![]() ![]() This could be done with a sequence of button input that you have to do after being grabbed, or something that would require some sort of skill. And that is THE ABILITY TO BREAK OUT OF SPECIAL ENEMIES’ GRAPPLING MOVES ON YOUR OWN. So, with that being said, I’d like to suggest something I believe the game could benefit from. It is well made, and does so much right, from the overall mechanics to the voice acting to the feel of combat to the… I could go on for a long time with this, so before I brought up my idea, I just wanted to establish that I love the game. I’d like to just really quickly say off that bat that I LOVE this game, and its predecessor. CHARACTER WOULD NOT BE ABLE TO ATTEMPT TO STRUGGLE WHILE IN THE DOWNED (RED HEALTH) STATE If they enter the downed state (go into red health) while struggling, it will count as a failed attempt, and the corresponding punishment would be implemented. Note: While attempting to struggle, your character would continue to take the damage they normally would if they weren’t struggling. ![]() Legendary: The mechanic would not be available for this difficulty. Failing the attempt will instantly kill your character. ![]() Heroic: A large number of key/button inputs within a period of 3 seconds (or less). Failing the attempt will instantly down your character with half of the red health bar missing. Veteran: A decent number of key/button inputs within a period of 5 seconds (give or take). Failing the attempt will instantly down your character. Recruit: Fewest number of key/button inputs within a period 7 seconds (give or take). The punishment for failing the attempt would vary based on difficulty as well.ĭifferences in the mechanic based on difficulty: The number of keys/buttons to be pressed and the designated amount of time you have to do it would vary on the difficulty the player is playing on. Should you choose to struggle, you are then tasked with an input challenge having to press certain keys on the keyboard (or buttons on a gamepad) within a designated amount of time. When grappled, you can choose whether or not to struggle against your assailant. Okay, so I put a bit more thought into the idea, and here’s how I think it could be implemented where it wouldn’t feel out of place in the game. ![]()
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