Ability Cooldowns

I was talking to Cloud earlier, and he posed the idea of having ability cooldowns, especially for ki blasts.

This could add some more strategic depth to fights, preventing players from using their highest damage ki blast attack over and over. Different turn CDs for different attacks, more or less the more damage it does, the longer the CD.

Discussing that led to the idea of introducing ‘powering up’ an ability, a way to reduce the CD so the attack can be used again sooner.

For example, using an unpowered-up Tri Beam would have a CD of 5 turns, but if you spent one turn powering up Tri Beam before firing, the CD would be reduced by [number of turns spent powering up] + 1 turn.

Thoughts?

So my main question would be is it, “Especially for Ki Blasts” or “Only for Ki Blasts”?

Having a Cooldown for physical attacks would be extremely weird unless Planet Mado were shifting into a True Turn Based RPG Fight System. If that were the case and the idea was to fully implement this to be a standalone system that ran itself by program…then we’d be looking at some original Knights of the Old Republic combat.

I just don’t think we’re there yet.

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I’ve kicked a bunch of ideas over the course of the round, many within PMCS. Combo System being my favorite. The trend I’ve been pushing is to increase the utility of weaker attacks, to situationally avoid things like this.

I’ve been somewhat successful, but I think we’ve only barely scratched the surface.

My hope however is that we don’t ever get to a point to where we have to enforce cooldowns.

Logically it makes sense, but I think this is in conflict with PM Lore. Which is tough pill to swallow, since the same can be said for DBZ lore… nobody really back-to-back fires off Kamehameha consecutively.

Still… I hope we keep building in systems that brings more focus on utility of weaker attacks, so we don’t have to implement stuff like cooldowns.

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I pretty well agree with Seifer on Cooldowns. Where they make sense in some ways, I really only think they kinda hold a place in an actual digital game setting for balancing play-by-play within automated turn based combat.

That does however open up a Grendel’s Cave like version of Planet Mado that could be played. Utilizing Cooldowns and combo triggering and the like.

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Just found this post, figured I would weigh in, because I do find it an interesting concept.

I think it would make more sense if it was not a CD specific to that type of ki attack (tri-beam in example), but to all ki attacks. If you use tri-beam your energy or ki or whatever you want to call it is depleted, and you can’t use ANY ki attack for 5 turns. However, if you used a basic ki blast or laser eyes you would have no CD or maybe just 1 turn of CD. Once the CD is done, you could fire off ANY ki attack.

The idea of powering up an ability is neat also. Both in this context of doing something to lower the CD, but also just in general. Something where you can “master” a move in time, giving you different alternate versions of the move. Perhaps that early game move becomes rather weak and useless later, but if mastered it can contend with the bigger moves late game. Would need to be balance of course. I have sort of seen this in dbz games before where there are a bunch of differently named kamehameha attacks hou learn as you progress to keep it relevant later “ultimate, father son, x100.”
I also think transformations having a much higher cost at first, and once you have ysed them enough or done something they have the normal cost, and over time mastered to less cost.

There is a recent topic discussing alternate versions of ki channel, but also branched into other moves and even fighting styles here: