Re: Circling Out --- Sprint Option For UFC 4
The fight tall, strikes range and the hearth thing are amazing
The good thing about a game based on such a complex sport, is that there will always be things that can be implemented to add depth, skill, realism and immersion into the series. I don't think we'll see a day anytime soon where the devs are left wondering what more they can add.
That said, here are a few I have on my radar for now. I will add more later.
Better ranged based accuracy - Currently, damage is significantly reduced for strikes like head kicks and body kicks when not in proper range which can be seen visibly as well(ie; the knee making impact during a roundhouse kick instead of the shin). But this doesn't seem to be a thing for strikes like hooks. You can throw hooks while moving forward, already in elbow range and the strikes still land accurately. I'd like the damage reduced, as well as visually see then forearm/bicep make impact with the head in these situations.
New punch range - A range dedicated to jabs and straights, where hooks and uppercuts can't reach. Making it possible to fight tall, keeping your opponent on the end of your punches without getting clobbered with a hook in an exchange.
New head movement tracking logic - Currently, if some throws a 3-4 and you duck and hold it, the 3 will miss but the 4 will hit you. This is an even bigger issue when trying to slip inside of a backwards or side moving 1-2. You slip the jab and get hit with the straight.
Heart rate based stamina system - The current stamina system isn't terrible, but I think in order to get to where we want, it needs to be scrapped and replaced with a system that is both more immersive and that can be measured (How much is 30% stamina?).
<a href="https://ibb.co/4jpts0j"><img src="https://i.ibb.co/sFqR5XF/heartrate.png" alt="heartrate" border="0"></a><br /><a target='_blank' href='https://imgbb.com/'>image uploader</a><br />
In this case, you would pick a maximum heart rate possible to reach in game(lets call this the red zone). You would then pick a baseline/starting heart rate for each fighter, which could be based on the stamina stat. Lets say 55bpm for Diaz, 70bpm for Conor(Lets call this the green zone). Then, the endurance stat would dictate how certain actions(swaying, kicking, punching, getting hit, getting kicked, grappling, blocking, moving..etc) effect the rising heart rate for each fighter.
You could also have stats like movement, head movement, top game, bottom game, takedown offense, takedown defense..etc effect heart rate based on the usage of that action.(Example: Head movement stat is high, so heart rate doesn't raise as fast when using head movement).
- 4 Zones
Ideally you want to stay at the lowest heart rate possible while being efficient. Or at least not red zoning until the last minute of the last round or so..etc, because when your bpm rises past the green zone, your performance is negatively impacted by things like slower movement speed, slower strikes, less durability and tolerance to damage(higher vuln), and limited combos before throwing completely labored strikes.
Green zone(55bpm-85bpm)
Yellow Zone(86bpm-125bpm)
Orange Zone(126bpm-160bpm
Red Zone(161bpm-190bpmMAX)
A few perks of this system include,
- Take rounds off by performing less actions and conceding a round in order to allow your heart rate to lower and come back strong next round.
- Steal the round by performing less actions in the beginning of a round to come back strong at the end of the round.
- Being able to throw more than 15 punches before gassing short term(which happens even if you are completely fresh currently). Giving aggressive players more freedom at the risk of not getting the finish and paying for it by possibly red zoning very early in the fight.
- Would allow body shots to be powerful, but not overpowered or overused to create a meta of body mining, as they would not have a permanent impact on cardio throughout the fight. As getting hit with a good body strike would spike the heart rate, but can be recovered from as time goes on.
- Dynamic fighter meta that rewards you for playing to your fighters strengths, such as Stephen Thomson having good footwork/movement, so he can use footwork more efficiently without his heart rate rising as fast.
That said, here are a few I have on my radar for now. I will add more later.
Better ranged based accuracy - Currently, damage is significantly reduced for strikes like head kicks and body kicks when not in proper range which can be seen visibly as well(ie; the knee making impact during a roundhouse kick instead of the shin). But this doesn't seem to be a thing for strikes like hooks. You can throw hooks while moving forward, already in elbow range and the strikes still land accurately. I'd like the damage reduced, as well as visually see then forearm/bicep make impact with the head in these situations.
New punch range - A range dedicated to jabs and straights, where hooks and uppercuts can't reach. Making it possible to fight tall, keeping your opponent on the end of your punches without getting clobbered with a hook in an exchange.
New head movement tracking logic - Currently, if some throws a 3-4 and you duck and hold it, the 3 will miss but the 4 will hit you. This is an even bigger issue when trying to slip inside of a backwards or side moving 1-2. You slip the jab and get hit with the straight.
Heart rate based stamina system - The current stamina system isn't terrible, but I think in order to get to where we want, it needs to be scrapped and replaced with a system that is both more immersive and that can be measured (How much is 30% stamina?).
<a href="https://ibb.co/4jpts0j"><img src="https://i.ibb.co/sFqR5XF/heartrate.png" alt="heartrate" border="0"></a><br /><a target='_blank' href='https://imgbb.com/'>image uploader</a><br />
In this case, you would pick a maximum heart rate possible to reach in game(lets call this the red zone). You would then pick a baseline/starting heart rate for each fighter, which could be based on the stamina stat. Lets say 55bpm for Diaz, 70bpm for Conor(Lets call this the green zone). Then, the endurance stat would dictate how certain actions(swaying, kicking, punching, getting hit, getting kicked, grappling, blocking, moving..etc) effect the rising heart rate for each fighter.
You could also have stats like movement, head movement, top game, bottom game, takedown offense, takedown defense..etc effect heart rate based on the usage of that action.(Example: Head movement stat is high, so heart rate doesn't raise as fast when using head movement).
- 4 Zones
Ideally you want to stay at the lowest heart rate possible while being efficient. Or at least not red zoning until the last minute of the last round or so..etc, because when your bpm rises past the green zone, your performance is negatively impacted by things like slower movement speed, slower strikes, less durability and tolerance to damage(higher vuln), and limited combos before throwing completely labored strikes.
Green zone(55bpm-85bpm)
Yellow Zone(86bpm-125bpm)
Orange Zone(126bpm-160bpm
Red Zone(161bpm-190bpmMAX)
A few perks of this system include,
- Take rounds off by performing less actions and conceding a round in order to allow your heart rate to lower and come back strong next round.
- Steal the round by performing less actions in the beginning of a round to come back strong at the end of the round.
- Being able to throw more than 15 punches before gassing short term(which happens even if you are completely fresh currently). Giving aggressive players more freedom at the risk of not getting the finish and paying for it by possibly red zoning very early in the fight.
- Would allow body shots to be powerful, but not overpowered or overused to create a meta of body mining, as they would not have a permanent impact on cardio throughout the fight. As getting hit with a good body strike would spike the heart rate, but can be recovered from as time goes on.
- Dynamic fighter meta that rewards you for playing to your fighters strengths, such as Stephen Thomson having good footwork/movement, so he can use footwork more efficiently without his heart rate rising as fast.
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