[A]
New Adventurer
You've probably not read the MS:S Levelling thread, which i posted my very own, albeit toned down for the Havok system, statistics.
I also invented Style Time.
I have written it as follows:
"When you enter combat, PvP or PvE, you engage Style Time (think bullet time, but realistic). Your character and the enemies around you all enter a sort of slow motion and light up with colored orbs, which all have reasonable meaning. These spots each have a focal center which fades outwards, also for a good reason.
Yellow lights represent the easiest targets, but the least damaging areas, such as arms and legs. Click these do deal regular damage.
Red lights represent vital organs and harder, but more damaging targets, such as neck and diaphragm. Click these to deal bonus damage.
White lights represent easy targets that deal high damage - critical points, such as when an enemy is down or knocked out. Click these for beyond maximum damage.
Green lights are areas on your body or an enemy's body that you can block to defend, such as your chest or an enemy's sword. Click these to increase your Dodge Rate.
Clicking the center of these lights are key, because that's where the most damage is. The farther away from the center, the less damage will be dealt.
Style Time essentially slows everything down (not just enemies) to the same degree so that a player has enough time to click the given lights to deal damage. This brings us to my next point: Fighting Style. Style Time is called what it is because you determine your fighting style only by how and in what order you click the lights. You can also choose the weapon, hand or foot to attack with by highlighting the given appendage or weapon with [insert medium] and then clicking the given light. In this way, large numbers of enemies can be dealt with realisticly and a player actually becomes one with their character, forming a personal unity that TRULY makes every single character unique."
How this would happen is that an angagement forms time sink where, when entering any battle zone from the outside, you also become slow. This is an idea to emulate adrenaline and the rush of combat, realistically. That said, it can be noted that turning this type of combat should be optional to the player in the status screen or some such, in case he/she does not like the effect it has.
I also invented Style Time.
I have written it as follows:
"When you enter combat, PvP or PvE, you engage Style Time (think bullet time, but realistic). Your character and the enemies around you all enter a sort of slow motion and light up with colored orbs, which all have reasonable meaning. These spots each have a focal center which fades outwards, also for a good reason.
Yellow lights represent the easiest targets, but the least damaging areas, such as arms and legs. Click these do deal regular damage.
Red lights represent vital organs and harder, but more damaging targets, such as neck and diaphragm. Click these to deal bonus damage.
White lights represent easy targets that deal high damage - critical points, such as when an enemy is down or knocked out. Click these for beyond maximum damage.
Green lights are areas on your body or an enemy's body that you can block to defend, such as your chest or an enemy's sword. Click these to increase your Dodge Rate.
Clicking the center of these lights are key, because that's where the most damage is. The farther away from the center, the less damage will be dealt.
Style Time essentially slows everything down (not just enemies) to the same degree so that a player has enough time to click the given lights to deal damage. This brings us to my next point: Fighting Style. Style Time is called what it is because you determine your fighting style only by how and in what order you click the lights. You can also choose the weapon, hand or foot to attack with by highlighting the given appendage or weapon with [insert medium] and then clicking the given light. In this way, large numbers of enemies can be dealt with realisticly and a player actually becomes one with their character, forming a personal unity that TRULY makes every single character unique."
How this would happen is that an angagement forms time sink where, when entering any battle zone from the outside, you also become slow. This is an idea to emulate adrenaline and the rush of combat, realistically. That said, it can be noted that turning this type of combat should be optional to the player in the status screen or some such, in case he/she does not like the effect it has.