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Post by Vice honcho room temperature on Nov 26, 2017 11:42:56 GMT -5
... if its just going to drain my health? The video game biz has always been petty and penny pinching.
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Post by BorneAgain on Nov 26, 2017 11:55:31 GMT -5
It was designed as a risk/reward mechanic where you had to pick your spots as far as when to ideally use it (right before a health item, against a boss, etc). Of course since players typically hoarded their health as much as they could it didn't really work for most people.
I think Streets of Rage 3 actually got this right when they had the meter on the HUD which allowed you to use a special move without losing any health, if it was filled. That allowed for frequent use of the moves via precise play and timing, exactly what a balanced game aspect should be.
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Post by A Platypus Rave on Nov 26, 2017 15:18:39 GMT -5
Because it started in arcades which are created by design to eat your quarters.
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Post by Bang Bang Bart on Nov 26, 2017 15:42:33 GMT -5
I think a good system that would've worked is that you can use a special move for a a certain amount of times without losing health, but once the limit runs out, you can still use specials... though they now drain your health.
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H-Virus
Hank Scorpio
A Real Contagious Experience
Posts: 5,964
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Post by H-Virus on Nov 26, 2017 18:08:57 GMT -5
I'd say it's probably also a counter-measure to make sure players didn't just spam specials endlessly and actually had to play with some semblence of strategy.
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SmashTV
Dennis Stamp
Big Money, Big Prizes, I Love It!
The Excellence of Allocation
Posts: 4,498
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Post by SmashTV on Nov 27, 2017 14:58:42 GMT -5
To see if the player is happy to take a calculated risk - if I use a special move it will weaken my opponent significantly, but I'll also lose some energy. Do I play safe and stick with my standard attack, or use the special move and hope to capitalise on it?
What a quandary...
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