Lugaru 2 suggestion that I do not think has been given

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BunnyWithStick
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Post by BunnyWithStick » Sat Dec 08, 2007 5:13 am

Yes, Huzzah indeed.

Huzzah! *balrog falls from ceiling*

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Grayswandir
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Post by Grayswandir » Sat Dec 08, 2007 5:38 am

Makrond wrote:
Grayswandir wrote: Interesting idea, however I could see people ending up breaking the system and making some over-powered combo.
So could I, which was why I made the suggestion that with more damage should come more risk. For example, if you're doing strong kicks to the head, you're going to be off-balance for a little while, which opens your opponent to, say, duck your kick and take your remaining leg out. However, if you're doing a lot of weak punches to the center of mass (torso), then your oppenent will have less chance of being able to counterattack, however you do significantly less damage.
The thing is, since you can create your own combos together and edit them, you could potentially have a few quick kicks that stun and follow it up with the delayed kick to the head, thus getting rid of the risk of being counter hit. Adding in slight delays between the moves would get rid of this problem but it would also make combos completely useless.

Munchkin9
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Post by Munchkin9 » Sat Dec 08, 2007 3:00 pm

Well what I was thinking was that you do not create a combo of moves. but you create a couple different moves which you can then use together in play (if that is what you were saying). And if not then that already exists sort of, and it would add some strategy to the game. It would not be rigged however, because the enemy can still counter attack, and a strong move would probably take time to "execute" so the enemy could have a chance to get out of the way/counter/whatever.

Savvy?

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Makrond
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Post by Makrond » Sun Dec 09, 2007 11:06 pm

I wasn't really thinking of a combo system, more a movement system that would determine the sorts of moves you do in different situations. Therefore, you wouldn't be able to do a series of stunning moves and then a kick to the head.

However you could have a sort of 'finishing move' that takes a little while to execute, and has a high chance of failure, that is only activated when you attack, unarmed, and your opponent is stunned.

And, as I said, you only have a limited number of drop-down boxes, and each has a certain selection of moves. More moves could be unlocked as you progress, possibly via dojos or something like that scattered around the world that would teach Turner new responses, allowing for a more complex fighting style.

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