New mechanic: charge-up.


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Posted

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Originally Posted by Carnifax_NA View Post
If Build Up is active when you press the button then you'll get the effect, even if the power then takes 4 seconds to animate. It's similar to the way that opponents will be hit by any power they were in range for when the button was pressed, even if in the animation time they do a runner.
IIRC, in the case of interruptible powers an opponent that runs out of range or ducks behind an object before the powers interruptible time is up will cause the power to fail. I don't know whether or not such a power gets the Build Up buff if it is activated before Build Up wears off but then Build Up wears off before the interruptible portion has passed.

But in any case, I suspect a charging power would act similarly to an interruptible power.


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Originally Posted by Tenzhi View Post
I can see such a mechanic being useful for a few powers. Having it in a snipe could be useful - we're already essentially stuck "charging" those to full right now, after all.
Personally, I wish snipes in this game would either die in a fire and be replaced with something that doesn't suck, or otherwise fixed up so they don't suck. If a charge-up mechanic would allow me to snipe for damage that is worth the time it takes to charge up, then I might be inclined to see it introduced. Then again, I'd prefer it if Blaster snipes simply got the Dom snipe treatment. That, at least, would be a step in the right direction.


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Originally Posted by Arcanaville View Post
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Originally Posted by Memphis_Bill View Post
That mechanic was one of the things I absolutely despised in CO. And as far as "KB vs KD?" So, if I'm playing my Peacebringer or Energy blaster, where almost every attack does KB, where I *WANT* every attack to do KB, I'd have to "charge it up?"

Hell no. Keep that crap out of this game.
It's exactly because of reactions like yours that if the Devs of this game ever decide to experiment with "charge ups" they should only do it with new powersets designed for it. That way if you want to try it you use those powersets, if you don't you don't.


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Originally Posted by FredrikSvanberg View Post
I would like to see a new mechanic introduced for certain powers: the charge-up. Basically it would let you charge up a power by pressing a key and holding it down. The longer the key is held the greater the charge.
I like the suggested feature. I always like some real-time control of powers.

Quote:
Originally Posted by FredrikSvanberg View Post
My idea was that the charge-up would only keep going for the duration of the power's normal animation/activation time anyway, so there should be no difference in how long it would take to fire off a power. Instead of just clicking the key you would simply hold it down while the power animated.
For powers with long animation time, I think charge-up should work pretty nicely. I think it is problematic for kb/kd control because the animation time can be short, for example the attacks in energy blast. So, the difference between a click and pushing-down is small.

Quote:
Originally Posted by FredrikSvanberg View Post
Knockback Control: clicking a KB power will make it cause knockdown. Charging up a KB power will make it cause knockback. Greater charge causes more knockback.
Apart from the problem mentioned above, there are already kb enhancements. If the kb distance is controlled by the length of time pushing down the button, then the kb enhancements are not really useful. I bet you can say that the charge-up mechanism simply adds on top of kb enhancements, but that sounds a bit redundant. (Edit: probably ok if the kb enhancements are used to control the maximum kb distance, the charge-up is to vary the kb distance between kd to the maximum.

In the forum, I suggested a few times to control kb/kd by click or shift-click. Click a power for kb, shift-click for kd, for example. If kb is chosen, the kb distance is controlled by kb enhancement. My suggestion is either on or off. While your suggestion is more flexible as the strength of a power is controlled by the time of pushing down a button. However, as far as kb/kd is concerned, I think your scheme has some issues.

Quote:
Originally Posted by FredrikSvanberg View Post
Full Auto/Flamethrower: the power will fire until you release the button, or to the previous maximum length of the animation. Allows for a quick escape.

Snipes: While you are charging up your snipe the power can be interrupted. With a greater charge you cause more damage. Release early to avoid being interrupted, or to use the snipe as a more conventional attack, with less damage.
I think your suggestion is great for powers with really long activation time.


 

Posted

Actually, I think I was thinking of maintain powers, rather than charge up powers.

Not that I think charge ups are that bad.

Could be an interresting idea for a NEW set. I wouldn't put it in an exsisting set however.

Why? Because even if the charge up power did exactly as it did now with just a click, but would do more with a charge up, people would just complain they have to charge up to get the best out of the power they've always had.

With it being an idea for a new set, then they'll have no room to complain. Im sure some would however, but then they can be told "don't like it, don't play/use it".


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Posted

I like it where it concerns sniper powers. It always irked me slightly that they aren't one shot one kill, but I learned to live with it because I realized the devs can never please everyone.