Style Time

[A]

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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.
 

Solid Shadow

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I stopped reading when i saw "slow motion".
You do realise this is a multiplayer mod and slow motion can never work well in multiplayer? You'd have to slow down everyone on the entire map for it to be fair, which would be a pain in the ass.
 

[A]

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If that's the case, then you should really keep reading.

And honestly, I knew that it could possibly be too advanced for the base on which it would be put.
 

Solid Shadow

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Alright, read a little more.
About the area thingy, how retarded won't it look that everyone around you move and fight in slow motion while yourself is not fighting?
Also it would be weird in the manner that seeing as a fights go slower, a player away from the battle got more time to catch up and help out, which imo is bull.
 

Roland

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Solid Shadow said:
I stopped reading when i saw "slow motion".
You do realise this is a multiplayer mod and slow motion can never work well in multiplayer? You'd have to slow down everyone on the entire map for it to be fair, which would be a pain in the ass.

http://specialistsmod.net/
 

[A]

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Catch up and help out? being one, within a certain range of the style time sink would slow you down, too. Additionally, entering combat would, logically, also enter you into style time. It has its drawbacks, believe you me, but I find it has many more advantages (while a lot of them aren't to be argued over multiplayer).
 

Sabre

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If you coded it, then hey.
 

Shurik3n

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It sounds like a nice combat system, but out of place for how I imagine master sword. I really enjoy the real-time aspect of fighting in MS which makes it more fun for me, and gives the FPS-RPG feel thats makes this game fun. IMO, its a nice idea but doesn't fit in for MS.
 

Reks

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[A] You should start learning how to script since it will teach you what is possible. You can't simply just make ideas and expect one of the developers to code it because you think it's genius. (Not saying that it isn't..) I don't think this battle system would work out, wouldn't it cause a huge latency problem? Plus you'd have to go through every monster and attach hit points to them unless you could somehow generate them using locations of joints. (if read-able)
 

Sabre

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Hit points are possible.
Headshot, anyone?
That won't be much issue since this is 'from scratch.'
 

Belmont

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That is more than possible (Dark Messiah as something along these lines, but without the slow-mo) but I think that this would be better if it would be something you activate, rather than it being always on when you fight (like, you can use it once every x minutes, to avoid abuse).
 

WeissberV

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I know I've said this like millions of times, and you all know it won't happen but... THE FIGHTING STYLE SHOULD BE LIKE DARK MESSIAH, not everything, but special moves like throwing knife if they run away or a overcharge (rage) meter which when its full you can produce a 1 hit kill attack, or X2 critcal hit on bosses.
 

Belmont

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Hell, all that's really needed for MS:S is the full Dark Messiah SDK when they release it (2 months late alredy, but there's still hope!)
 

[A]

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Honestly?

These ideas im handing out weren't developed for MS:C's engine and, if it can't be done, I'll continue my work elsewhere. As for coding it, you seem to have enough on the team. I'll dig out on that aspect of the idea (it all seems hectic anyway).
 

Sabre

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On the contrary, we are in sore need of reliable coders.
 

[A]

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As is proof of my just now reading this, I am not reliable. It also does not help that juggling two jobs, a woman, sleep, college and fun* all into my weekly schedule. All-in-all, I'd have about -5 hours to code.


Those marked with a * are optional.
 
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