Jink
[10] Knight
SINGLE PLAYER OFFLINE
ALTERNATIVE FIXES: WHEN RUNNING FORWARD
Change the seemingly "infinite run" that occures when players are running towards a standing, each other or downed opponent to..
The way it has always been looks silly-to-bad when the character's running animation continues indefinitely after making contact with the opponent, & it also promotes "Off-timing meta-plays" that breaks away from the legit zoning potential of the core gameplay.
Soul Calibur being weapon based is more focus on Zoning than other fighting games, & it should cover, correct & improve on every aspect that revolves around players approaching each other.
GENERAL GAMEPLAY ADDITIONS FOR BALANCE
- Arcade Mode with individual character story with unlockable "story paths" based on the player's performance health/time etc.
- Story Mode just like MK9's story mode that features all main characters as playable, & perhaps if replayed after unlocking more characters, they would then show up during the story. Adds replay values i guess.
- Character Customisation Mode that consist on changing model's parts & their colors, including weapon & their streaks, & Soulcharge effect. Simple & main character focused. Not a CAS mode.
- Pratice Mode where online players can challenge the players who's practicing, like in DOA5FR's training mode. Move List should have "Timing Input" displayed like in SC1 & VF4evo, & frame data displayed & explained for those who might not know what FD is.
- An upgradeable character guide based on collected data from players with high adequate move use based on programmed criterias (like in SSB & COD games), with community mods to filter & organize the data.
- An online adaptation of the arcade SC2's Conquest Mode, with actual players vs players instead of ghost player data, could be nice. With 3 or more factions to choose (arcade had 4 factions). With both single 1on1, & team battle of up to 8 players per team. With single rank tournament match, elimination tournament match, & round robin tournament match (where everyone gets to play vs everyone). The collective progress (by w/l ratio etc) of each faction determines who wins (the crown, or the lead, or whatever cool thing that presents the winnng faction) over certain time periods like how it was in MAG (Massive Action Game on PS3), or another original way that ensures & encourages constant competition. With maybe perhaps rewards or prizes of some kind.
- Character Tier Tournament Mode where teams of 8 player max uses the same character vs another team of 8 players max who uses another character, in Round Robin style, no mirror matches. Like: Team Nightmare vs Team Zasalamel, for a collective ranking to expose character's tiers during each patch or season between players. With an "Edge Master" option for players who know or have master multiple or all characters, where after all matches are played, teams continue with swapped characters like: starts as team NM vs team ZA (half-time intermission) then continues as team ZA vs team NM. It could be fun to collectively keep you main or favorite character on top.
- Online Survival Mode where the winning player would immediately battle another awaiting or queued player, constantly without leaving the match or the arena, up to at least a player get 10 wins in a row, with the option of using Soul Meter to replenish health, which's amout of healing per Soul Meter would be regulated the winning player's performance vs the losing player's performance, judged by a programmed criteria system like in SSB & COD games.
ALTERNATIVE FIXES: WHEN RUNNING FORWARD
Change the seemingly "infinite run" that occures when players are running towards a standing, each other or downed opponent to..
- Make the player who is running without taking any other action towards the standing player, to bump back & end up with slight frame disadvantaged depending on how close to the opponent the run is initiated, like -6 at close range to -1 at farthest range. With the option (running A+G) to switch to your opponent's back side for extra damage Mix Up pressure, & if the opponent Ducks under the "running'A+G", the player who attempted grabbing while running would end up tripping over or/& stagger/fall, & switching side of the screen.
- Make both players to switch sides of the screen if both players happen to run toward each other without attacking or taking any other action aside from keep running towards each other.
- Make players to trip over or/& stagger/fall when running (without taking any other action) toward a Downed opponent. With the option (6[6]~g9) to leap over the Downed opponent & switch side of the screen when running towards a Downed opponent. Or an option (6[6] when close to Downed opponent ~K) to stomp over the Downed opponent & switch screen side. Leave Sliding K attacks for mid to long distances.
- With the possibility of "self Ring Out" if performing any of the options above that has "Switch Sides" towards a Downed opponent who laying down next to the arena's edge.
The way it has always been looks silly-to-bad when the character's running animation continues indefinitely after making contact with the opponent, & it also promotes "Off-timing meta-plays" that breaks away from the legit zoning potential of the core gameplay.
Soul Calibur being weapon based is more focus on Zoning than other fighting games, & it should cover, correct & improve on every aspect that revolves around players approaching each other.
GENERAL GAMEPLAY ADDITIONS FOR BALANCE
- Give every character a (or two) defensive downed options like how Xianhua has her Downed "crying" move. Or like how in Tekken everyone has an ankle kick when Downed.
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