10-24-2021, 12:05 PM
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#3
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Pro
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Re: Stamina management!
I’ve come to the conclusion that in order for an MMA game’s stamina system to have a “realistic” impact on the gameplay, the stamina and damage system would both need to be tuned dramatically.
In other words, the stamina cost for attacks (particularly combos) would almost need to be unrealistically drastic, in order to have a realistic impact on gameplay. And I think this reality is confusing to developers, gamechangers, and the playerbase as a whole... because it seems counterintuitive to create a stamina system where fighters gas out from throwing a few combos. But we need to accept that it isn’t about the goal, or immediate effect of a mechanic - but rather, the incentives said mechanic creates. Then those incentives need to be evaluated in regards to how they impact gameplay.
So, while the proposition of making combos and consecutive offensive attacks cost 300% more stamina is unrealistic, the impact it would have on gameplay would be very realistic, due to the incentives created.
Think about it. If consecutive attacks (think combos) cost 300% more stamina, they will be used less, because otherwise players will run out of stamina quickly and be at a disadvantage. However, because combinations are still extremely effective, players will still look for opportunities to use them. They just have to put more thought into when to use them, because they cost more stamina.
Likewise, increasing damage serves the same purpose. If all strikes delivered 300% more damage, players will leave less openings due to the risk of getting hit. Even if a 300% damage increase itself seems unrealistic - the incentives it creates actually give rise to more realistic gameplay.
So to sum it up, I think the only way to see a game where players are respecting each other’s power and being measured with their attacks (to an extent where it visually looks like real MMA), damage and stamina need to be drastically tuned. See UD3 Sim Mode.
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Xbox GT: the relaxed guy
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