Combo Animation
I like it!
But I think BAB will be sweating cold when he reads this.
Or gnashing his teeth. I don't know what you cool kids do these days.
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Any idea that requires unique animations for specific combinations is inherently unworkable, because it's both a lot of work upfront, and then increases both maintenance and development cost farther down the line. It's just not a good way to go about making powerset flow more natural.
If we DID want to go that route, though, I have another suggestion, which would require probably no less new tech to make work. I suggest giving each animation a slightly tweaked variant which would work "in a combo." A combo, here, will be defined as an extra state the character comes into at the last few frames of every power. Basically, instead of ready -> animation -> ready, we'd go ready -> animation -> combo -> ready. If another animation is activated during the combo period (which basically means if another animation is queued), that animation will play its alternate.
The reason for this is to add an extra combo state unique to each powerset that would be in-between power animations and Ready, flowing out of which ought to look a bit more natural. The problem with current sets, say Broadsword, is that the flow is really jarring with all the returns to basic stance. Most Broadsword attacks take a step forward, so you end up taking a step forward, taking a swing, taking a step back, then taking ANOTHER step forward and going from there. A combo state for Broadsword would be right leg forward, so subsequent animations, they they won't take less time, will at least make the flow look smoother. Basically, it's a stance that's maintained as long as you are queueing up attacks and prevents the character from going back to the default ready.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I don't know if this idea has been brought up before so if it has I apologize now.
Earlier a question was brought up in my SG's coalition chat that sparked a debate and brain storming session between myself and Captain Electric involving combos and animation
The basic idea and question is.. would it be possible to add combo animation with existing power sets?
This doesn't necessarily mean adding new powers or changing the actual in game effects they have in combat, but rather a string of commands that would allow specific or unique look to how a power is presented.
For example: (Neutrino Bolt) Having the cast animation change if multiple Bolts are in que from the standard followed by a spin and cast with the opposite hand back to a standard cast animation.
The idea also includes mixing a string to incorporate other powers for something that looks unique to the power set.
For Example: (Neutrino Bolt+Cosmic Burst) Using the above examples situation but substituting a Burst for the last Bolt in the string.
Standard Bolt cast followed by a spin and cast as above, then a Burst cast from opposite standard with a more forceful look, perhaps a bit of forward movement thrown in.
Other ideas that were thrown around was adding buffs or additional crit dmg for successfully completing a string of complex commands under specific circumstances
Keep in mind that we have no desire to try and make the game "easier" with killing combos that can be set up before aggro, the main purpose is to see a more fluid transition between powers that add a bit of flair.
This is just an idea we just threw around 10 minutes ago so is subject to change as we continue to discuss possibilities
Thank you for reading.
-Neutrino Zero
Hero Force - Gamma Guardians