Yeah, that would be a problem. :/Endoperez wrote:The only problem I have against aerial combat is that it will no happen accidentally. it's too good, doing it as often as possible will become the easiest way to fight against tough opponents. If it's not overpowered, just cool, it's going to be fun for a few times, but spending lots of time on it would be a waste. So a few simple moves would be enough, IMO.
I've only a few ideas to balance that out. The first being the toll taken even if you win. Realistically, even falling on a body is going to hurt, so if it's from any respectable height, Aerial Combat would take it's toll in the form of permanent damage. My second idea would to really make the move a gamble. You're not going to want to do this on full health, because if you lose, death is likely. It would be more of a last resort type of thing to make one last ditch effort to kill that boss. (Obviously, this is not a peaceful option.)
Can you think of a better way to balance it, or limit it's use?
I listened to the podcast, and it encouraged me to submit this idea if anything else. I think the team might have fun with it, and that it would fit nicely with Turner if the player is simply killing everyone and waltzing down that "Psycho" path. I understand where you're coming from, but I'm afraid that I'll have to politely disagree with you on this particular subject.Wilbefast wrote:Back then David said wanted to show the impacts of violence, rather than it just being used for "juiciness" (ie. exaggerated positive feedback for "correct" gameplay actions) as it is in many games (eg. God of War).
So aerial combat, while terribly awesome in many ways -there's no denying it- just isn't really in the spirit of things