META PLAYERS WILL HATE ME: MULTIPLIERS FOR MODIFIERS
D
Dr._Rock
Imagine if we have multipliers for modifiers that are based on controller speed/acceleration, so if players add more speed/acceleration, the modifier will modify HARDER.
(AKA HARDER punch = structure goes MORE YEET)
This would need to have a limiter to max multiplier so ppl would not hurt themselves.
THIS WOULD BRING RUMBLE BACK TO THE GLORY THE DEVS HAD ENVISIONED
DEVS: THIS IS WHAT YOU WANTED. DO IT. LISTEN TO DA ROCK
like imagine doing a proper punch movement at a nice fast speed and the modifier hits harder. like proper Rumble Martial Art movements.
you could also make it that the multiplier only happens when you touch the structure with your fist, if you are concerned about stuff like changing the game a lil to much (ignore this recomendation doe, make it for everything)
also don't listen to the comments below (even if their suggestion is to make this a shiftstone, which is a great idea but... MAKE IT FOR EVERYTHING)
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B
BaKED
Sorry but disagree. No matter how you implement it, there would be less consistency with modifiers, possibly adding more jank to client vs host, making it harder for newer players and teaching them bad habits (speed > form) but also makes all sorts of current setups be ruined due to needing to move your arms at a certain speed to get a move out in time
C
ContagiousPow
Disagree, I think part of the charm of rumble is that ALL you have to do is hit the poses, and the path you take is up to you. I think that most new players immediately try to punch to do a straight, and I don't think that should be the fastest or best option.
It could possibly work with a shiftstone, but even then I feel like it is very beginner-oriented, and would slow down an experienced player more
M
Musical-Memoirs
I can see it be a fun thing, as a shiftstone, but ONLY as a shiftstone.
Fast movements give 20% more force, slow movements 20% less force.
Why as a shiftstone?
It changes the current gameplay too much to add right now. A lot of optimized moves will become weaker, while other moves can become stronger and changes known trajectories way too much.
It also encourages faster movements that can hurt the bodies of inexperienced players. The opposite of what we try to teach beginners.
But as a shiftstone it can create a completely new playstyle with very controlled movements, which I would love to see.