Should kombatants stories or appearence affect their gameplay in MK7?
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Should kombatants stories or appearence affect their gameplay in MK7?
11/02/2004 11:00 PM EST
OK, first of all, I'd like to thank bleed for giving me the idea for this. I think that the kombatants story and appearence should effect their gameplay. Here are some ways:

1. Kombat Attributes: See, I think that their appearence should influence their kombat. Such as speed, strength, etc.

Example: Bo Rai Cho is a very heavy character, so it would make sense that he would not be able to be launched by a juggler as easily as someone lighter such as Sonya or Li Mei. Or Hotaru, all that armor should weigh him down, making it harder to juggle him. This could add a level of strategy to picking costumes, one could be him with his armor on, so he takes less damage, and punches and kicks do more damage because of the armor on his arms and legs, but weigh him down, so he cannot jump or move fast. Then his alternate would be him without his armor, making him lighter but takes more damage, etc.

2. Fighting Styles: I originally posted this on the thread made by HatefulSamurai. I think that the characters story should influence their fighting styles and create a rock-paper-sissors style of kombat.

Example: Kobra is well trained in traditional martial arts (can't remember his fighting styles at the moment tho), so he would have an advantage against other traditional styles (Tae Kwon Do, Judo, Karate, etc.) due to his advanced training, but have trouble against unorthodox styles such as Hung Gar or Snake because he is used to traditional styles. In the case of Noob Saibot, he was always a dark and stealthy character, so his fighting styles should have numerous sneaky moves, such as sidestep attacks, sweeps, and trackers, but he would have trouble against larger, powerful fighters.

3. Special Moves & Combos: One thing that always struck me as odd in MKD was how similar the special moves and combos were to other kombatants. I always thought that they should reflect their stories or powers.

Example: Jax has struck me as an in-your-face style fighter, someone who is just begging you to come in close so they can beat the shit out of you (Example: The Gotcha! Grab) So very few of his moves should be long range, but he should have a HUGE damage ratio, but the higher the damage, the closer you should be to use the combo or special move in question to it's highest potential.

I think that if the MK Team used the story and appearences to a higher extent than just a way of identifying a character and utilizing it in their actual gameplay, it would add to the replay and enjoyment factor of the game.
"Is, uh,...Is your wife a goer, eh? Know whatahmean, know whatahmean, nudge nudge, know whatahmean, say no more?"
  • Isle of Man
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/02/2004 11:45 PM EST
Cool ideas. This is above what Boon and co. can comprehend. glasses
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/02/2004 11:51 PM EST
Nice, but I see one small flaw..



"In the case of Noob Saibot, he was always a dark and stealthy character, so his fighting styles should have numerous sneaky moves, such as sidestep attacks, sweeps, and trackers, but he would have trouble against larger, powerful fighters."



Spoilers: (Highlight to reveal)
Noob Saibot assassinated Goro. I'd call this a victory over a larger, powerful fighter
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 02:46 AM EST
Excellent ideas, that's the kind of thought I want to see put in to the MK fighting engine.

Also just because he would have trouble with larger fighters doesn't mean that he can't beat them.

It would mean that he would have to do more combos, juggles and counter attacks to win. He would have a lot of longer combos and set up moves.

A larger fighter would have shorter combos and semi limited juggle abilities.

So in the end 2 fighters can be very different, but they are still balanced out so one is not going to beat the other every time.
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 06:37 AM EST
I agree with you 100% I want ideas like that to be added into the next Mortal Kombat game.
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 09:08 AM EST
Hung Gar and Snake are waaaayyyy older and more traditional than for example TKD.
That said, good idea. I'm not very big myself, so were i to fight against bigger opponents (and i have) i'd sidestep and "sneak" a lot more.

Doubt it'll happen though.sad
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 10:42 AM EST
Stick and move!
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 04:50 PM EST
Thanks for the positive feedback, and I admit that I have a very limited knowledge with martial arts so my bad with mixing up the traditional stuff and whatnot. Feel free to post your own ideas.

Here is another costume related idea for Sub-Zero. His primary could have his grandmaster costume with the dragon medallion, so his freezing special moves should be more powerful (the freeze lasts longer and the projectile is faster). But his alternate could be his ancient armor that he found in MKD, which would allow him to take less damage and make him less susceptible to juggles. So his primary is a more offensive minded, and his alternate could be defensive.
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  • Isle of Man
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 06:30 PM EST
Thats a REALLY great idea. Characters would be ranked as Lightweight, Average or Heavyweight.

A fighter that lacks brute strength could be quicker.
Slow AND weak character would have a weapon that make up for this lack.

Adding them attributes would make the system a bit like SuperSmash Melee.... which is great !

As with Strength and Speed... Agility could be added.
An agile fighter would rely on evasion and dodging, hits-n-run and teleport moves.

Blocking could also be determined by the character strenght. Bo'Rai Cho blocking receives less damage then Scorpion. And Scorpion blocking receives less damage than Sindel for example.

I still stick to the idea of characters having 2 EXTREMELY developed and improved styles instead of 3. One being a personalized Martial Art and the other being the Weapon of the character.
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 06:40 PM EST
I don't agree because when I play Deadly Alliance and I use Bo rai'cho, I always blame his big fat body for making me lose my fight.

Liu Kang is a ghost! I will not like him to be beating the shit out of me and I can't touch him and the only way to defeat him is to spark lights on the ground because ghosts are afraid of lights.
I think to much realism isn't good for MK. Some nice fiction ideas will do.

I respect your ideas still though.
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/03/2004 06:43 PM EST
Not a bad idea but there is a line where to draw realism. Naturally, no one in the game can be launched 6ft in the air, and imposing weight into that factor is too complicated. Besides that, I do like the idea that if someone looks heavier they should move slower and if someone looks lighter they should move faster.
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/04/2004 02:28 PM EST
They could just implement Havok into MK7 grin
These are all good ideas, but i for one would like to see a much more developed grappling and throwing system, with maybe an option to break bones or stuff like that.
And dare not mention Tao Feng or i'll spear you peopletongue
Thing bout subby though, does'nt he wear the Dragon medallion on his armor aswell?
And one thing bout scorp, would'nt it be funny if you took a little damage from punching him in the face in alternate costume, you know, since it's burning and all? And could'nt it be so that spearing would be hard to pull off on armored characters?
Further on, Jax could be the only one able to BLOCK weapon attacks, while all others would have to PARRY, dodge, or change to weapons aswell? Edit: Oh, and i forgot this, characters should have styles appropriated to them. Jax is fucking huge, so Muay thaï is'nt so appropriated to him, since that particular martial art was developed by Thaï people, who look nothing like him. Sub-Zero is Chinese, so the Japanese art of Shotokan is'nt very fitting there either. Further, regarding weapons, the same principle could be applied. Sonya or Kitana are not really the first people i would imagine using a 6 foot long broadsword, or a 70 pound mace. (Sorry if the measurements are weird, but i'm used to metric.) Also, i would be very surprised if for example Rayden pulled a 5 cm long kitchen knife to fight with. See what i mean?
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/04/2004 06:47 PM EST
Yeah, those are really cool ideas. Jax should get something like Kickboxing or Wrestling or something that would suit his size. The Scorpion idea is cool too. I also like the weapon idea, so when your opponent pulls out a weapon, you should too unless you have good sidestep skills.
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RE: Should kombatants stories or appearence affect their gameplay in MK7?
11/05/2004 07:44 AM EST
Vale Tudo could fit Jax quite well. Or maybe Full contact Karate.
I don't really see Jax using aikido or any other internal style, not with that build and attitude.
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