h a l f b a k e r yBite me.
add, search, annotate, link, view, overview, recent, by name, random
news, help, about, links, report a problem
browse anonymously,
or get an account
and write.
register,
|
|
|
|
Heh. Can I play as Superman? |
|
|
I'd want to play as God, but i hear he's dead in this game. |
|
|
A common idea in horror movies. |
|
|
The main character/hero of this videogame should be Zaratustra, who always manages to kill priests, monks, Popes and catholic people of all sorts. |
|
|
Nietzsche and Darwin should get together. |
|
|
At the end of the game is the winner determined to be right? |
|
|
That's a tag team wrestling partnership I'd love to see, FJ. |
|
|
The game would be practical if every blow landed against the opponent drained "life" but increased his strength (life taken away from opponent per blow). However, the way the author wrote this up he is instead proposing a game of chance with two outcomes. Immediate death, or increased strength. One has to question his intent, as what does strength matter if each blow is potentially either lethal or empowering? |
|
|
The stronger one is, the less chance there is of the next punch killing you. This would mean that the game gets harder the more hits you make. |
|
|
(cuckoo), Are you unfamiliar with the famous quote behind this halfbake? |
|
|
sctld, that's not how the idea is written. the way the idea is written suggests that EVERY punch, for instance, will have one of two outcomes. Killing the opponent, or making him or her stronger. My previous annotation suggested that strength, and whatever measure that's put in place to determine life and death shouldn't be the same. //"every blow you land on your opponent either kills him or makes him stronger"// Perhaps he meant "every blow that is landed on your opponent that doesn't kill him will increase his strength until his life is completely decreased." For this to be the case, the fighters in the game would require a bar that measures life which would be reduced by every punch. And a bar that measures strength that would be increased with every punch. |
|
|
Golly gee, the one time someone decides not to use brackets around someone's name, it happens to be [sctld]'s. What's this world coming to? |
|
|
I agree with [contracts] on this idea. |
|
|
//You weren't around when [ sctld ] used to have a hissy fit //
Well, thank goodness for small miracles. |
|
|
Surely it should be [[ sctld ]]. |
|
|
An adaption of this for the Street Fighter video games would be that the same attack would not hurt your opponent twice. You would need to be able to use a variety of attacks to keep hitting with something different every time. |
|
|
That would make a great training mode for beat-em-up games. |
|
|
Has anyone here played Bushido Blade? It only takes one hit to kill someone. If the character got faster every time they sucessfully parried a blow, this could actually be fun. |
|
|
I think other games have a "rage" meter or something like that, which build up in various ways. |
|
|
This would make for an intersting game though. It would be down to reflexes. Blocking constantly, stopping only to make quick attacks before scuttling back to defending. |
|
|
It would be interesting if every increment of "strength" the opponent gained meant successively more impressive and powerful-looking attacks, which nevertheless have the same probability of killing the other opponent. |
|
|
They could add a sliding probability-of-death meter so that interested players could wind up throwing galaxies at each other and imploding the universe at the very end of it. |
|
| |