| There's going to be some.....changes regarding Agumon.... | |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue May 22, 2012 10:57 pm | |
| Sounds borderline complicated like my original concept of Agumon/Greymon with Greymon having a Stamina Meter. Also, I don't really want automatic Digivolutions or De-Digivolutions in the middle of a fight. Would be horribly unbalanced, IMO. |
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Perfect Hell
8837
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue May 22, 2012 11:17 pm | |
| Then a slight alteration. Once the meter is full or empty it stays that way until transformation, digivolution caused by a player input or de-digivolution by loss of stock (only if the meter was emptied before loss of stock, therefore eliminating the unbalanced transform->death->devolve progression) |
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MercuryHg34
3883
| Subject: Re: There's going to be some.....changes regarding Agumon.... Wed May 23, 2012 11:43 am | |
| I don't see anything wrong with the system anymore. Golden? |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Wed May 23, 2012 3:00 pm | |
| No offense to perfecthell, but I am having a bit of trouble following what his suggestion is...
Are you saying that De-Digivolution happens only if a KO occurs when the meter is 0? |
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MercuryHg34
3883
| Subject: Re: There's going to be some.....changes regarding Agumon.... Wed May 23, 2012 3:53 pm | |
| De-Digivolution occurs when the meter is 0 and Greymon/MetalGreymon get KO'd. Digivolution occurs when the meter is full and an imput is made by the player while playing as Agumon or Greymon. It's that simple. |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Wed May 23, 2012 3:59 pm | |
| Alright, what do you propose Agumon's and Greymon's Final Smash be, then?
I have one for MetalGreymon: Terra Destroyer.
If Final Smashes can be thought of, then this system shall be used.
EDIT: Nevermind. Digimon Wiki helps me once again. Greymon: Fire Wall Agumon: Cross Fire Guess your system is a go. |
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MercuryHg34
3883
| Subject: Re: There's going to be some.....changes regarding Agumon.... Wed May 23, 2012 8:33 pm | |
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Smash King Smash King
8744 EJ88201
| Subject: Re: There's going to be some.....changes regarding Agumon.... Wed May 23, 2012 9:01 pm | |
| Now, we sprite |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Sun Jun 03, 2012 11:49 pm | |
| Posted the updated system on first post.
Am I correct on everything? |
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Perfect Hell
8837
| Subject: Re: There's going to be some.....changes regarding Agumon.... Mon Jun 04, 2012 9:16 pm | |
| That increment system doesn't actually work without a lot of lives in the match. 3 kills to digivolve, and that's without any loss of stock yourself?
The bar is something the coders could work out, but i think it should be a bit more complicated than your increment system. Dealing or taking damage should be able to raise or lower it. Taking damage over a period of time without landing any hits yourself should start to decrease the gauge even faster, and stringing hits together well in a short period of time should increase it faster. Finally, taking or losing lives would be a more significant change than anything.
Simply:
Meter is gained by landing attacks. It is gained faster by landing combos and not being hit. It is increased significantly with a KO
Full meter + Player input (TBD) = Digivolution
Meter is lost by being hit. It is lost faster by taking hits over time without landing any yourself. It decreases significantly when a stock is lost.
Empty meter + loss of stock = De-Digivolution
Lastly, there needs to be an indication of full and empty meters, and maybe a few points in between so players can keep track of it. There could be an aura around the head that shifts between two colors to represent meter. For example, if red indicated empty and blue indicated full, the aura would transition like this: Empty, Low, Neutral, High, Full
Since an aura like that isn't actually canon (as far as i can tell, feel free to correct me), it could just flash color around the head every time a significant margin is reached, not just a constant aura. |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Mon Jun 04, 2012 9:45 pm | |
| That would be unfair to MetalGreymon, who is not being designed with quick combos in mind being that he's a lumbering cyborg dinosaur. If he's up against someone like say, Fox, he's screwed if he gets KO'd, as Fox will most likely get enough hits in to knock the meter down to 0. Not that he's being designed with sucking against fast characters in mind, but he's going to be at a disadvantage with your proposal. And then what about being able to Digivolve, then suddenly *pew*, hit with a weak projectile that you can't avoid. Say goodbye to Digivolving until you get a hit in.
Digivolving isn't necessary to win and each form has their own strengths and weaknesses. And if you know it's going to be a short match, then you can just pick the form you want to start with. It's not like you HAVE to start as Agumon anymore; that was thrown out when Digivolving wasn't FS exclusive.
As for knowing when you're able to Digivolve, there are voiceclips from Rumble Arena 2 that state when Agumon and Greymon are able to Digivolve, so I figure they can be used here. |
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Perfect Hell
8837
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue Jun 05, 2012 1:38 pm | |
| - Que Pasa Mufasa wrote:
- That would be unfair to MetalGreymon, who is not being designed with quick combos in mind being that he's a lumbering cyborg dinosaur.
If he's up against someone like say, Fox, he's screwed if he gets KO'd, as Fox will most likely get enough hits in to knock the meter down to 0. Not that he's being designed with sucking against fast characters in mind, but he's going to be at a disadvantage with your proposal. So we make the system damage oriented, so regardless of whether or not combos are possible, it's a matter of who is doing better overall And then what about being able to Digivolve, then suddenly *pew*, hit with a weak projectile that you can't avoid. Say goodbye to Digivolving until you get a hit in. That can be fixed too. Meter semi-locks in at full or empty positions. Basically you get a bit of protection on full meter, but you can lose it if you take some hits. Conversely, an empty meter stays empty unless you start doing very well before losing that stock
Digivolving isn't necessary to win and each form has their own strengths and weaknesses. And if you know it's going to be a short match, then you can just pick the form you want to start with. It's not like you HAVE to start as Agumon anymore; that was thrown out when Digivolving wasn't FS exclusive.
As for knowing when you're able to Digivolve, there are voiceclips from Rumble Arena 2 that state when Agumon and Greymon are able to Digivolve, so I figure they can be used here. That just leaves an indication for de-digivolving TBD then |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue Jun 05, 2012 2:16 pm | |
| I really don't like the idea of making it damage oriented. I just don't.
Also, doesn't really need an indication that you are in danger of De-Digivolving. I think an empty meter that flashes red would be enough. |
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MercuryHg34
3883
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue Jun 05, 2012 2:44 pm | |
| I think what we need is a combination of both of your ideas. Everything about Ph4's proposal stays, but the meter still changes in increments. The damage needed to take without landing a hit is 50%, and the damaged needed to be done without being hit is 40%. These numbers can be adjusted if need be, those were just the numbers that made sense to me initially. |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue Jun 05, 2012 2:51 pm | |
| Alright, I guess we can do that, but I feel that we need a way to test this... |
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MercuryHg34
3883
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue Jun 05, 2012 3:04 pm | |
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Guest Guest
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue Jun 05, 2012 3:06 pm | |
| Lol, that probably won't happen. Possibly 9 or 9.5 at the earliest, I guess. |
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Perfect Hell
8837
| Subject: Re: There's going to be some.....changes regarding Agumon.... Tue Jun 05, 2012 3:34 pm | |
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