Tuesday, March 15, 2011

FAITAR questions and concepts 1

Counterattacks. 




There are two ways I imagine counterattacks working.  You'll have to store your AP to be able to counter and press something at the right time to activate it while being attacked, or once you finish attacking, your AP fills up automatically. 

Then, while being attacked, you use AP again to counterattack.  This will then use AP for your next turn so you will start with less.

I was also thinking about perhaps an AP gauge for attacking and defense

Since this is a turn based fighting system, I feel like there needs to be a way to counterattack without input from the player during the enemy's turn.
-This is the thought that is more of a back up plan for if timed blocking and attacking is too difficult to implement.
-Timed blocking and attacking is a concept that is used in some RPGs like the Super Mario RPG games, Xenogears and I'm told The Legend of Dragoon also has the feature (I thought it was only for attacking - not crits and blocking) - where if you press a button at a certain time - generally as a hit makes contact, you can either add more damage to the attack your character is doing, or lessen the damage of a blow from an enemy.  There's probably another name for it, but it isn't coming to mind currently

If timed blocking and attacking isn't that difficult to do, there could be a separate key/button to press to initiate the counterattack instead of blocking it.

and here come the questions assuming timed hitting,blocking, and counter-attacking are do-able:
-Should counterattacking be able to be started with the very first attack thereby interrupting their combo?
-should a counterattack interrupt their combo entirely causing the enemy to lose their turn?
-If a counterattack can interrupt a combo entirely, couldn't that make the game too easy?
-Assuming the system where the player's AP is refilled right after their turn and Counterattacks could consist of throws as well as counter-combos... If the player counter-combo'd and used up their AP, I guess the enemy would get to go again - would the player have full AP for this second offensive?
--If not, then the player would be left at a chance to only dodge or block the attacks until their turn
--If so... the player would probably make short work of the enemy due to their continued offensive and damage negation.
---This is also being thought about at a higher level - where the player has plenty of AP to consider.  So thinking about early stages must also start
----Counter-throws probably wont be available early on, but a short counter attack will be.  It'll be a short counter attack due to the smaller AP gauge.
-Should there be counter-throws available early on? probably not until Judo/aikido/jujutsu is learned.
-Should Counter-combos be taught initially? or should that concept come later?

I will come back to edit this and add more later







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