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More ways to attack
Posted: 04 June 2010 12:05 AM   [ Ignore ]   [ # 46 ]
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Yeah the least they could do is have a different variety of swords that could be switched out on-the-fly.

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Posted: 04 June 2010 12:43 AM   [ Ignore ]   [ # 47 ]
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When you get all 3 Megaperks your El Mono dons the Game Of Death outfit and replaces his sword with magical nunchakus.

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Posted: 03 September 2010 05:41 PM   [ Ignore ]   [ # 48 ]
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Combo Lockon. Target 2 (or more) players and dash to them 1 by 1. Might be a bit useless when bots move away from eachother, but hey :D

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Posted: 03 September 2010 06:12 PM   [ Ignore ]   [ # 49 ]
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Pike/Bō staff, Nunchucks, Sai type weapon varieties might be nice touch if a classic game mode with a more granular (less expensive) upgrade tree was revisited. Providing that certain upgrades could favor particular weapons more than others in some way depending on how early you upgrade that attribute.

But if we’re taking the super-silly easy way out, using the remains (arm/leg) of an opponent you just dismantled as a temporary 1 hit shield would be fun. While using the entire remains if you’re large enough to grip it as a multi-hit shield would be funnier.

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Posted: 06 September 2010 10:07 PM   [ Ignore ]   [ # 50 ]
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deffecKo - 09 April 2010 09:11 PM

Maybe some sort of parry?

This would make it interesting to say the least.

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Posted: 07 September 2010 01:50 AM   [ Ignore ]   [ # 51 ]
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Isn’t that called the shield?

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Posted: 07 September 2010 06:30 AM   [ Ignore ]   [ # 52 ]
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Or Repelled. Parry doesn’t really add anything, does it?

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Posted: 08 September 2010 03:36 PM   [ Ignore ]   [ # 53 ]
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Someone mentioned smoke bombs. That could be a lot of fun, adding to the WTF-style chaos where everyone in the AoE loses visibility. Although with the current targeting system it wouldn’t much affect fights happening “in orbit” away from scenery. Hmm. Perhaps if the AoE allowed targeting and killing (well ok, teamkilling is rarely fun, maybe stunning instead?) team mates in the team games?

Perhaps a variation in popping smoke- popping decoys. Drop a handful (no more than 4-5) of shiny objects that can be targeted and destroyed like players. It would aid in a quick getaway as people end up targeting the decoys. To make it less frustrating for the attackers maybe destroying a decoy is the equivalent of collecting a star?

Perhaps once enough good and viable ideas were gathered, the three mega-perks could be expanded into three small lists of mega-perks, where you can only choose one from each list? It would add variation to the mid-late game while not unbalancing things completely.

The main combat mechanic doesn’t and shouldn’t be altered drastically, as far as I’m concerned. Ok, the targeting could certainly be tightened up, but the basic lock -> dash -> kaboom is, at its core, solid, entertaining, sort of “dogfighty”, and chaotic enough to mean that you can get very good at it, but it’s never a sure thing.

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SCIENCE!

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Posted: 13 May 2011 08:38 AM   [ Ignore ]   [ # 54 ]
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Honestly, I think it’s already confusing; where are your foes? friends? where are you orbiting towards?
Part of the fun is playing hide and seek, evading lock-ons, which is also what makes this game unique.
-still, I agree that variety is needed.

keep it simple though.

Maybe you could build up an arsenal of different weapons that kill in different ways-
-grappling hook?, (hooking your enemies to you instead of you dashing to them)
-maybe an AoE weapon that has a wide range, but makes you slower?
I don’t know, someone creative has got to drop by and invent the weapons :p


IMPORTANT PART:
now, every time you die you choose one of your weapons and fight with that!

so you still only have 1 weapon, 1 way to kill at a time, but you get to change it.

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Posted: 25 May 2011 10:33 PM   [ Ignore ]   [ # 55 ]
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Magnets would be cool.
Place a magnet on a prop/building and if anyone else lands on it they lose the ability to jump or dash off until they move out of its effective range (maybe have it affect all props within its effective range). It could also have two types, positive and negative charge, one would cause people to stick to props and the other would not allow them to land on the props.

or

Have it as a persistent perk that replaces the katana (kinda like the flame sword) that when you attack someone you stick the magnet on them. Instead of killing your target the magnet would prevent them from attacking anyone and cause everyone who tried to attack them to stick to them instead, making a prime target for anyone ready to explode.

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