Basic Attacks and UX – In
line with the same goal of mantaining symetry, both robotic hands contain the
same offence. Below is the proposed list of attacks and control scheme :
Trigger
: Enemy projectile fire. All attacks are projectile based. This decision is
also inline with mantaining a slower combat pace. Hitscan weapons are typically
used only in low time to kill, fast mobility shooters.A/X button : Change projectile type. Player has two projectile types. Each are intended for different purposes and exercise different skills. New weapons in each category can be discovered and equipped through the course of the game.
- Laser Bolts
- Pulling the trigger emits a continuous rapid stream of laser bolt like attacks.
- High Frequency, Low Damage attack.
- Intended to attack fast moving, high HP targets or distributed low HP targets.
- Skill involved is continually reorienting cursor to ensure optimal number of bolts are landing on targets.
- Easier to use against “bullet sponge” slow moving, high HP targets or clustered low HP targets.
- These types of targets can be used to give players a break from high intensity challenges, i.e., a dip in the interest curve.
- Charged Missile
- Pulling the trigger shoots a missile. Holding the trigger and releasing launches a more powerful missile.
- Low Frequency, High Damage attack.
- Intended to attack medium paced, high HP targets.
- Skill involved is watching the enemy and identifying right time to release.
B/Y Button – With the slightly slower paced combat and
emphasis on higher time to kill opponents, it is likely that players will spend
several minutes in a battle arena. Therefore, an attack type that alters the
space might be useful. For example, consider an explosive mine detonator.
The player uses the B or Y button to launch a mine. She then needs to shoot the
mine to detonate it. Detonation causes damage within a certain radius and leaves
it in a permanent state of fire. This fire could be friendly fire or cause damage
to the player.
Encounter Design
Optimal Weapon Configuration - Both weapons can
potentially be equipped simulatenously, i.e., one on each hand or the same
weapon can be equipped on either. Encounters can be designed with the intension
of having players decipher the optimal sequence of configurations.
This concept when combined with 1v2 or 1v3 battles
where the ‘n’ NPCs on the board demand a different optimal configuration could
result in some interesting player mental models. Players must now map each NPC’s
state to an optimal weapon configuration and change their loadouts when they
encounter each NPC.
Setting up Flank – Players can use a combination of
attacks to flank opponents.
Special Attack –
The player also has one high damage, high cool down time attack. This attack is
a hitscan core blast.
The player executes this attack by pulling both triggers
and bringing his controllers together. Once the core is triggered, player must
keep both triggers held to keep the core blast active. She may move her hands to
reorient the laser core blast. However, the core will move slower than her
hand, i.e., there is not a 1:1 mapping between player hand movement and blast
trajectory. This is to prevent the attack from becoming overpowered.
Defense – Each
hand has a shield that covers a portion of the player. The shield is
sufficiently small that the player will need to reorient the shield to block
attacks from different directions.
The player accesses the shield using the grip button. The
player may not attack and defend from a single hand simultaneously. The shield
also degenerates as it blocks incoming attacks. It regenerates automatically
when it is inactive. Once a shield “breaks” it may not be used for a brief
amount of time. This potentially creates some interesting physical posturing to
continue blocking and attacking simultaneously from both hands.
Special Defence – Mirroring
special attack is special defence, which is a mode where the player is enveloped
in an invincible shield for a brief amount of time. The player may not however,
trigger core blast when in special defence mode. Special defence is triggered
by holding down both grips simultaneously.
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