Difference between revisions of "Rythym Action Damage and Streaks"
From UtterChaos
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=Current Choice= | =Current Choice= | ||
− | + | Idea 3 seems good. | |
+ | |||
+ | Stunning enemies is a good idea. It would pause the beat and give the player time to switch targets. | ||
+ | |||
=Implementation 1= | =Implementation 1= | ||
*Increase damage output when a melody is completed, up to a maximum. | *Increase damage output when a melody is completed, up to a maximum. | ||
Line 12: | Line 15: | ||
=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. | ||
Line 22: | Line 25: | ||
==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. | ||
+ | |||
+ | =Implementation 3= | ||
+ | *When you attack freely, you "lock on" to an enemy. | ||
+ | *While locked on, you must play the beat that appears. If you miss too many times, you lose your lock. | ||
+ | *Playing a melodic phrase while still locked on deals damage, and increases your damage. | ||
+ | *Your damage decreases with every melodic phrase you miss (or do not complete.) | ||
+ | *The more you miss, the more attacks the enemy does. These attacks will hurt you and break your lock. | ||
+ | *Completing a melodic phrase stuns all enemies for a short time. | ||
+ | |||
+ | ==Pros== | ||
+ | *Allows the user to switch targets freely, since the damage bonus doesn't switch when the enemy is beaten. | ||
+ | *The beats seem more like a duel. With every missed attack, the enemy notices a vulnerability and tries to poke it. | ||
+ | *Stunning enemies is good. | ||
+ | |||
+ | ==Cons== | ||
+ | *The damage bonus emphasizes attacking weaker targets first. |
Latest revision as of 13:39, 12 March 2006
Contents
Current Choice
Idea 3 seems good.
Stunning enemies is a good idea. It would pause the beat and give the player time to switch targets.
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.
Implementation 3
- When you attack freely, you "lock on" to an enemy.
- While locked on, you must play the beat that appears. If you miss too many times, you lose your lock.
- Playing a melodic phrase while still locked on deals damage, and increases your damage.
- Your damage decreases with every melodic phrase you miss (or do not complete.)
- The more you miss, the more attacks the enemy does. These attacks will hurt you and break your lock.
- Completing a melodic phrase stuns all enemies for a short time.
Pros
- Allows the user to switch targets freely, since the damage bonus doesn't switch when the enemy is beaten.
- The beats seem more like a duel. With every missed attack, the enemy notices a vulnerability and tries to poke it.
- Stunning enemies is good.
Cons
- The damage bonus emphasizes attacking weaker targets first.