Skill usage mechanics
Added 2020-09-15 03:53:41 +0000 UTCDear Producers and Mentors! As you might notice, I tried to implement a skill mechanics from the Card Games. Treating your skills as a "cards" that you have in a limiting amount in your "deck". So, let's say you have only 3 cards with Boston Crab submission, and as a result, you can use Boston Crab no more than 3 times in a match. I receive many complaints regarding this "limitation", so let's check: maybe we should change from limiting the cards amount to something similar to the ARPG approach? Let's say you can use any skill an unlimited amount of times but it has a cooldown. This way simple skills could be spammed every turn, and high-value skills will have a cooldown for 2..3..4... turns?
Comments
Great. This feature will be added in the very net build!
Sam3DX
2020-09-22 17:31:46 +0000 UTCYes
dik3745
2020-09-22 17:17:25 +0000 UTCThat's a good desire. Please, explain to me what do you mean? When you say "choose each button both(me and AI)" do you mean that you want manually select moves for both first and second players?
Sam3DX
2020-09-18 20:50:23 +0000 UTCI always lose......i want to win.....
dik3745
2020-09-18 20:30:14 +0000 UTCActually, you're right. Since we ditched the RPS system, I haven't ran super low on moves in any match yet, so I suppose it's working just fine. But I still don't like the idea of losing because I ran out of moves. I mean, when was the last time a fighter lost because he "didn't have any punches left?" :)
9th_Shadow
2020-09-15 23:31:08 +0000 UTCBut didn't it just kill the whole idea of limited cards? I mean "25 cards" is actually equal to "unlimited cards", while the whole fight usually takes 20-25 moves. If we check the major CCG games like Gwent/Heartstone - it usually allows no more than 2-3 of each card. And loosing because you run out of cards is a basic gameplay feature, it adds a value for every move you have and requires to use it wisely. That's the mechanism I tried to replicate... But seems like no one playing CCG games and didn't appreciate this gameplay :D
Sam3DX
2020-09-15 22:41:42 +0000 UTCBut if my options are- Keep it as is (3 for each move) or skill cooldown, then I'll take the cooldown.
9th_Shadow
2020-09-15 22:31:48 +0000 UTCI voted for skill cooldown, but I like the limited card idea, I just don't like the current limitations. If the card cap was moved up, especially for the less powerful moves, then I would prefer the card limitation system. I really don't like the idea of losing a fight because of I ran out of cards, but if the cap was set to a high number (like 25 for each jab), then the chances of running out becomes far less. So if the limitation system looked more like this- 25 for low power cards (jabs, etc.) 10-15 for medium power cards (Hooks, uppercuts, buff/debuff effect cards, etc.) and 5-8 for high power cards (Special moves, submissions, etc.) I would like that system a lot.
9th_Shadow
2020-09-15 22:30:00 +0000 UTCSorry, I didn’t fully understand what do you mean. Pls, elaborate 🧐
Sam3DX
2020-09-15 18:46:28 +0000 UTCHow about i choose each button both(me and AI)~ I want to decide the progress and victory of the game.
dik3745
2020-09-15 15:07:05 +0000 UTC