Thursday, March 17, 2011

FAITAR questions and concepts 3: Healing, bonuses and Berzerk style?

Healing. 

Will only certain styles have healing techniques?





I don't think there will be any lifesteal techniques much to my disdain.  I wish there could be, but there isnt such a thing...maybe.

The idea of the opposite of the God Hand - The Devil's Claw would be perfect to have a Life steal technique. while the God Hand side could have a healing defensive stance or something. 

Crap.  I just thought about the Berzerker concept.  A powerful, fast, hard hitting warrior who often sacrifices defense  for greater attack.  Not a new concept by any means.  But a new concept for this game.  I have a small saved somewhere that shows the str and def of limbs will grow the same for certain limbs during certain styles. 

I think with the berzerker, His str will grow more than his def... clearly. 

But that's a side note! (a side not that was brought on by the idea of vicious battle wherein the player heals while doing damage to others)  Healing!

So there might be some meditation... that's really all i can think of as far as a martial art skill where the player heals.  It seems the healing will be left up to the items.

Should the enemies drop items as well as money once defeated?  Perhaps only the rapscallions will drop both.  Will the sparring gents provide money at all? Perhaps only gifts to help you along your way...

some healing items.. some cheap and generic healing items- that aren't food are necessary.
Oh!  I already had band-aid and medical patch, but a medkit could be the final size for simple healing.

I was also considering separating the healing items so that they'd only heal certain body parts
single arm
both arms
single leg
both legs
head
body
limbs
all limbs


Of course each kind of healing item would have varying levels of effectiveness - from a little health, to some health to tons of health - something like that. Probably more levels between them.
I haven't decided or given much thought as to how much the healing items will do.  I kinna like the idea of healing a percentage, because as a player, it generally heals more.  But ... To be honest, I feel like that's kind of easier and I think I like the idea of healing a flat number rate more.  I like to think it'll help bring a sense of scale to a heal. 

so that's something i need to consider [%] based heals or [flat number] based heals

combos dem-bos dem commmbos

Some Bonus Ideas for in battles:
Also, Incentive for doing the timed hits
-I was thinking it'd be nice if consecutive hits did a tiny bit more damage - it'd be further incentive to work on those timed hits. 
-Another incentive would be for money to drop after scoring consecutive timed hits. 
--If it were extra money, that could be luck based!
-Perhaps extra EXP... 
Maybe a timed block could help heal a body part?

I also wonder if there should be a penalty for missing a timed hit or block.  Perhaps not since doing less damage or taking more damage seems like punishment enough to me.

Still not pictures!

bleh.

Oh. I was also thinking about The Giant Swing technique and how it doesnt seem like it could be many hits despite my expectation that it'd use a lot of AP.  Perhaps if the person getting hit was dragged on the ground a little bit or if it was uneven so that he hit the ground before being thrown...i like that idea, while spinning, it'd be a tilted spin so the enemy would hit the ground, go in the air, then hit the ground again - as many times as possible before being thrown

woohoo!

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