Something I'd love to have in a fighting game.
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Something I'd love to have in a fighting game.
Starting with Budokai and now with Sparking, I think there is one feature that would make a DBZ fighting game close to the show, and that is... a limited supply of Qi.
In the show, the characters start their fight in full power, but they use attacks worn them out and sometimes they run out of gas while their enemy is still havn't break a sweat.
In the games, this handicap was lost thank to "press to recharge". By getting the ability to recharge Qi, we loss the tension the characters feel when they fight a super powerful enemy and they used all of their energy to fight him. In the end, all what they can do is waiting for a Deus Ex Macina to give them a senzu or a Full Powered Goku to save them.
What do you guys think? Would you love for a fighting game to give their characters a limited amount of Qi from the start of a fight, and try to defeat your opponent before you waste up all your energy in Qi-based attacks?
I would love to have this handicap. It'll be awsome when fighting a character with unlimited amount of Qi like the AHs or Boo.
It'll make us think twice before we attack, right?
In the show, the characters start their fight in full power, but they use attacks worn them out and sometimes they run out of gas while their enemy is still havn't break a sweat.
In the games, this handicap was lost thank to "press to recharge". By getting the ability to recharge Qi, we loss the tension the characters feel when they fight a super powerful enemy and they used all of their energy to fight him. In the end, all what they can do is waiting for a Deus Ex Macina to give them a senzu or a Full Powered Goku to save them.
What do you guys think? Would you love for a fighting game to give their characters a limited amount of Qi from the start of a fight, and try to defeat your opponent before you waste up all your energy in Qi-based attacks?
I would love to have this handicap. It'll be awsome when fighting a character with unlimited amount of Qi like the AHs or Boo.
It'll make us think twice before we attack, right?
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I kind of liked the system in Legendary Super Warriors, where ki charges at such a slow rate that you really have to plan out what attacks you're going to do. It prevents you from just spamming your best attack over and over again. That gives those attacks more weight when you do use them, which I think fits the series better.
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I've not played Legendary Super Warriors, but it sounds similar to the system in Super Butoden, which I think works pretty well.
The unlimited ki thing, attacks without real costs... that makes it difficult to include rare and meaningful techniques in anything.
Actually, I just realized something vaguely amusing.
I do a lot of game design notes (occasionally try to go farther with that, without an impressive amount of success so far.
), and as far back as 2004 or 2005 I was working on something where I was trying for a relatively different ki system, an aspect of which was a limited amount alltogether (but the ability to "powerup", so to speak, in that you have reserve energy and then energy that's been pulled out for special uses, but that's all I'll say on that.).
The part I find amusing is that, despite having various designs with this sort of limit in mind ever since, a DB idea I've been taking notes on this year completely ignores that idea, which left me wondering how to make attacks that should be rare actually rare (Blah, super-spamming in Sagas. -_- ). Though I think the reason might be that I was trying to improve upon what Sagas did rather than anything completely new...
I did make a (extremely crappy) DBZ RPG type thing in 2006 that featured such limits, but the "extremely crappy" bit makes it not worth trying to dig up...
Ur, so yeah, I think a limited amount of ki is a good idea if it can be implemented well. "Punch punch punch punch kamehameha! punch punch punch punch kamehameha!"... Meh.
The unlimited ki thing, attacks without real costs... that makes it difficult to include rare and meaningful techniques in anything.
Actually, I just realized something vaguely amusing.
I do a lot of game design notes (occasionally try to go farther with that, without an impressive amount of success so far.
The part I find amusing is that, despite having various designs with this sort of limit in mind ever since, a DB idea I've been taking notes on this year completely ignores that idea, which left me wondering how to make attacks that should be rare actually rare (Blah, super-spamming in Sagas. -_- ). Though I think the reason might be that I was trying to improve upon what Sagas did rather than anything completely new...
I did make a (extremely crappy) DBZ RPG type thing in 2006 that featured such limits, but the "extremely crappy" bit makes it not worth trying to dig up...
Ur, so yeah, I think a limited amount of ki is a good idea if it can be implemented well. "Punch punch punch punch kamehameha! punch punch punch punch kamehameha!"... Meh.
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And what's the point of doing such in the first place?!goku the krump dancer wrote:That's a good feature just as long as we can turn it on and off.
Instead, how about making a cheat code to have unlimited Qi?
Back to the main point...
Human characters will obviousley have lower Qi amount than everyone else...
The Saiyans and other super characters will have average to high, and with Goku it'll be a good excuse for making the Genki Dama. Broli for the joy of fans will get 10 times the power
Freeza and other characters how transform can make up for their lost Qi by transforming.
Dr. Gero and #19 can absorbe Qi from others of course.
16, 17 and 18 will have unlimited energy because that's what's supposed to be for them, and Boo can get stronger and never drops his Qi like in the series.
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The closest thing to being worn out in the Sparking games was looking slightly hurt when on your last bar of health and your clothes being ripped and burnt.
A system like this would do the series justice, I'd also love something like a piece of dialogue instead of a taunt, and the more pieces you fit in the more points you get, and sometimes it'd be cool if your enemy started responding, and some dialogue and plot points would depend on how much health and ki you and the opponent have, so it'd be more like the manga/anime, and actually PLAY like a real plot.
Forms like Super Saiyan 3 should be limited too, unless you've got a halo...
A system like this would do the series justice, I'd also love something like a piece of dialogue instead of a taunt, and the more pieces you fit in the more points you get, and sometimes it'd be cool if your enemy started responding, and some dialogue and plot points would depend on how much health and ki you and the opponent have, so it'd be more like the manga/anime, and actually PLAY like a real plot.
Forms like Super Saiyan 3 should be limited too, unless you've got a halo...
Can't the characters take time to re-charge their ki in the show/manga, too, though?
I'm sure Goku did it against Kid Boo.
I'm sure Goku did it against Kid Boo.
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Yeah, but it's a lot more time-consuming than it is in most video games. That's why Goku had to have Vegeta distract Boo.Big Momma wrote:Can't the characters take time to re-charge their ki in the show/manga, too, though?
I'm sure Goku did it against Kid Boo.
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Well, and it didn't exactly work, did it?Herms wrote:Yeah, but it's a lot more time-consuming than it is in most video games. That's why Goku had to have Vegeta distract Boo.Big Momma wrote:Can't the characters take time to re-charge their ki in the show/manga, too, though?
I'm sure Goku did it against Kid Boo.
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Ki is a romanization of the Japanese pronunciation of what the Chinese call qi. Some call it qi, some ki, and some chi. It's all the same thing, though.
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This would only work in a Non-fighting Dragonball game. Either that or the focus would be on more melee fighting and movement. But if we did that then it would start to look less and less like a Dragonball Z game.
Also, if we made the machanics reflect more of how things worked in the games, how would you make it balanced. While Meteor had the 90 characters, 60% of then were balanced so that anyone could use them and the rest were there just so that they were there.
Also, if we made the machanics reflect more of how things worked in the games, how would you make it balanced. While Meteor had the 90 characters, 60% of then were balanced so that anyone could use them and the rest were there just so that they were there.
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Thanks for the info.linkdude20002001 wrote:Ki is a romanization of the Japanese pronunciation of what the Chinese call qi. Some call it qi, some ki, and some chi. It's all the same thing, though.
...Wait what are you doing? Are you still reading this? I finished what I had to say, why don't you move on to the next post?
How would the lack of powering up result in a non-fighting game? (See Super Butoden, Legendary Super Warriors, Etc).Anonymous Friend wrote:This would only work in a Non-fighting Dragonball game. Either that or the focus would be on more melee fighting and movement. But if we did that then it would start to look less and less like a Dragonball Z game.
Also, if we made the machanics reflect more of how things worked in the games, how would you make it balanced. While Meteor had the 90 characters, 60% of then were balanced so that anyone could use them and the rest were there just so that they were there.
It'd force more strategy, less spammage, and I suppose could cut into how long fights last (Like, continuing to exert one's self when exhausted could bring down one's health?).
Well, then there's yper Dimention's system. XD.
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I liked the Hyper Dimension system where KI and health are one in the same.
Use a big KI technique and you get worn out, charge your KI and you have more fighting stamina. I wonder how something like that would be implemented in the Tenkaichi series.
Use a big KI technique and you get worn out, charge your KI and you have more fighting stamina. I wonder how something like that would be implemented in the Tenkaichi series.
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