Quote:
Originally posted by arjue
haha, your idea sounds quite good, especially if you intend it to be a 3d fighter/rpg thing. The only problem I can see is people will end up far too strong to verse newer players properly, hence warding off newer players. Perhaps a class (as in ranking) or ratio system could help that though.
The system rewards skill, yes.
Quote:
Originally posted by Masaka
Andrew your ideas are flawed for several reasons. Based off of what you described on page 4, if I were playing that game, I would sit and wait for the other person to do something, because there's less risk involved. Here's how I picture a round of that game going:
ROUND 1: FIGHT!
*sit*
*sit some more*
*move back and forth*
*throw out some whiffing attacks*
*sit*
*sit*
*repeat ad nauseum*
TIME OVAH.
Because of the emphasis you put on reversals and the ability to get around attacks, the risk/reward for attacking is badly skewed. That's one of the problems with CVS2, and why turtling is so prevelent. It's simply easier and more worthwhile to sit, wait and react to what the other person is doing. What you're proposing would be on the same scale, only multiplied by a factor of 10.
Arjue is right, we can't argue your dislike of motions for doing special moves, although I honestly can't understand it. So we'll leave it at that and move on.
Honestly, the idea doesn't sound very interesting to me. A fighting system based heavily on very simple to execute reversals doesn't appeal to me in the slightest. DOA3 which, yes, places a lot of emphasis on reversals, also didn't appeal to me. Playing the computer is not a healthy indication of what is possible (or broken) in a fighting game. Otherwise the CPU in CVS2 would do nothing but pick Cammy/Blanka/Sagat and throw out fierce.
Lastly, you aren't expressing your ideas very well, especially as they apply to current fighting games. I'm not trying to nitpick, but if you're going to debate about the things you don't like currently, you have to be able to express them correctly.
How would there be little risk involved? A fight is ALL about either waiting for a strike or risking your neck and making a move. Have you ever seen a boxing match or any sort of realistic fighting club? You make me question this after a comment like that.
Quote:
Originally posted by Briscobold
I think I posted this before, but my dream for fight games has little to do with the actual intricacies of the fight engine. Rather, I'd prefer a more fulfilling single player experience.
Imagine that instead of having one tournament, you have 11 in different regions of the world. You're invited to one. In order to gain access to new ones you not only have to win other ones, but win them in a spectacular fashion. You'll (literally) be a world warrior, hoping to gain access to the final tournament (the one we usually play from the get go in Street Fighter games).
Battles in specific territories would have announcers spitting in their native toungue and local music blaring through the speakers. Once you beat a tournment, you can unlock the previous champion of said region.
Graphically, I want this bitch to use the same technology as Zelda: Wind Waker. (Not the same artistical style, just the same engine. This way, it'll look like GGXX, or SFIII but can appeal to many because it's 3-D (sorta).
That seems cool. So it would be 3D in 2D? Like 3D models in a 2D fighting feild? I like the idea of the native tongue and music blaring in the background, alot. It would add alot to atmosphere which is always very good in an epic battle. (i.e. having smoke effects floating through a bar, poorly lit with dirty floors, etc.)