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Ideas for the proper implementation of goto moves:

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  • #1
    ILLSmak
    MVP
    • Sep 2008
    • 2397

    Ideas for the proper implementation of goto moves:


    Well, I come around here every once in awhile and drop some ideas on how to make the game better... and usually people either ignore me or call me an idiot.

    LUCKY FOR EVERYONE THAT I AM SO PERSISTENT!

    I've given some thought as to how to make goto moves (a great signature to make the game feel real) less of an exploit.

    First of all, remember hot spots? We need a range for goto moves. That will keep people from popping step back goto 30 footers. Just because someone hit ONE step back shot at the buzzer or something should not mean that they are able to do it in the game.

    For instance, Wade's step back should be at the top of the key area.

    Secondly, as arcade as this sounds (and arcade elements aren't all that bad in a VIDEO GAME), I believe you should have to play well with that player and get him 'charged up' and then maybe you will see some sign that he is capable of doing a goto move. Then he should be able to do that move once. And you'll have to charge him up again.

    This will keep people from relying on goto moves or coming out of the gate with them. It will also put a great rush on performing a goto. Imagine playing well with someone and being able to ice the game with a goto move? Would be a great feeling, and it wouldn't seem cheap.

    So, go ahead... call me an idiot. Or listen to my unconventional wisdom.

    PS: BRING BACK CLUB!!

    -Smak
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