Difference between revisions of "Rythym Action Damage and Streaks"
From UtterChaos
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=Implementation 2= | =Implementation 2= | ||
*Damage output is increased with each melodic phrase. | *Damage output is increased with each melodic phrase. | ||
− | *When | + | *When the melody is completed, the damage resets to normal. |
*Completing a melodic phrase stuns all enemies for a short time. | *Completing a melodic phrase stuns all enemies for a short time. | ||
*The alternate mode stuns all enemies for a bit, and maxes out the damage for one melody. | *The alternate mode stuns all enemies for a bit, and maxes out the damage for one melody. | ||
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==Cons== | ==Cons== | ||
− | |||
*Emphasizes staying on one target. | *Emphasizes staying on one target. | ||
+ | *The positive feedback loop (of damage during a melody) is limited-time-only. But it does control the song. | ||
+ | *The player could abuse this system by attacking safe/weak enemies to build up the damage, then switch to a hard enemy to deal real damage, and avoid its parries. Maybe this is just a high-level abuse I can leave for "hard mode" or something to handle. |
Revision as of 16:19, 28 February 2006
Current Choice
I like idea 2 the most so far.
Stunning enemies - While fighting, you may want to switch targets. Also, since you're concentrating on one badguy (usually) you don't want other badguys to interrupt your fat beetz. I needed a way to stun enemies while playing the song.
Implementation 1
- Increase damage output when a melody is completed, up to a maximum.
- Getting hit reduces the multiplier.
- The alternate mode brings the multiplier to maximum.
Cons
- Rewards early play too much.
- Rewards never getting hit too much (difficulty is skewed.)
Implementation 2
- Damage output is increased with each melodic phrase.
- When the melody is completed, the damage resets to normal.
- Completing a melodic phrase stuns all enemies for a short time.
- The alternate mode stuns all enemies for a bit, and maxes out the damage for one melody.
Pros
- Controls the damage to a per-melody basis.
- Emphasizes streaks, but only to one melody, and not throughout the entire song (like Implementation 1)
- Stunning enemies gives the player time to switch targets.
Cons
- Emphasizes staying on one target.
- The positive feedback loop (of damage during a melody) is limited-time-only. But it does control the song.
- The player could abuse this system by attacking safe/weak enemies to build up the damage, then switch to a hard enemy to deal real damage, and avoid its parries. Maybe this is just a high-level abuse I can leave for "hard mode" or something to handle.