Williamtheshatner
Jungle Girl
- Joined
- Jul 29, 2016
- Messages
- 200
- Reputation score
- 58
If I recall correctly, the mood system increased/decreased damage taken and received for both the player and the succubi, could allow certain attacks if it was high enough, and was increased by:
- Certain attacks (kissing)
- Either the player or the enemy getting low health
- Either the player or the enemy losing their clothes
- Talking to the succubi
- Talking to the succubi and letting them take your energy
- Giving gifts
- Getting put in a stance and rarely getting out of a stance (depended on the enemy you faced, some liked getting out of stances for some reason)
And was decreased by:
- Resisting getting put in stances
- Talking to enemies and ignoring/resisting requests
In the context of this game, I think that it could be pretty similar with starting out lowish (I think SR started out at a 30% mood at the start of every fight?) and getting increased by certain moves/events in combat and potentially being a secondary requirement to using some much higher level moves (could prevent spamming of the most powerful moves at the start of the fight in the future due to not being usable immediately). Most of the time it wouldn't really be super impactful on combat, but it's still a small added complexity that might add a little bit of depth into the game. I don't like the idea of staleness and would much prefer a positive system be introduced instead. This isn't Super Smash Brothers, it's purely player versus game, so it's not like having powerful moves is unfair, it's merely an aspect of the game. I suppose as a pseudo staleness mechanic the prices of more powerful moves could be increased more drastically, but that's another issue entirely when it comes to combat balancing.
- Certain attacks (kissing)
- Either the player or the enemy getting low health
- Either the player or the enemy losing their clothes
- Talking to the succubi
- Talking to the succubi and letting them take your energy
- Giving gifts
- Getting put in a stance and rarely getting out of a stance (depended on the enemy you faced, some liked getting out of stances for some reason)
And was decreased by:
- Resisting getting put in stances
- Talking to enemies and ignoring/resisting requests
In the context of this game, I think that it could be pretty similar with starting out lowish (I think SR started out at a 30% mood at the start of every fight?) and getting increased by certain moves/events in combat and potentially being a secondary requirement to using some much higher level moves (could prevent spamming of the most powerful moves at the start of the fight in the future due to not being usable immediately). Most of the time it wouldn't really be super impactful on combat, but it's still a small added complexity that might add a little bit of depth into the game. I don't like the idea of staleness and would much prefer a positive system be introduced instead. This isn't Super Smash Brothers, it's purely player versus game, so it's not like having powerful moves is unfair, it's merely an aspect of the game. I suppose as a pseudo staleness mechanic the prices of more powerful moves could be increased more drastically, but that's another issue entirely when it comes to combat balancing.