Quick timing event idea
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posted06/25/2005 03:31 PM (UTC)by
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Reptile_Z
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12/19/2003 08:46 PM (UTC)
just an idea i got from watching good martial arts movies that might spice up the action in future MK games. i dont think such an idea was mentioned yet so ill go ahead and say it. it would go something like this (i'll try to be as clear as crystal)
Say that the 2 players pressed the same attack button at the same time. doing so will cause one player blocking the attack, leaving the enemy open for an attack, BUT, when the player(1) who parryed the 1st attack fights back, time will slow down, giving the other player(2) a chance to parry the coming attack and input his own attack. the result is 2 players in a fight sequence where constant parrying and attacks are flying back and forth (just like in alot of martial art movies). as it continues, time speeds up from slow motion, making it harder to parry your opponents coming attacks. and finally, the longer this fight sequence lasts, the more damage the final blow would cause, so you really dont want lose during "Q.T.E" (quick timing event)

As for the combo breakers, the fighter shouldnt just punch his/her opponent away in a middle of a combo, but just like in the above idea, the attack is blocked and the attacker gets a knuckle sandwich. what do u think?
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Reptile_Z
06/22/2005 03:11 PM (UTC)
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............ your thoughts? confused
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krackerjack
06/22/2005 11:54 PM (UTC)
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How did this thread go unnoticed? This is a cool idea.

The change of pace is what makes it, I think. If it were constantly in slow motion it'd be boring and take far too long, and if it were constantly fast it'd just devolve into a mess of button mashing, but the transition between the two kind of keeps it interesting without removing skill from the picture. I like it.

It could get a little bit annoying though, having the game slow down every few moments when somebody counters an attack.
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Reptile_Z
06/25/2005 12:23 PM (UTC)
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thanks for the reply krackerjack.
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GhostDragon
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06/25/2005 03:31 PM (UTC)
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Reptile_Z Wrote:
... and finally, the longer this fight sequence lasts, the more damage the final blow would cause, so you really dont want lose during "Q.T.E" (quick timing event)


Hmmmmmmm. You know... that's a very interesting idea. The only problem I see with it is in 'vs. mode' or 'game mode', if done too often the pace of the game might suffer. Say after a QTE interval, two players do it a second time, then a third, and a fourth. The feel of the game will be primarily a QTE match. It's cool to see, but as with most hong kong action flicks, it isn't used repeatedly. There's usually a nice gap between the slowdown of the action.

However, I really do like the idea. Perhaps if there was a QTE meter that expired after a QTE event ended. Then afterwards, it would take... 25-45 seconds for it to go back to full. Once the QTE meter is full, then it can be performed again. I think that way you'll get a nice injection of a cool event, but not immediately after the first. Also, there might want to be an option to turn QTE's on or off.

Really nice idea man!


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