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Changable Fighting Styles?
Topic Started: May 23 2009, 04:16 PM (133 Views)
ShaimingLong
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Elite Soldier
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I had an idea a few nights ago.

What if, like in SW, you could either toggle or hold a button to enter a different stance, but instead of it only being a simple one or two moves, rather it's a completely different combo list?

For example, you could have combos that hit less enemies but do more damage for fighting officers, and then have another 'fighting style' that does much less damage, but his all enemies around you pretty easily.

I'm sure to a degree it could be game breaking and would make the games a lot easier overall, but it could make some characters that can be quite difficult to use in certain situations much more viable and fun to play with.
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Raiga Kagekami
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SHAKUNETSU HADOUKEN!
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No,I don't think so this will work for a Warriors game.More fitting for a fighting game e.g Mortal Kombat.Because,this will make your character all-rounded,making the game too easy to complete,and yeah,causing the game to be rated lowly:/

Well,still a nice idea,but then most of the time it only happens in fighting games.
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Currently Waiting for: DW6:Empires(NTSC-J),Command & Conquer 4: Tiberian Twilight,Tiberium[Working Title](C&C: Tiberium Wars FPS), Sengoku Basara 3 and Samurai Warriors 3.
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ShaimingLong
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It was thinking about Yoshitsune Minamoto's ability to change the size and look of his weapon in WO2 that made me think about it.
Or rather, thinking that with the extra size, his attack would have been nicer to be more crowd control orientated.

I don't think that the idea wouldn't work with a Warriors game. Can't disagree with the difficulty though. Would we want Lu Bu or Honda to be any more scary than they already are?
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Ganheim
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We're drowning in information and starving for knowledge
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I actually think this is a pretty good idea. Obviously certain characters would have a special/extra/inherent skill in one particular stance. I also wouldn't (usually) consider a stance like crowd-clearing vs officer-clearing, because those are the two prime challenges of the game (and figuring out how to handle one with a character tailored to the other).

However, I think that having stances that specialize against archers, or swordsmen, or spearmen would be a good idea. Or they could take the same route that the weapons in SSM5 (DW6) took. In this case, perhaps a 'power' stance gives higher defense, high resistance to flinching, and block breaking. A 'speed' stance could give higher move and attack speed, and greater range. A 'technique' stance could give high element activation (sometimes even on quick-attack string), sometimes grant extra elements/skills in charge attacks, and causes enemies to flinch or stun.
I've gotta break out, I need a way out,
I don't believe it's gotta be this way,
The worst is the way that
In this room I'm suffocating
--Skillet, Rebirthing
Front Mission fan and supporter of the Front Mission 5: Scars of War fan translation project.

Writer on Fiction Press, Fan Fiction.
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ShaimingLong
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Elite Soldier
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That's an excellent addition. I hadn't quite thought too deeply into that level of it. Having a few select officers deal with either officer or crowd and a bunch of other officers dealing with their own pro's and cons of their styles/stances.

Reminds me also of the difference in types of Warriors Orochi, but with how this is going, more versatile and varied. Throw in a Orochi 1 style difficulty and you could possibly have those styles really making all the difference to get by.
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Nobunaga93
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Mitchell Riley Abel
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isnt DW Strikeforce exactly this?
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PhoenixOfWEI
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So you wish to test the edge of my blade?
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Well my idea is to have a speed style move set and a strength style move set. And instead of bashing away on square you have to change in between to get effective attacks.
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Daosiying
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Nobunaga93
Jun 1 2009, 01:59 AM
isnt DW Strikeforce exactly this?
Late reply, but going with it.

Strikeforce does encompass the notion, but doesn't actually offer actual uniqueness to the characters. Since you're allowed to use any of the other character's motions and weapons, it real just boils down to statistic differences and character models.

What this thread is discussing is a setup in which each character remains unique, but with additional options that would further set the characters apart making for a more diverse experience when playing a Musou title.

So to re-sum it, adding new styles/motions to a character thereby adding to their skill pool lending itself to more gameplay diversity and possibly deeper gameplay.

But knowing Koei, I don't see anything beyond the Stance skills and R1 specials coming anything soon.
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Ganheim
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We're drowning in information and starving for knowledge
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Daosiying
Sep 8 2009, 06:14 AM
But knowing Koei, I don't see anything beyond the Stance skills and R1 specials coming anything soon.
True, though it would be nice to have a nod to realism and have a trigger where you can switch your character from 'anti-sword mode' to 'anti-spear mode' stances.

Still, Koei's published games varying from Dynasty Warriors to Warship Gunner, so you can't fault them for no creativity.
I've gotta break out, I need a way out,
I don't believe it's gotta be this way,
The worst is the way that
In this room I'm suffocating
--Skillet, Rebirthing
Front Mission fan and supporter of the Front Mission 5: Scars of War fan translation project.

Writer on Fiction Press, Fan Fiction.
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