If heat is suppose to be experience for our weapons and armor, then why don't we make it so that we have a charge bar to use a "stronger Charge
attack".
- the charge bar idea will be set like most other fighting games have in common, rising up to a stronger attack.
~The bar will be set so that when ever you collect heat, it will not only go towards increasing the experience for your weapons, but it will also go to a
bar that is filled up so we can unleash a stronger attack.
~The bar could be right under the item slots where we store the items we pick up during our expedition like the vials or health pills.
~ The bar will fill up depending on what star of weapon or weapons you have cause you can have up to 4 weapons with extra weapon slot and what
tier you are in. The amount you need to fill the bar depends on the star that your helm, armor and shield is and the tier that you are in. About
indicating a number to the amount of heat you gathered, i want to leave that to the developers, because each monster can only give such amount of
heat base on the tier you are in for the experience you get for your equipment. So since the amount of heat you can get from each monster also sets
how many times you are able to use the "stronger Charge attack" i will leave that to the developers to decide.
~ The bar will be kept as long as you are down in the clock works, the moment you leave to go back t haven the bar will disappear. so that means,
when you go down to the next level, it will still stay and the amount of heat you have collected for it will also stay with it.
~ Since using your trance or stronger attack whatever you want to call it is not a necessity but an extra, it will be a bit hard to fill up. But since you keep
it throughout the whole expedition, it may as well be. so basically i designed it into a math formula. Here is some examples:
#1. first to state the factors:
*Each star equipment will be indicated a number.
[star (0) = 1] [star (1) = 2] [star (2) = 3] [star (3) = 4] [star (4) = 5] [star (5) = 6]
*The number of heat gathered will be indicated by the type of monster. (example purposes only, i do not have a set number)
Magma Zombie = 480 Heat
*The speed that the heat is gathered is set by the number of weapon equipped, the number of stars those weapons have and the tier you are in.
*The amount you need to fill the bar is indicated by the number of armor you have equipped, the number of stars of those armors and the tier
you are in.
*The rate you can use the "stronger charge attack" is set by the amount of heat that can be gathered and the Armour that is equipped.
Here is the first example:
Weapon = Charge rate.
{Gun} [star (0) = 1] + {Sword} [star (0) = 1] + {Gun} [star (0) = 1] = 3 * {Tier} (1) = 3
Simpler version: 1 + 1 + 1 = 3 * 1 = 3
Charge rate = 3
example: Player defeats Slag Walker. Slag Walker = 480 heat (example)
{Heat} 480 / {Charge Rate} 3 = {Heat Gathered} 160
Armor = Filled up bar.
{Helm} [star (0) = 1] + {Armour} [star (0) = 1] + {Shield} [star (0) = 1] = 3 * {Tier} (1) = 3
Simpler version: 1 + 1 + 1 = 3 * 1 = 3
Amount needed for "stronger charge attack" = 3
{Heat gathered} 160 + {Amount of heat you have} 0 = {Amount needed for stronger charge attack} 160/3
so basically what i have up here is if a star 0 player who has 3 weapons equipped all star 0 was to beat a Slag Walker while wearing a helm,
armor, and shield all star 0 in tier 1, the player would get 160 heat. the player only needs 3 heat for his charge attack. So the player meets the
requirements to perform the "stronger charge attack".
Here is another example:
Weapon = Charge rate
{Sword} [star (5) = 6] + {Sword} [star (5) = 6] + {Gun} [star (5) = 6] + {Gun} [star (5) = 6] = 24 * {Tier} (3) = 72
simpler version: 6 + 6 + 6 + 6 = 24 * 3 = 72
Charge Rate = 72
example: player defeats Slag Walker. Slag Walker = 480 Heat (example).
{Heat} 480 / {Charge Rate} 72 = {Heat Gathered} 6.67
Armor = Filled up bar
{Helm} [star (5) = 6] + {Armor} [star (5) = 6] + {Shield} [star (5) = 6] = 18 * {tier} (3) = 54
Simpler version: 6 + 6 + 6 = 18 * 3 = 54
Amount needed for "Stronger attack" = 54
{Heat Gathered} 6.67 + {Amount of heat you have} 0 = {Amount needed for "stronger charge attack"} 6.67 / 54
~i would show more examples, but i'm feeling tired, i hope you get the idea.
~About the strength of the charge attack, the developers can also decide how strong they want that to be. i only want this idea to be implemented,
everything else could be decided by the developers.
~Even if the Developers are going to be the one who decides how much heat is gathered in each area and how strong the charge attack will be, i still
want to hear you comments on it.
~Please comment in a friendly manner, if you think this is a bad idea, tell me why. If you include any insults, i will not respond.
~ if you think this is a good idea, please post yes so i can include you as a supporter and if you think there are some problems please state it and post
any improvements that you think that could be maid to my post. Thank you :)
*Also
I would really like to include a separate animation the the normal one we have for the charge attack. it can have the same movements, but maybe it
should include a animation showing the knight turning white and vibrating like a revved up engine that's about to let loose or some thing that shows a hold
of energy like very hot metal turning red.
~when the attack is released, this is probably a lot of work, but its an optional suggestion. I would really like if each weapon base on their elements and not
having an element should have their own animation. So for example, if i was charging my grinvotec and i used the bar for its charge attack, when i
release it, the moment i raise my sword in the air to smash it, it should have an icy look about it like the degree in the sword got a lot smaller. So basically
this animation is for show and it will make your weapon look like it just wen through an amazing change for that moment you released the charge attack.
~It's a lot of extra work, but i thin it is worth it.
heat usage is something we only apply to our weapons, when reviving fallen comrade or at the end of each elevator. if it were applied to this, it would make it more of something players interact with and would keep constant monitor of. well the constant monitor part is more applied to new players.