Modifications: mostly missiles, maybe minor mistakes. Most meaningful: major mechanic metamorphosis.10/10/2016 First off, the modifications. Reworking Air Strike has forced me to take a closer look at a lot of missile code. In doing so, I've made the following changes:
The only other minor, non-missile related game change is a slight rework of Smite. Instead of having a 60 frame startup and instant cooldown, I've changed it to instant startup, but 180 frame cooldown, hopefully making it a bit more worthwhile to use. Now the mistakes:
Finally, the mechanic metamorphosis:
I've reworked Sniper Shot so that while your fighter is reloading, they are able to move at half speed (although they still cannot shoot). The reloading sequence remains quite punishing, but this change gives a skilled player the chance to avoid some of the damage. After the modifications to Sniper Shot, I realized that I have all but removed "recovery" from the game. The Fighter stat "recovery" is still a thing - it effects the rate at which techniques cool down. What has been phased out is the idea of techniques having "recovery frames:" a period after performing the technique during which your fighter is completely helpless and immobilized. Pieces of it are still there, but it's much less important than I originally thought it would be. Very early in the game's history, recovery periods were used as a balancing factor to force the player to think carefully about when and when not to use a technique. In reality however, they made techniques clumsy and awkward, so recovery time only ended up seeing use in Slam, Air Strike, Sniper Shot, and Sting. Now that it has been removed from the first three, I can hardly justify leaving "Recovery: Instant" in the info string of every single technique. As for Sting, until I get a chance to play-test it, it will still retain the traditional, "paralysis" style of recovery, but I'll make a special note of that in the info string.
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