Corner Meter, Weapon Meter and the Injury Meter.
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posted07/21/2004 09:12 PM (UTC)by
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Brodeur
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05/29/2003 03:59 AM (UTC)
I was inspired by tgrant to create something.
What do u guys think of these?
Corner Meter:
I think that if you're stuck in a corner, there is the quick side step that was inputted into mkda which could somewhat manage to pull you out of a stuck corner, as in mk:dcptn, they might make whatever corners most people would end up getting stuck in to be multi-tier breaking through into a new room. However, if you're really stuck in a corner, and sidestepping doesn't help cause your opponent just knows how to stop you, I think that there should be a Corner-Meter. This Corner-Meter should increase as long as you're in a corner and you're either blocking or taking damage. If you're beating your opponent and you're the one in the corner nothing will increase to your meter. Once your character's Corner-Meter fully charges up, assuming that it shouldn't take too long, your character will quickly grab your opponent and switch positions making them the person in the corner. And we all know, that we do not like to be the ones in the corner, so it's best to just stay out of the corner with this inputted into gameplay, and especially with stage fatalities and all usually involved around corners, noone should try to stay near by corners.

The Weapon Meter:
This meter will mostly decrease most of the time, as each time your weapon comes in contact with an object or your weapon is used as defending yourself. We all know that without a weapon, if we block, we do take a slight damage. But if we hold a weapon, instead of you taking that damage, your weapon would. So, you can't stick to a weapon all the time cause it will eventually wear out. But you can still manage to find other weapons laid out around the arena. Now, this meter would allow such elements like impaling and throwing your weapon away more usable. As once your weapon is almost weak, you might as well try to impale or throw it towards your opponent, in case it misses you won't really need it. A weapon should be designed that it cannot kill off a character because it would wear out, giving your opponent a chance, in case you just unleash weapon combos like kenshi's or scorpion's reptitive ones.

The Injury Meter:
The injury meter increases on how you take damage and how much of it.
There are 3 typs of damage that indicate on your meter how much pecentage in the meter you've taken of the particular type of damage. There is the hand to hand damage, there is the weapon damage, and there is the elemental damage.
This meter will let you know how your opponent plays. It lets you see how much of a certain type of attack they've been putting on you. So, it wouldn't be good to keep the injury meter filled with hand to hand. A good fighter would mix and match to confuse your opponent. Also, the injury meter doesn't have its name for nothing. It allows you to activate an injury to the player causing them to fall down for a little while.
The injury works like this: Half hand to hand and half elemental damage would cause your opponent a little injury, while a half weapon and half hand to hand would cause more of an injury, whereas, half weapon and half elemental would cause the most injury. These would surely make gameplay quite complex. For those who wanted MK:dcptn to be somewhat harder than the previous MK:DA.
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tgrant
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04/11/2004 07:35 PM (UTC)
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Great ideas man and thanks for the heads ups! wink

I like the idea of the corner meter. It will definitely have players more on their guard and will certainly put most players off trying to trap their opponent for fear of being put in the corner themselves. Most probably wouldn't like it, but I think it's pretty neat.

The weapon meter is a good idea. I agree that blocking with your weapon should mean the weapon receives damage rather than yourself. The effect that you'll eventually lose it will also put people off blocking too much with it. That could be a problem since it would mean switching to another styke to block which will be time consuming.

The Injury Meter is a good idea, but would be tricky to use. If the opponent is attacking, how does the meter help you inflict damage on them?
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TomTaz
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04/11/2004 07:40 PM (UTC)
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tgrant Wrote:
Great ideas man and thanks for the heads ups!

I like the idea of the corner meter. It will definitely have players more on their guard and will certainly put most players off trying to trap their opponent for fear of being put in the corner themselves. Most probably wouldn't like it, but I think it's pretty neat.

The weapon meter is a good idea. I agree that blocking with your weapon should mean the weapon receives damage rather than yourself. The affct that you'll eventually lose it will also put people off blocking too much with it. That could be a problem since it would mean switching to another styke to block which will be time consuming.

The Injury Meter is a good idea, but would be tricky to use. If the opponent is attacking, how does the meter help you inflict damage on them?


I agree with just about everyting he said, took the words right out of my head, (stop reading minds wouldya Tgrant!! tongue.) Anyway, I like all except the damage meter. I really approve of the weapon meter though. Good job!
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tgrant
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04/11/2004 07:53 PM (UTC)
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TomTaz Wrote:
I agree with just about everyting he said, took the words right out of my head, (stop reading minds wouldya Tgrant!! .) Anyway, I like all except the damage meter. I really approve of the weapon meter though. Good job!


lol I'm psychic TomTaz! tongue

I can see why you don't like the injury meter. Looking back at the idea it would be a bit of a hindrance and looking at it, doing damage would be very unfair. It's a case of they attack and you harm them instead. A meter like that should allow you to counter those attacks rather than inflict damage.
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TomTaz
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04/11/2004 08:05 PM (UTC)
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tgrant Wrote:
TomTaz Wrote:
I agree with just about everyting he said, took the words right out of my head, (stop reading minds wouldya Tgrant!! .) Anyway, I like all except the damage meter. I really approve of the weapon meter though. Good job!

lol I'm psychic TomTaz!

I can see why you don't like the injury meter. Looking back at the idea it would be a bit of a hindrance and looking at it, doing damage would be very unfair. It's a case of they attack and you harm them instead. A meter like that should allow you to counter those attacks rather than inflict damage.


Exactly my point. However like I said I like the Weapon meter. I mean how cool would it be to see someone playing a Sub and being completly reliant on the block button, Then one to many time of being hit the Kori blade shatters in his hand possbibly cause Sub a little damage as the Ice shards would cut into his hands?
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Brodeur
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04/11/2004 08:15 PM (UTC)
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Glad you guys like the ideas. Thanks for the feedback. Yea.. the injury meter was something that just popped into my head. It'll need a lot of revising so it should take some time to configure because i don't have much time to do these things.
I was just thinking, that u guys have great ideas, especially you tgrant, I was thinking that there should be a thread on this site only for people like us, where we can actually put all our good ideas together.
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tgrant
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Currently working on: MKD & MKA - The One Ring Theory
04/11/2004 08:18 PM (UTC)
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Brodeur Wrote:
Glad you guys like the ideas. Thanks for the feedback. Yea.. the injury meter was something that just popped into my head. It'll need a lot of revising so it should take some time to configure because i don't have much time to do these things.
I was just thinking, that u guys have great ideas, especially you tgrant, I was thinking that there should be a thread on this site only for people like us, where we can actually put all our good ideas together.


Consider going over them man. I'd like to see a finished version of the idea.

And a thread like that would be great! wink
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TomTaz
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04/11/2004 08:22 PM (UTC)
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What he said^ Also thanks for the compliments.
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Blizzard
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07/21/2004 06:10 PM (UTC)
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that would give MK a realistic touch.good idea!
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GrinningEvilDeath
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07/21/2004 09:12 PM (UTC)
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Some thoughts on the weapon meter: First of all, if you've played Soul Blade, you know this has been done before. Not saying it's a bad idea - it can certainly add new strategic elements to MK - like impaling or throwing away the weapon once it is too weak.

By saying that a weapon can become "used up" I presume you mean that it can break. But what happens if Baraka's blades break? That would put him at a severe disadvantage since a majority of his special moves use them. Perhaps an alternative way to implement weapon wear is that they become dull and do less damage.

Also, what if each weapon were to have different strengths? (Again I borrow from Soul Blade.) I.E. some weapons are sturdier than others. This can inversely correlate to their damage potential - ex. weapons that impale like Daggers or the Kori Blade are weaker than the others.
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