Since Cloud refuses to post on the forum (lol) and I like this idea:
Bear with me because this might turn into complete incoherent rambling, but reading these thoughts about ki battles has a very rough idea forming in my head.
These values can definitely be adjusted but I just want to paint a rough picture of what I’m thinking. Let’s say two players are in a beam battle. If we have something set up that picks a random number between 1-100 set up so that player 1 - if the random number lands any number from 1-10 they win the ki battle. Player 2 if anything lands from 91-100 they win. But in order to increase your chances of winning the ki battle each player can say ‘I put this X number of my ki into the beam’ and whatever that number of powerlevel is it increases their chances of winning the ki battle.
So instead of player 1 getting 1-10 they put in like 5k ki into the beam and it becomes 1-25.
The other player can do the same. The risk is if you lose you lose the ki you put into the blast + the damage you take from the beam.
And if the number lands on a neutral number the ki blast battle continues and each character is allowed to increase the ki(or even lower it) in their beam.
So in practice mine and Mado’s beams collide. Mado gets 1-10 and I get 91-100 on a randomly generated number. If it lands from 11-90 the ki struggle continues. Mado says I put 10k of my own pl into this blast. His chances increase on the number generator. If anything lands between 1-30 he wins. I say I also put 10k of my pl into the blast. I now have a chance from 71-100. Let’s say the number rolls 27. Mado wins the battle. We both lose 10k pl but I take the full damage of the blast on top of it.
Or even Mado only loses 5k since he never got hit by anything.
Just trying to create a risk vs reward scenario that would make sense.
We would need to run some test battles of course. I think there is this fine line with ki battles that either every fight will come down to just this, making everything else we have built with PM combat useless, or it will almost never be worth using. The current situation we sit with counter/ki battles is the latter, we went with caution. This is the struggle we have been having trying to come up with a cool ki beam feature, but not have it dominate every battle.
Full disclosure, I didn’t understand the cloud idea - specifically the math. But the core concept is cool… how to pump more energy into the blast to simulate the ki struggle. I’m on board.
Maybe I’ll just build a few of these ideas, and we can test the ones we like.
Correct, no math provided, just the basic idea. Here’s what we will need to work on in its current version anyway:
When two attacks collide, how are the initial numbers decided (1-10 and 91-100 in the concept)? Surely the 2 attacks won’t be exactly even, so it seems like the initially stronger one should have an advantage to start.
When putting more energy into the two attacks to increase their chances, how can this work? Would maybe have to be something like you take the total damage of both beams, and as one player goes over 51% with their side, they get more win numbers for each %? Say the total damage between both attacks is up to 20k damage, you have put 12k of it in and the opponent has put 8k. You are contributing 60%, so your chances go up 10, now you have the numbers 1-20 and opponent still has 1-10. Adjust win numbers after each round the struggle persists.
If there are other players involved in the fight, they still take their turns after each round of adding energy to the blasts and rolling to see if there is a winner or the struggle continues?
Maybe the two players can only have 20 win-numbers total, and the % of total damage in both attacks combined decides how many of the 20 numbers each player gets, with a minimum of 1. So if your attack gets to 95% or more of the combined damage you would have win numbers 1-19, and the opponent would have only number 100, still a 5% chance your 100 number comes up than their 95% chance 1-19 does. Of course, 80% of the time the struggle will just continue. The incentive to put more into your attack each turn is to own more of those 20 numbers by taking the damage lead.
My only fear here really is that with all this damage getting easily pumped into these attacks, fights are going to be as simple as get into a ki battle, pump all your pl into it, pray luck is on your side, fight over. How to prevent, but still make ki battles a thing sonehow even if it’s rare?