IDEA BOUNCING - ALTERNATIVE LIMIT BREAK SYSTEM (I KNOW RIGHT!)
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I say idea bounce, but this is something I've pretty much already implemented in my current project in 2k3. I call it The Mega Hot Blood Blowout Extravaganza System.
Every time a character takes a turn, he gains a little Hot Blood. If he attacks or uses a Style (ability), he gains 5. If he uses an item, he only gains 2. If he Blocks, he gains 10. As he builds up his Hot Blood, a little meter showing how much he has starts lighting up. Hot Blood can be built up to a maximum of 70 (7 turns if you spam Block, 14 if you use attacks).
Now, Hot Blood does two things. It allows the use of "Guts" abilities that require Hot Blood as a power source (anywhere from 10-70), and it also increases your stats as your Hot Blood rises, depending on what "Attitude" you have equipped. For example, if you have the "Excited" attitude equipped, your Attack will increase depending on how much Hot Blood you've built up. Maybe the "Intense" attitude will make you regain health every time you use a normal attack (More HB? More health.)
The Guts moves, on the other hand, are pretty powerful (more powerful than other abilities) but obviously are harder to use since you have to build up Hot Blood and sacrifice your Attitude bonus to use them. They range from super-heals to really good battle buffs to weird stuff like "Dig" and "Rig Slots". And, of course, if you max out your Hot Blood meter at 70, you gain the ability to use a "Deathblow", dealing massive damage to an enemy.
So... does this sound needlessly complicated? It makes sense to me, but I have no idea if it's too much to think about or manage during the heat of battle. I added it to create some decision-making process to every turn in battle because I love to pile on the intensity.
Every time a character takes a turn, he gains a little Hot Blood. If he attacks or uses a Style (ability), he gains 5. If he uses an item, he only gains 2. If he Blocks, he gains 10. As he builds up his Hot Blood, a little meter showing how much he has starts lighting up. Hot Blood can be built up to a maximum of 70 (7 turns if you spam Block, 14 if you use attacks).
Now, Hot Blood does two things. It allows the use of "Guts" abilities that require Hot Blood as a power source (anywhere from 10-70), and it also increases your stats as your Hot Blood rises, depending on what "Attitude" you have equipped. For example, if you have the "Excited" attitude equipped, your Attack will increase depending on how much Hot Blood you've built up. Maybe the "Intense" attitude will make you regain health every time you use a normal attack (More HB? More health.)
The Guts moves, on the other hand, are pretty powerful (more powerful than other abilities) but obviously are harder to use since you have to build up Hot Blood and sacrifice your Attitude bonus to use them. They range from super-heals to really good battle buffs to weird stuff like "Dig" and "Rig Slots". And, of course, if you max out your Hot Blood meter at 70, you gain the ability to use a "Deathblow", dealing massive damage to an enemy.
So... does this sound needlessly complicated? It makes sense to me, but I have no idea if it's too much to think about or manage during the heat of battle. I added it to create some decision-making process to every turn in battle because I love to pile on the intensity.
It would definitely give the player more to think about in forms of tactics. Like you said, they'll have to choose: Powerful move, or stat bonus. I think it's good and would add a nice challenge to the game without getting too chaotic.
I find your system to be pretty interesting and a nice twist on limit breaks. It even gives the player something interesting to think about on a character-to-character basis (certain characters might benefit more from having the stat bonuses, whereas other characters are better off using \their moves).
Yeah, I like this idea quite a bit. I'm doing something similar myself. I have adrenaline that charges each time you perform an action. Every 10 adrenaline makes 1 block. Now you can either save all 4 blocks to perform a very powerful Limit Break-style ability or spend each individual block to Rush a standard ability. It's like EX Hadoken.
It's a lot more interesting and tactical than the regular grind 'till you have your Limit the just use it.
It's a lot more interesting and tactical than the regular grind 'till you have your Limit the just use it.
The addition of a specific thing being increased by Hot Blood (rather than the player just becoming stronger across the board) is a really nice addition. I always liked the rage system (or whatever it was called) in Lufia 2, and it sounds like you've given it a solid twist.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
post=153896
So... does this sound needlessly complicated? It makes sense to me, but I have no idea if it's too much to think about or manage during the heat of battle.
You can never have too much to think about or manage, ever! MOOOORE! Add MORE complexity!
Hmm, I just thought of a great way to add more complexity. Give this hot blood power to the enemies also! I don't just mean certain bosses, I mean e-e-e-e-every enemy in the game. HELL YEAH.
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