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A beat 'em up/platforming/fighting game hybrid with an electro style. You can smack guys, attach their parts and get their abilities!

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Weight and recovery, part handling (Games : Megabyte Punch : Forum : Feedback : Weight and recovery, part handling) Locked
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Apr 7 2013 Anchor

Hey there, so I finished level 6 a few days ago and was still playing around in tournament mode with different combinations and whatnot. Something kinda caught my attention.

You see, in the actual fighting mode, the goal is to knock the player off of the stage somehow. You guys have a bunch of recovery moves, and stuff that can generally ensure you don't fall off.

This is a fantastic system of course, (I wouldn't like this game as much as I do otherwise), but it seems there's a bit of a lack of balance here.

The only thing that seems to really matter when attempting to recover are the recovery and movement abilities you have, rather than your ability to survive being dependent on any other factor. As a result, this gives me little to no reason to use any recovery besides the flight. It'll always be able to cover the most distance and do the most towards making sure I don't fall off of the stage. Sure, I may like teleport, and thoroughly enjoy using it in combat, but it just isn't as effective as that skill. Moreover, unless you force an opponent off to the screen, it's next to impossible to kill someone with multiple recovery abilities. I noticed this when I was going through the main singleplayer mode and was fighting one of the bosses. (Can't remember his name, sorry. >_<)

So why not make weight a factor? This is weight as in how much knockback you receive at certain percentages.

So for example if some character decided to have say, a pair of flying wings, and a ton of movement speed increase and extra jump pieces, as well as some attack speed increase abilities, the extra mobility would leave them more vulnerable to knockback. After all they would have to be considerably lighter than your normal megac in order to move so quickly, fly, and jump multiple times!

On the other hand, if a megac was built like a tank with a bunch of heavy skills, no recovery ability and strength/defense modifiers, I would expect them to be considerably heavier. They should be able to take a ton of punishment as well as be able to dish it out. They WILL have a fairly tough time recovering, so they should also have a tough time being knocked off in the first place.

It's just about tradeoffs. Generally more mobility = Lighter and easier to knock off. Less mobility = Heavier and tougher to knock off.

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On part handling, it's not really a huge issue now since there aren't quite as many, but I can imagine it becoming a pain going through all of your parts in the future. I know they're currently sorted by body part, (Thank you so very much for this), but do you intend on eventually adding manual sorting? For instance, sort by ability, body part, modifier, etc. It would be a very welcome addition.

That's it for now, I love the game so far. Keep up the good work! :)

Apr 7 2013 Anchor

Perhaps some parts could provide knockback resistance bonuses? There was talk about having some parts provide abilities and bonuses all at once. Perhaps some parts could provide large bonuses, or bonuses to more than 1 stat, in exchange for penalties.

Apr 7 2013 Anchor

The net effect would be the same so that could be perfectly fine if they pick each part properly, I'd assume.

For instance, wings just have the glide ability whereas a shield engine arm could have the defense ability and knockback resistance + 1? (Of course, more defense would be more fitting in this scenario, but you get the idea.)

I'd be perfectly fine with that, honestly. Just so long as recovery moves don't get significant knockback resistance bonuses. That would defeat the purpose of having them in the first place!

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