- Joined
- May 15, 2014
- Messages
- 96
- Reaction score
- 10
- Points
- 8
- Age
- 35
- Steam
- killercore0007
- PSN
- killercore007


Before you ask, I didn't actually make one(as much as I wish I could), but this is still something that could be unique. Anyways:
The engine has one main component, the endurance meter(which would be below the health bar if you wanted to ask). What does it do? Well, I remember a long time ago on some other forum where someone said that Ryu's LP should not be able to make someone like Zangief reel in pain so easily from a tiny fist. Eventually, I got the idea to make something along those lines(and the fact that RL fighting doesn't involve loljigglejuggles). How it works is like so:
Each fighter would have a form of hyper armor. However, unlike traditional hyper armor, it can be broken after a certain amount of armor damage is dealt, which differs based on which fighter(more on armor damage later). Also, during a combo in which the armor has not broken yet, neither fighter can grab the other(this is to prevent grapplers from becoming broke as hell). Now, each move has what you'd call armor damage, in addition to the normal damage they deal.
Typically, slower, heavier moves would deal more and faster ones would do less. When the endurance meter depletes, they go into an "armor damaged" state, which they can be hit and combo'd like you'd typically see in fighting games. This state lasts until the meter refills, which typically is the less max armor the fighter has, the faster it regenerates. The endurance bar also regens outside of armor damaged, though at a slower rate.
This system isn't final right now, but if you have questions, just ask.
The engine has one main component, the endurance meter(which would be below the health bar if you wanted to ask). What does it do? Well, I remember a long time ago on some other forum where someone said that Ryu's LP should not be able to make someone like Zangief reel in pain so easily from a tiny fist. Eventually, I got the idea to make something along those lines(and the fact that RL fighting doesn't involve loljigglejuggles). How it works is like so:
Each fighter would have a form of hyper armor. However, unlike traditional hyper armor, it can be broken after a certain amount of armor damage is dealt, which differs based on which fighter(more on armor damage later). Also, during a combo in which the armor has not broken yet, neither fighter can grab the other(this is to prevent grapplers from becoming broke as hell). Now, each move has what you'd call armor damage, in addition to the normal damage they deal.
Typically, slower, heavier moves would deal more and faster ones would do less. When the endurance meter depletes, they go into an "armor damaged" state, which they can be hit and combo'd like you'd typically see in fighting games. This state lasts until the meter refills, which typically is the less max armor the fighter has, the faster it regenerates. The endurance bar also regens outside of armor damaged, though at a slower rate.
This system isn't final right now, but if you have questions, just ask.