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Well I just got off from watching an old DBZ episode where Goku launches his Genki-Dama at Freeza and made me come up with some suggestions.
1- The Spirit Bomb should be much harder to block. As of right now it takes a really short time for a player to block the spirit bomb and send it back to his assailant, about 7-10 seconds. Freeza was much stronger than Goku and could not manage to hold the spirit Bomb off.
2- This suggestion should go hand in hand with the 1st one: The strength of the spirit bomb should be determined by the amount of HP left in the player. Say Goku has a very low HP, it is because of his need to destroy his adversary that his spirit bomb should take longer to make and thus become a very powerful attack. In contrast, if he has the starting HP (high HP), his Spirit Bomb should be weaker since he still has no need to use it.
3- The performance of the user should also be affected by his HP, say a User is running low on Health, hell get a temporary boost of speed and PL once hes been lowered to a certain point (say 10 HP) triggered by some sort of "rage" animation (like a transform animation), and this should only be present in characters such as Gohan or Freeza; characters with a "tendency" to react this way :laff:
4- To balance this out, other characters, while running low on HP, should get an enhanced version of a certain attack. Say Cell is about 10 HP, he'll get a power boost to his KameHameha or instead get two Freeza discs instead of one. Or for Buu, once he is angered, just like in the show when fighting against Majin Vegeta, creates a sort of short range bubble where the enemy loses HP dramatically if he is caught in it (something like that special attack he does in Hyper Dimension).
Well thats about it, tell me what you think. By the way, suggestion 3 and 4 have improvised suggestions, but the main idea overall is to enhance the performance of the character one it reaches a certain point.
1- The Spirit Bomb should be much harder to block. As of right now it takes a really short time for a player to block the spirit bomb and send it back to his assailant, about 7-10 seconds. Freeza was much stronger than Goku and could not manage to hold the spirit Bomb off.
2- This suggestion should go hand in hand with the 1st one: The strength of the spirit bomb should be determined by the amount of HP left in the player. Say Goku has a very low HP, it is because of his need to destroy his adversary that his spirit bomb should take longer to make and thus become a very powerful attack. In contrast, if he has the starting HP (high HP), his Spirit Bomb should be weaker since he still has no need to use it.
3- The performance of the user should also be affected by his HP, say a User is running low on Health, hell get a temporary boost of speed and PL once hes been lowered to a certain point (say 10 HP) triggered by some sort of "rage" animation (like a transform animation), and this should only be present in characters such as Gohan or Freeza; characters with a "tendency" to react this way :laff:
4- To balance this out, other characters, while running low on HP, should get an enhanced version of a certain attack. Say Cell is about 10 HP, he'll get a power boost to his KameHameha or instead get two Freeza discs instead of one. Or for Buu, once he is angered, just like in the show when fighting against Majin Vegeta, creates a sort of short range bubble where the enemy loses HP dramatically if he is caught in it (something like that special attack he does in Hyper Dimension).
Well thats about it, tell me what you think. By the way, suggestion 3 and 4 have improvised suggestions, but the main idea overall is to enhance the performance of the character one it reaches a certain point.