Melee Evolution Mutator

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EMPGhost
Posts: 7
Joined: Sat Jul 10, 2004 9:53 am

Melee Evolution Mutator

Post by EMPGhost »

This is (hopefully) the final version of an idea that I introduced
a few weeks ago (namely the Advance Weapon System topic). I
recieved mixed responses (most of them were good) concerning the
system and have now taken all of the critisms into account and
have created a new system which is much easier to implement.

The Melee Evolution Mutator, is a mutator that seeks to add more
depth and chaos to the Melee version of Duel.

It makes the melee combat flow and much more exciting.

It uses 5 weapons:

2 "light" weapons (Katana, Daggers)
1 "medium" weapon (Bastard Sword)
2 "heavy" weapons (Double Bladed Axe, Mace)

Combos can be "built". For example if you attack (left mouse
button) 3 times you will do a slash, slash, thrust combo. The
combos will be fast and will link seamlessly to each other ( so
instead of doing a slash, pausing, and then doing another slash
you do 2 quick slashes in one smooth animation).

Combos can be made more complex by using pauses after certain
parts of a combo. E.g You do 2 slashes and then pause for a short
while. You continue attacking and instead of doing a slash you do
2 uppercut slashes and a thrust. Combos can be maded within other
combos (so if you pause after the 2 uppercut slashes you can do 2
more strikes and so on).

The amount of time you pause for decides the combo strikes you
will preform. For example:

Pause for :1 second= 2 slashes
2 seconds = two uppercut slashes

And so on (until you reach 5 seconds, the maximum). The longer you
pause for the more powerful the strikes.

Blocking is achieved by right clicking. It's simple: when the
opponent attacks and you press block, your weapon automatically
changes its angle to block. This may sound simple, but you have to
keep up with the enemy. If you block before or after he attacks
your weapon will miss the enemy's weapon and he will hit you.
This adds strategy. When attacking you have to vary your combos so
that you can make the enemy miss your attacks. When blocking you
have to keep up with your enemy by following and at times
predicting his attacks. It's all about rythm. How you vary it and
how you follow it.

Each weapon has ONE buildable combo (for easy implementation).
Most of the early comments were about the number of new animations
needed. I (think) have found a way to overcome this problem.
Combos are "built" not prerendered. Example: you do a thrust and a
thrust and you pause. Your weapon (e.g sword) remains
outstretched. Further strikes are the "built" from those pauses
instead of doing the whole combo before hand.

Each combo has an "end strike" which cause the blocking weapon to
be thrown of balance (to be "pinged"). E.g In the slash, slash,
thrust combo, the thrust is the end strike.

Stances are vital. The combos for all the stances are the same (in
other words each weapon has one combo for all the stances). The
stance dictates the speed and power of the combos. For example if
you use a light weapon, in light stance it will be a blurr but it
will also be super weak. In heavy stance it will be fast (because
it's a light weapon) but not nearly as fast as light stance, and
it would be significantly more powerful. A heavy weapon will be
slow but powerful in light stance, but it would move like a snail
and be an instakill in Heavy Stance. A light weapon in light
stance is a nightmare to block because of it's speed.

When blocking, stance determines how easy it is to be "pinged" and how fast your weapon can block. It adds strategy to the game: should you go for speed or power?

Each player has an energy bar that accompanies the healt bar. Whenever you strike or block your energy bar goes down. The heavier the weapon and stance the faster the bar goes down and the slower you become. So you would never spend an entire match being on the offense, or blocking because you would both wear down. Running away and not attacking would help you to regain your energy, while getting hit would reduce it.

This how you would be able to use the powerful 5 second combos. After wearing your opponents's defense down, he would go so slow that you would be able to wait for 5 seconds. If you did this while he was on full energy he would just counter attack while you were pausing.

Movement would be restricted to allow the for a constant flow of fights. When blocking you can only WALK backwards and side ways, when attacking you can only WALK forwards. Gone are the days were you can bring down your sword while running backwards.

These movement restrictions would only take place when somebody has attacked AND has been blocked. So you can block and move wherever you like as long as your not being attacked. This is called the battle mode.

In terms of the animations, they can be the same as the existing attacks used in the current melee system.

Weapons can also be broken if pinged too often.

When playing games with more than one player, the advanced weapon feature button (default X) would change the enemy your facing. On top of each enemies head would be a coloured circle. You would press X and continue pressing until you were facing the colour (and enemy) you wanted.

Last of all this is a CUSTOMIZABLE MUTATOR. If you don't like the attacking system for the mutator, but like the blocking, you can just take off the attack system. If you don't like the battle mode, take it off. And of course if you don't like the mutator take it off.
Kaboodles
Posts: 995
Joined: Fri Mar 05, 2004 3:36 am
Location: Roanoke, VA

Post by Kaboodles »

Double posted.
High Council member of The Generals
Image
Rythmix
Posts: 495
Joined: Mon Apr 26, 2004 6:26 am

Post by Rythmix »

BANNED!
Rythm is Gonna Get Ya!
chaoskirina
Posts: 301
Joined: Mon Mar 29, 2004 1:05 am
Location: the milky way

Re: Melee Evolution Mutator

Post by chaoskirina »

EMPGhost wrote:This is (hopefully) the final version of an idea that I introduced
a few weeks ago (namely the Advance Weapon System topic). I
recieved mixed responses (most of them were good) concerning the
system and have now taken all of the critisms into account and
have created a new system which is much easier to implement.

The Melee Evolution Mutator, is a mutator that seeks to add more
depth and chaos to the Melee version of Duel.

It makes the melee combat flow and much more exciting.

It uses 5 weapons:

2 "light" weapons (Katana, Daggers)
1 "medium" weapon (Bastard Sword)
2 "heavy" weapons (Double Bladed Axe, Mace)

Combos can be "built". For example if you attack (left mouse
button) 3 times you will do a slash, slash, thrust combo. The
combos will be fast and will link seamlessly to each other ( so
instead of doing a slash, pausing, and then doing another slash
you do 2 quick slashes in one smooth animation).

Combos can be made more complex by using pauses after certain
parts of a combo. E.g You do 2 slashes and then pause for a short
while. You continue attacking and instead of doing a slash you do
2 uppercut slashes and a thrust. Combos can be maded within other
combos (so if you pause after the 2 uppercut slashes you can do 2
more strikes and so on).

The amount of time you pause for decides the combo strikes you
will preform. For example:

Pause for :1 second= 2 slashes
2 seconds = two uppercut slashes

And so on (until you reach 5 seconds, the maximum). The longer you
pause for the more powerful the strikes.

Blocking is achieved by right clicking. It's simple: when the
opponent attacks and you press block, your weapon automatically
changes its angle to block. This may sound simple, but you have to
keep up with the enemy. If you block before or after he attacks
your weapon will miss the enemy's weapon and he will hit you.
This adds strategy. When attacking you have to vary your combos so
that you can make the enemy miss your attacks. When blocking you
have to keep up with your enemy by following and at times
predicting his attacks. It's all about rythm. How you vary it and
how you follow it.

Each weapon has ONE buildable combo (for easy implementation).
Most of the early comments were about the number of new animations
needed. I (think) have found a way to overcome this problem.
Combos are "built" not prerendered. Example: you do a thrust and a
thrust and you pause. Your weapon (e.g sword) remains
outstretched. Further strikes are the "built" from those pauses
instead of doing the whole combo before hand.

Each combo has an "end strike" which cause the blocking weapon to
be thrown of balance (to be "pinged"). E.g In the slash, slash,
thrust combo, the thrust is the end strike.

Stances are vital. The combos for all the stances are the same (in
other words each weapon has one combo for all the stances). The
stance dictates the speed and power of the combos. For example if
you use a light weapon, in light stance it will be a blurr but it
will also be super weak. In heavy stance it will be fast (because
it's a light weapon) but not nearly as fast as light stance, and
it would be significantly more powerful. A heavy weapon will be
slow but powerful in light stance, but it would move like a snail
and be an instakill in Heavy Stance. A light weapon in light
stance is a nightmare to block because of it's speed.

When blocking, stance determines how easy it is to be "pinged" and how fast your weapon can block. It adds strategy to the game: should you go for speed or power?

Each player has an energy bar that accompanies the healt bar. Whenever you strike or block your energy bar goes down. The heavier the weapon and stance the faster the bar goes down and the slower you become. So you would never spend an entire match being on the offense, or blocking because you would both wear down. Running away and not attacking would help you to regain your energy, while getting hit would reduce it.

This how you would be able to use the powerful 5 second combos. After wearing your opponents's defense down, he would go so slow that you would be able to wait for 5 seconds. If you did this while he was on full energy he would just counter attack while you were pausing.

Movement would be restricted to allow the for a constant flow of fights. When blocking you can only WALK backwards and side ways, when attacking you can only WALK forwards. Gone are the days were you can bring down your sword while running backwards.

These movement restrictions would only take place when somebody has attacked AND has been blocked. So you can block and move wherever you like as long as your not being attacked. This is called the battle mode.

In terms of the animations, they can be the same as the existing attacks used in the current melee system.

Weapons can also be broken if pinged too often.

When playing games with more than one player, the advanced weapon feature button (default X) would change the enemy your facing. On top of each enemies head would be a coloured circle. You would press X and continue pressing until you were facing the colour (and enemy) you wanted.

Last of all this is a CUSTOMIZABLE MUTATOR. If you don't like the attacking system for the mutator, but like the blocking, you can just take off the attack system. If you don't like the battle mode, take it off. And of course if you don't like the mutator take it off.
This is a really nice idea. Very nice work! :D This IS melee: evolution! very nice work! EDIT: although where would you get a new weapon if it was broken? maybe this would be a new version of duel. have the current arena's have melee weapon spawns on the walls. one spawns as soon as someone loses their weapon. and their weapon spawn is behind their playerstart.
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AA/unreality
Posts: 49
Joined: Sat Jul 03, 2004 5:46 am

Post by AA/unreality »

i cudnt care reading it all hey rythmix ^.^
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

Forgive me as I am bit in a hurry. But the biggest issue with this would be the combo's them selfs. I know you pointed them out but the current animations are a complete set and can not be broken up. Combos usally use a animation system in 3 parts. A start, stop and middle. The idea is you play the start. Then play one, two or more middles part (this gives you the combo effect). Then play the end. So we would have to redo all of the animation files for this to happen. Its a lot of work. Granted the start/stop animations are simple and you just need one of each (ok maybe we could do them off of the stances). Thus you need to just do the middles. Make any sense?


However this is a major undertaking and beyond the scope of the next version of Chaos. Its still a good idea so please dont get discouraged.
Jb
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Post by R.Flagg »

This IS melee: evolution
No. Currently a common misconception though.

This IS ChaosUT2: Evolution, and it is a heck of a lot more than simply melee.

To do even a fraction of the ideas listed on this board, would require a team that was working full-time (as in, not doing it evenings and "free" time as we do now), on just melee combat alone. Naturally we can't do that. Nor would I want us to, just speaking for myself of course.

We are in fact moving on (thank goodness) to other things such as ChaosCTF, perhaps DOC still (in a revised form), new vehicles, relics, and so on.

That doesn't mean melee can't or won't advance, of course not. I'm sure it will. But Chaos is, and always was, much more than just melee.
TKATK
the magical link fairy
Posts: 2184
Joined: Sun Jul 20, 2003 10:16 am

Post by TKATK »

R.Flagg wrote:
This IS melee: evolution
DOC still (in a revised form)
why revised?
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Post by R.Flagg »

Time.

The scope of the thing just might have been too big, for the amount of time that the guys have.
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

Maybe some day, we will have the resources and man power to make all our fans dreams come true...

Heh...
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