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Idea for an Meelee adrenalin move

Posted: Wed Dec 17, 2003 7:21 pm
by Bananasalat
I have an idea for an adrenalin move.

When you get 100 adrenalin.
And you activate the adrenalinmove.
You get an much better (huge) weapon
wich do much more damage but is very slow.

But i think its not very good for duel.
I think it will be better for MeeleeTeamdeathmatch
or MeeleeDeathmatch

Posted: Wed Dec 17, 2003 10:27 pm
by Zachariah
One Adren bonus for Melee I'd like to see is a Special boost attack mode that gives you a superattack for each of your stances. You use the attack with Primary .

for light stance
A mega spin that gives you ten rotations , and you spin and slide all around like in Legend of Zelda , Wind waker.

For medium stance
A very fast flurry of forward Jabs that pummell an opponent

For Heavy stance
A medium Speed double swing that makes an X shape , with each hit dealing ninety damage.

Posted: Thu Dec 18, 2003 3:54 am
by NeoNight
yeah pep I aggree that'd be nice

Posted: Sat Dec 20, 2003 3:53 pm
by TKATK
the zelda like attack would be a bit dumb/overpowered/hard to dodge
i think stuff like faster wep attack for light stance(add a particle effect for the wep and a lightning when you use it so it looks cool)
for medium you could make it so that you can attack while blocking(using buttons) and move,though very slowly(add particle effects to the char or weps so he glows with a eerie light)
for heavy you could make his weapon range extended,more dmg,weapon grow,slower attack,slower movement,maybe char grow,a green cloud for 1 sec after he casts it to confuse his enemies,you could also make it so that when he farts with adrealin people around him take 5 dmg/sec for 2 sec

Posted: Mon Dec 22, 2003 8:56 am
by Hedge-o-Matic
I don't think the Adrenaline idea fits with the standard 1v1 duel. A victorious player who gets to keep their adrenaline is winning even without it. To make them even more powerful is not a good idea.

Posted: Mon Dec 22, 2003 1:53 pm
by TKATK
i think the opposite,the losing player keeps his adrenaline so that he gets a edge becouse if he loses,the opponent must be a better player,call this a helping hand

Posted: Mon Dec 22, 2003 4:31 pm
by Hedge-o-Matic
I lose all the time in Melee, and don't want a helping hand. Hell, often my opponant an I won't grab any powerup at all, just to "keep it clean". But as an option, it sounds okay. But not as default. Just my opinion, of course.

Agreed

Posted: Mon Dec 22, 2003 7:18 pm
by Carbohydrates
I gotta agree with Hedge on all points here. Adrenaline doesn't really have a place in melee, and any sort of advantage to one player pretty much takes away the point. When I play, I like to play maps with no powerups. Of course, if the enemy starts grabbing stuff, so do I. That's just my way. :wink:

Posted: Mon Dec 22, 2003 7:25 pm
by TKATK
well,it should be just included,or maybe help players who lose 5 times in a rowso they can improve theyre skillz

-

Posted: Mon Dec 22, 2003 7:32 pm
by Carbohydrates
I'm not sure their skills would improve if their victories are assisted by an outside force. For the work it would take to impliment these ideas into the game, there's just not enough need or use for them.

Posted: Mon Dec 22, 2003 8:15 pm
by TKATK
think about it,a first time player,enters a fight,gets his head chopped off on the first hit,for 5 fights,does he learn to play it better,no,he goes into a fight,headshot blocked,does 1 hit,dies anyways,does he get any better?a little becouse he atleast did a shot

Posted: Mon Dec 22, 2003 10:44 pm
by Shadowstar
We tossed around some ideas a while back about changing the adrenalin system into a magic system, where you use adrenalin to power spells and such.

If we did that, then we could have a special kind of duel called "Mage Duel" or something like that, where both players have melee weapons but it's really more about trying to kill the other player with spells. And it would not be just a different kind of gun battle. The spells would not be directly damaging, more indirectly. It would involve casting enhancements on yourself, maledictions on your enemy, counterspelling and dispelling. Perhaps some directly damaging spells, like magic bolt or something, but would cost alot of adrenalin. It would involve more weakening your opponent in melee battle.

But such a system would require a lot of work, and we've already got plenty to do, but it's something to keep in mind for the future. I've got alot of ideas about how something like that could be done though.

Posted: Mon Dec 22, 2003 10:48 pm
by TKATK
hmm,that would be somthing i would like to see,i have always liked mage battles,enchant yo wep with flames,mage armor,curse and slow your opponent,wait till he casts the bolt,reflect the spell,the best routine for most mage battles in games where thats available

i hope you will add that till PR4

Posted: Mon Dec 22, 2003 10:53 pm
by Shadowstar
Well some of my ideas included allowing players to choose 9 spells or magic items from a large repository. It wouldn't just be spells, there would be potions and wands and such, each one would use spells in a different way. You'd be able to create a configuration file beforehand, where you pick 9 spells or magic items to spawn with. There would be another feature that lets you customize each spell or item with a special modifier of your choosing. It would have a steep learning curve, but people who like mage battles would probably like a steep learning curve anyway.

Posted: Tue Dec 23, 2003 2:08 pm
by Melekai
that last one sounds like switch arsenal ;)