So I've been spitballing about how to make a game center around combos, and still have it be useful and add to the game. I came up with the following, let me know what you guys think! If good enough I'll make some drawings for it to better explain the ideas visually.
As a baseline, imagine a title like DMC4 or Bayonetta in terms of enemies and combat system. Except with the following changes.
For starters, enemies have two values: Hit Points and Moral, that you can always see.
As you start a combo you'll see a hit counter, and with each hit done in the combo the damage of the moves you use get lower. The longer it goes on, launchers will also launch foes less high and hitstun is reduced per move each time you use it. The twist is that doing combos reduces the moral of the foe. Doing a raw Taunt outside a combo also deals very minor moral-damage, while it being done in a combo without it 'dropping' deals massive moral-damage. Doing moral-damage also deals very minor moral damage to foes around you.
When a combo is dropped enemies will do one of few actions away leading to a tech chase. If you succeed in this 'chase' you can continue the combo.
As such a dropped combo isn't the end of the world as foes will have a few 'set' replies to it (roll away, jump, stand still, block, or try to counter, on which you can play into), giving players with high reactions and 'reads' basically a way to salvage their combo. If you succesfully 'tech chase' a foe the damage-scaling on your combo resets.
When an enemy's moral is depleted, he 'breaks', which sees them change emotional state.
Rage: Enraged the foe now takes triple damage, but deals more too, gains super armor on select moves, gains a grab move (where they pummel you) and rush you down. Reward for killing a foe like this is extra money-orbs.
Sadness: Foe gets very defensive, popping shields, take less damage and tries to run away and focuses on ranged attacks. Defeating a foe like this drops a small heal.
Suicidal: enemies start hurting themselves constantly and movement speed is reduced, but when they die they explode with friendly fire. Gain money-orbs, but very little.
Lust: some foes like the hurtful words. These will kneel down and wait for you to combo them again. This is basically a stun. If you kill a foe in this emotion they give some magic-meter back.
If the moral meter is depleted which emotion is chosen is randomized. But if the final 'blow' is dealt with a taunt you can choose which one you get.
Bosses have a set emotion they get, but can still be directed to a certain emotion using taunts - making them harder but still contain the main mechanics.
The system as such gives all styles of play a purpose:
- if you want to nuke foes it is still best to rush them down and abuse highest damage moves that don't combo, to reduce damage and stagger decay.
- in groups styling around gives you more options on how to 'direct' the battle, giving combos a smart system behind it other than "style on this fool". Even efficiency based players might play with combos as a result to "Lust stun" a specific foe.
- dropping combos becomes a tactic, as it resets damage scalling. But by being random in their reaction it can be very risky, as you might drop the combo completely.
Few other notes:
- there will be no counter hits.
So, what do you guys thinks?
As a baseline, imagine a title like DMC4 or Bayonetta in terms of enemies and combat system. Except with the following changes.
For starters, enemies have two values: Hit Points and Moral, that you can always see.
As you start a combo you'll see a hit counter, and with each hit done in the combo the damage of the moves you use get lower. The longer it goes on, launchers will also launch foes less high and hitstun is reduced per move each time you use it. The twist is that doing combos reduces the moral of the foe. Doing a raw Taunt outside a combo also deals very minor moral-damage, while it being done in a combo without it 'dropping' deals massive moral-damage. Doing moral-damage also deals very minor moral damage to foes around you.
When a combo is dropped enemies will do one of few actions away leading to a tech chase. If you succeed in this 'chase' you can continue the combo.
As such a dropped combo isn't the end of the world as foes will have a few 'set' replies to it (roll away, jump, stand still, block, or try to counter, on which you can play into), giving players with high reactions and 'reads' basically a way to salvage their combo. If you succesfully 'tech chase' a foe the damage-scaling on your combo resets.
When an enemy's moral is depleted, he 'breaks', which sees them change emotional state.
Rage: Enraged the foe now takes triple damage, but deals more too, gains super armor on select moves, gains a grab move (where they pummel you) and rush you down. Reward for killing a foe like this is extra money-orbs.
Sadness: Foe gets very defensive, popping shields, take less damage and tries to run away and focuses on ranged attacks. Defeating a foe like this drops a small heal.
Suicidal: enemies start hurting themselves constantly and movement speed is reduced, but when they die they explode with friendly fire. Gain money-orbs, but very little.
Lust: some foes like the hurtful words. These will kneel down and wait for you to combo them again. This is basically a stun. If you kill a foe in this emotion they give some magic-meter back.
If the moral meter is depleted which emotion is chosen is randomized. But if the final 'blow' is dealt with a taunt you can choose which one you get.
Bosses have a set emotion they get, but can still be directed to a certain emotion using taunts - making them harder but still contain the main mechanics.
The system as such gives all styles of play a purpose:
- if you want to nuke foes it is still best to rush them down and abuse highest damage moves that don't combo, to reduce damage and stagger decay.
- in groups styling around gives you more options on how to 'direct' the battle, giving combos a smart system behind it other than "style on this fool". Even efficiency based players might play with combos as a result to "Lust stun" a specific foe.
- dropping combos becomes a tactic, as it resets damage scalling. But by being random in their reaction it can be very risky, as you might drop the combo completely.
Few other notes:
- there will be no counter hits.
So, what do you guys thinks?