Arena damage, Weapon Kombat and Evasion
3D Kombat Klassics
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Arena damage, Weapon Kombat and Evasion
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posted04/11/2004 11:19 PM (UTC)by
TomTaz just mentioned weapon catching and Jordanman mentioned projectile explosions. I had both things covered in this thread which I posted before. Here it is again. Some of these ideas were taken out and used in a few previous threads I've made so you may recognise some of the ideas.
Here are some ideas for MK6 I had. Given the extent of some of them, theyd probably never happen, but itd be cool if they did. This is pretty long! Weapons should be able to be thrown. For instance, Kitana's fan throw, even though it used to be her special move, they turned it into her impale. If it missed, or was blocked you lost the fans. On walled stages, the fans should get stuck in a wall allowing for an attempt to retrieve them or maybe even have the enemy get them and use them. I suppose throwing swords and stuff would work as an impale or it could be implemented as doing a chunk of damage and shaving the enemy maybe. Also, they can be thrown low.
If weapons can be thrown, then obviously your going to want to stop them from hitting your. Basically, if its thrown low you can jump over it. If thrown high then you can either block (although thats not realistic). I also dont like the idea of sidestepping. That makes it too easy to avoid! In this case, three defensive maneuvers can be put in. Firstly, the opponent can deflect with their own weapon if they have it out and knock it out of the air to the ground. Secondly, they could dive out of its way in a given direction or thirdly, spin around the weapon and catch it out of the air if they are unarmed. Therefore, you have a defensive move for whether your unarmed or armed. The second one can be used in either case.
In the case of arena damage, I think that projectiles should cause explosions or craters depending on what you hit. The explosions would deal damage to both characters. Instead of sending a fireball at the opponent, you could aim it so it hits the object near them causing an explosion that causes a lot of damage. Were in 3d now, it should be able to be done. If your caught in the blast, of course youll take damage too. Other special moves should also trigger explosions and stuff from vibrations and other stuff. In MKDA they had the statues being destroyed, so they could be used to inflict damage by their flying debris as they crumble, but youd also risk hurting yourself if you hit them from a distance. Two projectiles hitting each other should also cause a minor explosion, causing slight damage if your caught in the blast radius and maybe even knocking the opponent back knocking them off guard for a second or so. Itd also be cool to see the characters cutting down some structures with their weapons as they hit them, doing gradually increasing damage until the object breaks or collapses.
Also, falling through floors would be great or if the ceiling collapsed on the opponent. For instance, Sub would freeze the ground in front of him and then youd have to smash the floor with another attack to fall through. but youd have to fight off the opponent before they smash it. In the case of the freezing, the surface would now be slippery. Falling through would cause the falling character (the one who didnt break the ground) some major damage. Projectiles could be shot at the ground opening up craters to fight in or aimed at the ceiling to have rocks etc fall onto the enemy. If you have any ideas, please post them.
Here are some ideas for MK6 I had. Given the extent of some of them, theyd probably never happen, but itd be cool if they did. This is pretty long! Weapons should be able to be thrown. For instance, Kitana's fan throw, even though it used to be her special move, they turned it into her impale. If it missed, or was blocked you lost the fans. On walled stages, the fans should get stuck in a wall allowing for an attempt to retrieve them or maybe even have the enemy get them and use them. I suppose throwing swords and stuff would work as an impale or it could be implemented as doing a chunk of damage and shaving the enemy maybe. Also, they can be thrown low.
If weapons can be thrown, then obviously your going to want to stop them from hitting your. Basically, if its thrown low you can jump over it. If thrown high then you can either block (although thats not realistic). I also dont like the idea of sidestepping. That makes it too easy to avoid! In this case, three defensive maneuvers can be put in. Firstly, the opponent can deflect with their own weapon if they have it out and knock it out of the air to the ground. Secondly, they could dive out of its way in a given direction or thirdly, spin around the weapon and catch it out of the air if they are unarmed. Therefore, you have a defensive move for whether your unarmed or armed. The second one can be used in either case.
In the case of arena damage, I think that projectiles should cause explosions or craters depending on what you hit. The explosions would deal damage to both characters. Instead of sending a fireball at the opponent, you could aim it so it hits the object near them causing an explosion that causes a lot of damage. Were in 3d now, it should be able to be done. If your caught in the blast, of course youll take damage too. Other special moves should also trigger explosions and stuff from vibrations and other stuff. In MKDA they had the statues being destroyed, so they could be used to inflict damage by their flying debris as they crumble, but youd also risk hurting yourself if you hit them from a distance. Two projectiles hitting each other should also cause a minor explosion, causing slight damage if your caught in the blast radius and maybe even knocking the opponent back knocking them off guard for a second or so. Itd also be cool to see the characters cutting down some structures with their weapons as they hit them, doing gradually increasing damage until the object breaks or collapses.
Also, falling through floors would be great or if the ceiling collapsed on the opponent. For instance, Sub would freeze the ground in front of him and then youd have to smash the floor with another attack to fall through. but youd have to fight off the opponent before they smash it. In the case of the freezing, the surface would now be slippery. Falling through would cause the falling character (the one who didnt break the ground) some major damage. Projectiles could be shot at the ground opening up craters to fight in or aimed at the ceiling to have rocks etc fall onto the enemy. If you have any ideas, please post them.
| tgrant Wrote: If weapons can be thrown, then obviously your going to want to stop them from hitting your. Basically, if its thrown low you can jump over it. If thrown high then you can either block (although thats not realistic). I also dont like the idea of sidestepping. That makes it too easy to avoid! In this case, three defensive maneuvers can be put in. Firstly, the opponent can deflect with their own weapon if they have it out and knock it out of the air to the ground. Secondly, they could dive out of its way in a given direction or thirdly, spin around the weapon and catch it out of the air if they are unarmed. Therefore, you have a defensive move for whether your unarmed or armed. The second one can be used in either case. In the case of arena damage, I think that projectiles should cause explosions or craters depending on what you hit. The explosions would deal damage to both characters. Instead of sending a fireball at the opponent, you could aim it so it hits the object near them causing an explosion that causes a lot of damage. Were in 3d now, it should be able to be done. If your caught in the blast, of course youll take damage too. Other special moves should also trigger explosions and stuff from vibrations and other stuff. In MKDA they had the statues being destroyed, so they could be used to inflict damage by their flying debris as they crumble, but youd also risk hurting yourself if you hit them from a distance. Two projectiles hitting each other should also cause a minor explosion, causing slight damage if your caught in the blast radius and maybe even knocking the opponent back knocking them off guard for a second or so. Itd also be cool to see the characters cutting down some structures with their weapons as they hit them, doing gradually increasing damage until the object breaks or collapses. |
I love these ideas. My favorite "Thrown weapon Impale evade" that you made is the one where your character spins around the weapon and catches it, I've seen this in movies and it would be awsome if implemented. Also about the arena damage. You are very right in all aspects of this. If fire balls miss the intended target they should hit something else in their path instead of just going off screen or disapating, and destroy whatever they hit. Whether it be a wall (A hole should be blown into the wall) Or a pillar should crumble and both should cause explosions that can injure anyone too close. To add: Characters that have earth shaker moves (i.e. Jax, Drahmin, Bo Rai Cho etc.) When these are performed they should also affect the environment as would naturally happen in the even of a quake. Also it gives the chance to redeem a missed move, say the character jumps during Jax's Ground pound to avoid it, well they might not avoid damage from the wall or pillar that just crumbled as a result of the same quake. You have a great mind Tgrant!

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| TomTaz Wrote: I love these ideas. My favorite "Thrown weapon Impale evade" that you made is the one where your character spins around the weapon and catches it, I've seen this in movies and it would be awsome if implemented. Also about the arena damage. You are very right in all aspects of this. If fire balls miss the intended target they should hit something else in their path instead of just going off screen or disapating, and destroy whatever they hit. Whether it be a wall (A hole should be blown into the wall) Or a pillar should crumble and both should cause explosions that can injure anyone too close. To add: Characters that have earth shaker moves (i.e. Jax, Drahmin, Bo Rai Cho etc.) When these are performed they should also affect the environment as would naturally happen in the even of a quake. Also it gives the chance to redeem a missed move, say the character jumps during Jax's Ground pound to avoid it, well they might not avoid damage from the wall or pillar that just crumbled as a result of the same quake. You have a great mind Tgrant! |
Thanks once again, TomTaz. I'm glad you like these ideas!
I agree about the ground shake moves. Those should also implement some sort of damage to the arena. It would be cool if something feel and hit the attacking player on the head doing damage to them, basically punishing them for being careless.
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Good idea, i had a similar idea for the projectile explosion. If both characters shoot there projectiles at the same time (or almost around that time), then IMO, i think it would be better if none of the opponents get hurt. However, IMO i think this would be better. If your opponent shoots a projectile, and when its about to hit you, you shoot yours, then i think the explosion should hit you only, thus causing double damage on you. For an example:
Mileena is gonna throw her projectile sais at subzero. She does this, and just before it hits subzero, he shoots his freeze. Since the explosion would be closer to him, i think he should take the damage for both. It would work better that way. Also, it doesnt have to be right before the attack hits you, if its still closer to you, then you still get the damage.
For the weapon ideas, its great. But i'm gonna change something a bit. IMO i think it would be better if you throw your weapon at the opponent, they block it, and then it just falls down. I think that would be more cool, because it kind of sucks when you would lose your weapon for the whole bloody round. So now, the opponent would block the weapon you threw at him/her, and it would just fall to the ground.
But if you missed the opponent, i think it should go a certain distance, and then drop. It would look more real. For an example:
Kitana and scorpion are fighting far away from the nearest wall. Kitana throws her fans at scorpion, and scorpion dodges it, or it misses. Instead of the fans going ALL the way across to hit the other wall on the other side, i think it should go a certain distance, then fall to the ground. That way kitana can retrieve it whenever she wants. BUT.....If kitana throw her fans at scorpion, and scorpion was closer to the wall, and it misses him, then it should get stuck into the wall, because the wall is now closer to you. I also love the whole ideas about things falling, opponents catching your weapons, etc. Weapon reversals would be nice to.
Anyways, thats just my opinion. I think it would rock that way.
Mileena is gonna throw her projectile sais at subzero. She does this, and just before it hits subzero, he shoots his freeze. Since the explosion would be closer to him, i think he should take the damage for both. It would work better that way. Also, it doesnt have to be right before the attack hits you, if its still closer to you, then you still get the damage.
For the weapon ideas, its great. But i'm gonna change something a bit. IMO i think it would be better if you throw your weapon at the opponent, they block it, and then it just falls down. I think that would be more cool, because it kind of sucks when you would lose your weapon for the whole bloody round. So now, the opponent would block the weapon you threw at him/her, and it would just fall to the ground.
But if you missed the opponent, i think it should go a certain distance, and then drop. It would look more real. For an example:
Kitana and scorpion are fighting far away from the nearest wall. Kitana throws her fans at scorpion, and scorpion dodges it, or it misses. Instead of the fans going ALL the way across to hit the other wall on the other side, i think it should go a certain distance, then fall to the ground. That way kitana can retrieve it whenever she wants. BUT.....If kitana throw her fans at scorpion, and scorpion was closer to the wall, and it misses him, then it should get stuck into the wall, because the wall is now closer to you. I also love the whole ideas about things falling, opponents catching your weapons, etc. Weapon reversals would be nice to.
Anyways, thats just my opinion. I think it would rock that way.

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Great ideas Dark Noob. I had an idea in another thread regard the loss of a weapon. It was called the summon. You could call your weapon back to you at the cost of a little health.


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Geez man. Tgrant and TomTaz should make their own freakin game.
Keep the ideas coming guys.

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| MetadragonX Wrote: Geez man. Tgrant and TomTaz should make their own freakin game. Keep the ideas coming guys. |
lol Thanks man! I guess me and TomTaz should join forces! lol
I assume you liked the Summon idea!
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