be used to set up chain-melee attacks at a cost of Rage.
-Allows the player to transform faster and beyond what they can currently do depending how far the Rage bar is built up. There's too many ways to program this to discuss atm.
-Turbo drains Rage, but Turbo is improved to stay on even when hit, and allows more speed, recovery time, and PL.
This is how I see it:
Ki is the Pace bar to the fight. It prevents moves from being used continuously without end, and allows openings so players can be attacked. It sets the pace for how the fight works.
Stamina is a Defensive bar. It accounts for successive damage done in a shorter period of time, so if a player gets beat around for 10 seconds they'll feel penalties from it. In this regard, I don't think that Stamina should be used for teleporting, only Ki. Make it so certain moves can't be used when under a certain level of Stamina however, like Teleport and Swoop for example.
Rage is the bar that determines Offensive capabilities through an extended fight. The longer they fight, the more intense the fight becomes, and the more interesting it is.
So Ki sets the pace and creates openings, Stamina lost creates penalties and potential Finishers, and Rage allows the fight to become more interesting and intense over time. Even if Rage was ONLY used for transformations, it would still be extremely important.
You could make some classes benefit more from maintaining a higher Rage, like Vegeta. Or allow some classes to only transform through the Rage bar, like Buu. It'd just be another way to improve the overall scope of the game.
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