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Nikodemus
12/01/2003 02:42 AM (UTC)
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Thats an awsome idea... in writing. It would be really hard to implement.
The_Truth Wrote:
Custom Combos would be an interesting addition, though I'd rather it be with a super meter than have it done via something like a Soul Charge from SC.

But what I'd really like to see would be similar to the -ism styles from Street Fighter Alpha 3. Like have three different styles that would be like... Your character would still fight normally in terms of normal moves with their own unique styles in DA but there would be differences between them.

1st Style - This style could be more like the MK 1/2 style. You could do neck kicks, your blows would do LOT more damage, there would be a super meter but could only do one super (souped up special) and it would fill up slowly. You wouldn't be able to use weapons and would only have access to two hand to hand styles. No back or forward dashes, but normal walking speed is improved.

2nd Style - This style could be like the MK 3/4 style. This style wouldn't do as much damage but would have a good deal of combo-ability with specials and normal moves. This style would also allow you to run and would have a super meter that would allow you to do massive custom combos (Brutalities). No forward or backward dashes and you would only be able to use one hand to hand style and one weapon style.

3rd Style - This style would be based along the DA style of play mixed with new MK6 additions. It would play similarly to DA with two hand to hand styles and one weapon style. This style would also allow for forward and backward dashes but no running. This style would let you do both a super or a cc (brutality) with a full super bar and the meter would fill up the fastest but this is balanced by having the style do the weakest physical damage.

What do you guys think?

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MoodyShooter
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Dedicated, hopeless...Li Mei fan.

12/01/2003 07:00 AM (UTC)
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It wouldn't actually be all that hard to implement I don't think, considering Capcom was able to do it with SFA3 with their A-Ism (Alpha), V-Ism (Alpha 2), and X-ism (SSF2T). Not to mention the Groove system they had in the CvS games, especially with CvS2 with it's 6 different grooves. But I wouldn't really know, I'm not a programmer so I couldn't say if it'd be hard or not.
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Versatile
12/01/2003 03:27 PM (UTC)
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Its not that it would be hard..its that it wouldn't be that great. I like the idea..yes, but I don't want old school MKs mixed into one game. If wanted to play UMK3. I'd ask one of the many users here that I face in UMK3 to play, load up the ZSNES and have some fun. The same goes for all the other old school MKs. MK6 should forget about the past and improve upon what MKDA has done.
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MoodyShooter
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About Me

Dedicated, hopeless...Li Mei fan.

12/01/2003 05:54 PM (UTC)
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lol, ohhhhh... I see what you're saying now.

No, no, I wasn't talking about adding like the old playing style with the HP, LP, HK, LK stuff I meant. My idea would just change how the already existing fighting system in DA would be implemented. It would still use the unique fighting styles and everything, it'd just have different ways to use them. Because the old style of play was stupid, I'd never want to go back to that. I was thinking like this... And to make it easier I'll just go with calling them Grooves rather than styles because I think that's where people are getting confused. And just like in SFA3 or the CvS games you would pick ONE groove before the match and that's the style of play you'd use until the match is over.

Run/Dash/Walking Speed -
Groove MK1-2: No/No/Fastest
Groove MK3-4: Yes/No/Slowest
Groove DA-6: No/Yes/Intermediate

Strength of Blows -
Groove MK1-2: Strongest
Groove MK3-4: Intermediate
Groove DA-6: Weakest

Super Move/CC (brutality)
Groove MK1-2: Yes/No
Groove MK2-3: No/Yes
Groove DA-6: Yes/Yes

Super/CC Meter Charging Speed
Groove MK1-2: Slowest (does more damage)
Groove MK2-3: Intermediate
Groove DA-6: Fast (does less damage)

Hand to Hand 1/Hand to Hand 2/Weapon
Groove MK1-2: Yes/Yes/No
Groove MK2-3: Yes/No/Yes
Groove DA-6: Yes/Yes/Yes

See? They would use the same fighting engine it's just that they would have differences on how they were executed. You still have the unique fighting styles and everything... It's just the differences between the It's just like the different Isms and Grooves from SFA3 and CvS/CvS2. lol like I said I'd never want to go back to what MK used to be.
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Versatile
12/01/2003 06:59 PM (UTC)
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Hey, thats a pretty neat idea then, but I see balance problems
The idea is good, but I think it would hold you back too much.

In a fight I want to have all the main options available on the fly, and only have extra things like power ups, or Combo linkers be limited.

When I'm in a jam, I don't want to be stuck with my hands tied behind my back so to speak.

But that's just me.
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nindz
12/12/2003 01:56 PM (UTC)
0

Dont like this idea...it seems like we are taking the series away from the mk feel and having the CAPCOMvsSNK feel implemented instead

Versatile Wrote:
LOL! I was about to post the same thing today after reading up on CVS2.

I love this idea. When you select your character there would be 4 grooves.

1. OS Groove - MK2 style. Uppercuts, round houses, sweeps,etc

2. RV Groove - MK3-MKT style. Same basics MK2 style with a run button and one button throws. Also dial up combos

3. DA Groove - MKDA style. Branch combos, no frame advantage, quicker attacks, non existant CHing and throws that dont break block.

4. FC Groove - MK6 style. Custom combos, frame advantage, slower attacks, faster movement, CHing, throws that stop guard, in depth reversals,etc.


Of course...I am almost 100% sure this way of play will NOT be in MK6, although it is an outstanding idea by you man. I'm sure most of us, however, would prefer it if Midway concentrated on making MK6 a serious 3D fighter by adding to it's already good core system. To me MKDA has a great foundation. They don't have to worry about making interesting characters, an outstanding story or creating a fanbase, because MK has all these things. The core system is also amazing for a first effort at 3D. Sidestepping, tho shaky was implimented along with the side walk. Reversals, mix ups and some kind of level interaction was also implimented. Now all they have to do is make all of the things I stated just now deeper, balanced and more fun. They also need to add basic things like frame advantage, a real throw system and make more stances useful.

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Versatile
12/12/2003 06:16 PM (UTC)
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I dont like the idea either, but it's a cool one nontheless.
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nindz
01/12/2004 02:58 PM (UTC)
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versatile Wrote:
I dont like the idea either, but it's a cool one nontheless.


Definetly cool idea no doubt about that, but i'd wanna stay from the streetfighter feel.
Part of what made mk so good was the fact it was different to streetfighter, it was unique.
I want the next mk to be more unique....

another stats thing to do is per character themselves....check this out:

Raiden -

Strength: 5
Speed: 5
Endurance: 4
Agility: 2
Defense: 3

SubZero -

Strength: 3
Speed: 3
Endurance : 5
Agility : 3
Defense : 4

Scorpion -

Strength: 4
Speed : 3
Endurance : 5
Agility : 4
Defense : 2


The reasons for above is for something midway can use to work on....for example....
The Strength rating are how much damage a character can dish out...5 being the most devastating, and 1 being the weakest etc.

Speed rating is based on how quick the character can attack etc...5 being the fastest movement etc

Endurance, is based on how strong a character is and how much damage he/she can take beforebeing knocked out....5 meaning it will take a long time to knock that character out as opposed to someone who has 1 for endurance.

Agility, is how easy are the characters to control...in a sense this rating can be similiar to the difficulty ratings per character in mkda....5 being the easiest to control and 1 being the most difficult

and the final rating, Defense, will be based on how good are the charcters in defending themselves.
People like Mavado who use styles like wing chun, would have high defensive options as compared to a character who would use judo etc.

Also another thing i'd like to see in MK6 is bodies getting tired, moving slower as the fight nears to an end. Attacks become weaker, speed becomes slower, agility decreases, basically every parameter i mentioned for the characters above decrease as a warrior takes hits
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theshadow
01/13/2004 06:30 PM (UTC)
0
The problem i have with tekken is its partisan play. the "DEVIL FAMILY" are too strong, and they crapped up my guy Lei wu long. You'd expect them to work on his fighting style especially his drunken style like that guy in Virtua fighter 4 Shun di. I hate all that lame 'ol snake, crane, panther bull shit- slushing the hooch is where its at. where did they see Jackie Chan do the tiger style, even in the classic drunken master movie he dumped all that stuff for the supreme style: drunken boxing. At least Cage is okay but i still think they can work on him though - i agree with nindz!
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Versatile
01/13/2004 07:41 PM (UTC)
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Good to see this stopic is still alive...somewhat. I'll have some stuff by friday.
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