Great thread, bro! I feel lazy for not having said some of this stuff, with this level of detail, earlier. And by this I mean mostly those little graphics showing the phases of the strikes. I actually drew that on the white boards, during the GC events. Here are some disagreements:
2- (and 8) Striking Advantage is something that happens naturally already. The problem now is that it is not tuned much. And as for having an SA slider, I don't think it would work. It'd be one hell of a clusterf*.
The devs big challenge with SA is making it fit important breakpoints accross all divisions, when accounting for stats differences between fighters. And exchanges would also makes this very tricky.
3- As for curshing and stopping power, I think the solution is actually making it less analog. I know this sounds simplistic, but it has its own set of details, which I'll try to post later. Also, the biggest question is how much stopping power a strike should have (length of hitstun caused), rather than whether or not it has it. I think most strikes should have it and that it should not be based on damage. In EA UFC 2 it is based on damage. And although the stand up mechanics in the current game found a (decent) balance of their own, they're not great. Stopping power based on damage is a very alluring idea, but a bad one. It just generates chaos and poorly tuned frames (especially the unintended guaranteed hits).
4- Traitor! (Jk) You saying health events should be (remain) as %?!
And again, congratulations on the thread. Arcade Powah! :P
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